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more pruning of old stuff
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@ -629,12 +629,12 @@ GEOMETRY ENTRIES
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This works in conjunction with bin, above, to further refine the
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order in which this polygon is drawn, relative to other geometry
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in the same bin. If (and only if) the bin type named in the bin
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scalar is a GeomBinFixed, this draw_order is used to define the
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scalar is a CullBinFixed, this draw_order is used to define the
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fixed order that all geometry in the same will be rendered, from
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smaller numbers to larger numbers.
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If no bin scalar is specified, the default is a bin named "fixed",
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which is a GeomBinFixed object that always exists by default.
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which is a CullBinFixed object that always exists by default.
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<Scalar> visibility { hidden | normal }
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@ -691,82 +691,18 @@ GEOMETRY ENTRIES
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PARAMETRIC DESCRIPTION ENTRIES
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The following entries define parametric curves and surfaces.
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Generally, the player supports these only in the abstract; they're not
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Generally, Panda supports these only in the abstract; they're not
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geometry in the true sense but do exist in the scene graph and may
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have specific meaning to the show code. However, the player can
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create visible representations of these parametrics to aid
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visualization.
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have specific meaning to the application. However, Panda can create
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visible representations of these parametrics to aid visualization.
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These entries might also have meaning to tools outside of the player,
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such as a smart polygon mesher.
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These entries might also have meaning to external tools outside of an
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interactive Panda session, such as a smart polygon mesher.
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In general, dynamic attributes such as morphs and joint assignment are
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legal for the control vertices of the following parametrics, but the
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player doesn't support them and will always create static curves and
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surfaces. Non-player tools, however, may respect them.
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<BezierCurve> name {
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[attributes]
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[ <TLengths> { t1 t2 t3 ... } ]
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<VertexRef> { indices <Ref> { pool-name } }
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}
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A Bezier curve will generally be used to describe a motion path
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(though NURBS curves can be used for this purpose as well; see
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below). The player translates <BezierCurve> entries into Hermite
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curves internally.
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Bezier curves can have any number of dimensions from one to three.
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Accordingly, the referenced vertices may be defined for x, x y, or x
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y z. All vertices should be defined over the same number of
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dimensions.
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A Bezier curve consists of a sequence of curve segments defined by
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four vertices taken three at a time. The first four vertices define
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the first curve segment, the vertices four through seven define the
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second curve segment, and so on. The total number of vertices must
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be one more than a multiple of three.
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<TLengths> is a list of (n-1)/3 values, where n is the number of
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Bezier control vertices. Each value corresponds to the length in
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parametric space of the corresponding curve segment; the total curve
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is defined over the parametric range [0,sum(TLengths)]. If this
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entry is omitted, the curve will be defined over the range [0,1].
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The following attributes may be defined:
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<Scalar> type { curve-type }
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This defines the semanting meaning of this curve, either XYZ, HPR,
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or T. If the type is XYZ, the curve will automatically be
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transformed between Y-up and Z-up if necessary; otherwise, it will
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be left alone.
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<Scalar> subdiv { num-segments }
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If this scalar is given and nonzero, the player will create a
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visible representation of the curve when the scene is loaded. The
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number represents the number of line segments to draw to
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approximate the curve.
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<RGBA> { r g b a [morph-list] }
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This specifies the color of the overall curve.
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Bezier control vertices may also be given color and/or morph
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attributes (though the player ignores these), but <Normal> and <UV>
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entries do not apply to Bezier vertices.
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Each control vertex may optionally be given a continuity type,
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defined with a "<Scalar> continuity-type { type }" within the
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<Vertex> entry. The type may be one of Cut, Free, G1, or Smooth.
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This enforces the respective continuity restriction on the
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neighboring vertices.
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legal for the control vertices of the following parametrics, but Panda
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itself doesn't support them and will always create static curves and
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surfaces. External tools, however, may respect them.
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<NURBSCurve> {
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[attributes]
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@ -776,10 +712,8 @@ surfaces. Non-player tools, however, may respect them.
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<VertexRef> { indices <Ref> { pool-name } }
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}
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A NURBS curve is a more general parametric than a Bezier curve. It
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can be used within the show anywhere a Bezier might have been used,
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though a NURBS curve as the player creates it is more difficult to
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modify at runtime.
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A NURBS curve is a general parametric curve. It is often used to
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represent a motion path, e.g. for a camera or an object.
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The order is equal to the degree of the polynomial basis plus 1. It
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must be an integer in the range [1,4].
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@ -793,9 +727,30 @@ surfaces. Non-player tools, however, may respect them.
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only three coordinates are given, it specifies a curve in two
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dimensions plus a homogeneous coordinate (x y w).
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The valid attributes are the same for a <NURBSCurve> as that for a
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<BezierCurve>, above. Similarly, NURBS vertices may be given color
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and/or morph attributes.
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The following attributes may be defined:
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<Scalar> type { curve-type }
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This defines the semanting meaning of this curve, either XYZ, HPR,
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or T. If the type is XYZ, the curve will automatically be
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transformed between Y-up and Z-up if necessary; otherwise, it will
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be left alone.
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<Scalar> subdiv { num-segments }
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If this scalar is given and nonzero, Panda will create a visible
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representation of the curve when the scene is loaded. The number
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represents the number of line segments to draw to approximate the
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curve.
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<RGBA> { r g b a [morph-list] }
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This specifies the color of the overall curve.
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NURBS control vertices may also be given color and/or morph
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attributes (though Panda ignores these), but <Normal> and <UV>
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entries do not apply to NURBS vertices.
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@ -821,7 +776,7 @@ surfaces. Non-player tools, however, may respect them.
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attributes may also include <NURBSCurve> and <Trim> entries; see
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below.
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To have the player create a visualization of a NURBS surface, the
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To have Panda create a visualization of a NURBS surface, the
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following two attributes should be defined as well:
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<Scalar> U-subdiv { u-num-segments }
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@ -1033,9 +988,9 @@ GROUPING ENTRIES
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If the visibility of a group is set to "hidden", the primitives
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nested within that group are not generated as a normally visible
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primitive. If the Configrc variable egg-suppress-hidden is set to
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true, the primitives are not converted at all; otherwise, they are
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converted as a "stashed" node.
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primitive. If the Config.prc variable egg-suppress-hidden is set
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to true, the primitives are not converted at all; otherwise, they
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are converted as a "stashed" node.
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<Scalar> decal { boolean-value }
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@ -1341,8 +1296,8 @@ GROUPING ENTRIES
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A table is a set of animated values for joints. A tree of tables
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with the same structure as the corresponding tree of joints must be
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defined for each character to be animated. Such a tree is placed
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under a <Bundle> node, which provides a handle within the player to
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the tree as a whole.
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under a <Bundle> node, which provides a handle within Panda to the
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tree as a whole.
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Bundles may only contain tables; tables may contain more tables,
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bundles, or any one of the following (<Scalar> entries are optional,
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@ -1397,9 +1352,9 @@ GROUPING ENTRIES
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This is a variant on the <Xfm$Anim> entry, where each column of
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the table is entered as a separate <S$Anim> table. This syntax
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reflects an attempt in the old player development to save memory
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by not requiring repetition of values for columns that did not
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change value during an animation sequence.
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reflects an attempt to simplify the description by not requiring
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repetition of values for columns that did not change value during
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an animation sequence.
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<VertexAnim> name {
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