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add previously built-in object types
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@ -60,4 +60,36 @@ egg-object-type-seq24 <Switch> { 1 } <Scalar> fps { 24 }
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egg-object-type-seq12 <Switch> { 1 } <Scalar> fps { 12 }
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egg-object-type-seq12 <Switch> { 1 } <Scalar> fps { 12 }
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egg-object-type-indexed <Scalar> indexed { 1 }
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egg-object-type-indexed <Scalar> indexed { 1 }
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# These are just shortcuts to define the Model and DCS flags, which
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# indicate nodes that should not be flattened out of the hierarchy
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# during the conversion process. DCS goes one step further and
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# indicates that the node's transform is important and should be
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# preserved (DCS stands for Dynamic Coordinate System).
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egg-object-type-model <Model> { 1 }
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egg-object-type-dcs <DCS> { 1 }
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# The following define various kinds of collision geometry. These
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# mark the geometry at this level and below as invisible collision
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# polygons, which can be used by Panda's collision system to detect
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# collisions more optimally than regular visible polygons.
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egg-object-type-barrier <Collide> { Polyset descend }
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egg-object-type-sphere <Collide> { Sphere descend }
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egg-object-type-tube <Collide> { Tube descend }
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# As above, but these are flagged to be "intangible", so that they
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# will trigger an event but not stop an object from passing through.
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egg-object-type-trigger <Collide> { Polyset descend intangible }
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egg-object-type-trigger-sphere <Collide> { Sphere descend intangible }
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# "bubble" puts an invisible bubble around an object, but does not
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# otherwise remove the geometry.
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egg-object-type-bubble <Collide> { Sphere keep descend }
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# "ghost" turns off the normal collide bit that is set on visible
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# geometry by default, so that if you are using visible geometry for
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# collisions, this particular geometry will not be part of those
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# collisions--it is ghostlike.
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egg-object-type-ghost <Scalar> collide-mask { 0 }
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#end 20_panda.prc
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#end 20_panda.prc
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