Go to the source code of this file.
Namespaces | |
| namespace | eng |
| namespace | eng::defs |
Defines | |
| #define | ENG_DEFS_HH 1 |
Enumerations | |
| enum | eng::defs::eLightId { eng::defs::eLightId_GLOBAL = GFX::Light::eLightId_0, eng::defs::eLightId_GRAPH = GFX::Light::eLightId_1 } |
Variables | |
| const uint | eng::defs::AXIS_PITCH = AXIS_X |
| const uint | eng::defs::AXIS_YAW = AXIS_Y |
| const uint | eng::defs::AXIS_ROLL = AXIS_Z |
| const uint | eng::defs::VIX_NONE = gfx::defs::MAX_VERTEXS |
| const uint | eng::defs::NIX_NONE = gfx::defs::MAX_POLYGONS |
| const uint | eng::defs::MAX_VERTEXS = gfx::defs::MAX_VERTEXS |
| const uint | eng::defs::MAX_POLYGONS = gfx::defs::MAX_POLYGONS |
| const uint | eng::defs::MAX_NORMALS = MAX_POLYGONS |
| const uint | eng::defs::MAX_POLYGON_VERTEXS = 4 |
| triangles suggested, quads and greater may be non-planar | |
| const uint | eng::defs::MAX_POLYGON_VERTEXS_BITS = 3 |
| (4=100b) amount of bits in MAX_POLYGON_VERTEXS | |
| const uint | eng::defs::MAX_POLYGONS_ON_VERTEX = 10 |
| maximum polygons that can share a vertex (should be minimal) | |
| const long | eng::defs::MAX_OBJECTS = 500*1000 |
| max LOD normal produces a few million Objects | |
| const long | eng::defs::MAX_NODES_TOTAL = 50*1000*1000 |
| const long | eng::defs::MAX_NODES_PER_OBJECT = 5*1000 |
| const fp | eng::defs::MAX_OBJECT_RADIUS = WORLD(50*MEGABYTE) |
| const fp | eng::defs::MIN_OBJECT_RADIUS = 0 |
| 0 for abstract objects without geometry | |
| const fp | eng::defs::MAX_OBJECT_DISTANCE = 2000000000.0 |
| to catch garbage values | |
| const uint | eng::defs::DEFAULT_BSP_RECURSION_LIMIT = 64 |
| overriden by world.conf | |
| const uint | eng::defs::DEFAULT_BSP_NODE_LIMIT = 10*1000 |
| overriden by world.conf | |
| const uint | eng::defs::DEFAULT_AVG_OBJECTS_PER_BSP = 10*1000 |
| average amount of Objects in a BSP | |
| const fp | eng::defs::BOX_WIDTH_TO_RADIUS_SCALE = 1.732050808 |
| sqrt(3.0) = 1.73 | |
| const uint | eng::defs::LOCUS_DESTROY_ZOMBIES_LIMIT = 20 |
| per idle event, deleting Quadrants/BSP/Objects is almost as slow as constructing them | |
NOTE: Be sure to WRITE A PERIOD IN FLOAT CONSTANTS defined by define or integer instructions could be compiled (with loss of accuracy).
NOTE: Don't overflow 32-bits (esp. in BSP constants).
The kinds of Polygons is limited to triangles and quads. Limiting to only triangles would be ideal (guarantees planar polygons), but modeling some Objects in terms of quads is convenient.
| #define ENG_DEFS_HH 1 |
Palomino 3D Engine documents generated by doxygen 1.5.3 on Fri Nov 23 11:26:14 2007