eng::defs Namespace Reference

Engine definitions, constants, enums. More...


Enumerations

enum  eLightId { eLightId_GLOBAL = GFX::Light::eLightId_0, eLightId_GRAPH = GFX::Light::eLightId_1 }

Variables

const uint AXIS_PITCH = AXIS_X
const uint AXIS_YAW = AXIS_Y
const uint AXIS_ROLL = AXIS_Z
const uint VIX_NONE = gfx::defs::MAX_VERTEXS
const uint NIX_NONE = gfx::defs::MAX_POLYGONS
const uint MAX_VERTEXS = gfx::defs::MAX_VERTEXS
const uint MAX_POLYGONS = gfx::defs::MAX_POLYGONS
const uint MAX_NORMALS = MAX_POLYGONS
const uint MAX_POLYGON_VERTEXS = 4
 triangles suggested, quads and greater may be non-planar
const uint MAX_POLYGON_VERTEXS_BITS = 3
 (4=100b) amount of bits in MAX_POLYGON_VERTEXS
const uint MAX_POLYGONS_ON_VERTEX = 10
 maximum polygons that can share a vertex (should be minimal)
const long MAX_OBJECTS = 500*1000
 max LOD normal produces a few million Objects
const long MAX_NODES_TOTAL = 50*1000*1000
const long MAX_NODES_PER_OBJECT = 5*1000
const fp MAX_OBJECT_RADIUS = WORLD(50*MEGABYTE)
const fp MIN_OBJECT_RADIUS = 0
 0 for abstract objects without geometry
const fp MAX_OBJECT_DISTANCE = 2000000000.0
 to catch garbage values
const uint DEFAULT_BSP_RECURSION_LIMIT = 64
 overriden by world.conf
const uint DEFAULT_BSP_NODE_LIMIT = 10*1000
 overriden by world.conf
const uint DEFAULT_AVG_OBJECTS_PER_BSP = 10*1000
 average amount of Objects in a BSP
const fp BOX_WIDTH_TO_RADIUS_SCALE = 1.732050808
 sqrt(3.0) = 1.73
const uint LOCUS_DESTROY_ZOMBIES_LIMIT = 20
 per idle event, deleting Quadrants/BSP/Objects is almost as slow as constructing them


Detailed Description

Engine definitions, constants, enums.

Enumeration Type Documentation

enum eng::defs::eLightId

Enumerator:
eLightId_GLOBAL 
eLightId_GRAPH  used for LightNode


Variable Documentation

const uint eng::defs::AXIS_PITCH = AXIS_X

const uint eng::defs::AXIS_ROLL = AXIS_Z

const uint eng::defs::AXIS_YAW = AXIS_Y

const fp eng::defs::BOX_WIDTH_TO_RADIUS_SCALE = 1.732050808

sqrt(3.0) = 1.73

const uint eng::defs::DEFAULT_AVG_OBJECTS_PER_BSP = 10*1000

average amount of Objects in a BSP

const uint eng::defs::DEFAULT_BSP_NODE_LIMIT = 10*1000

overriden by world.conf

const uint eng::defs::DEFAULT_BSP_RECURSION_LIMIT = 64

overriden by world.conf

const uint eng::defs::LOCUS_DESTROY_ZOMBIES_LIMIT = 20

per idle event, deleting Quadrants/BSP/Objects is almost as slow as constructing them

const long eng::defs::MAX_NODES_PER_OBJECT = 5*1000

const long eng::defs::MAX_NODES_TOTAL = 50*1000*1000

const uint eng::defs::MAX_NORMALS = MAX_POLYGONS

const fp eng::defs::MAX_OBJECT_DISTANCE = 2000000000.0

to catch garbage values

const fp eng::defs::MAX_OBJECT_RADIUS = WORLD(50*MEGABYTE)

const long eng::defs::MAX_OBJECTS = 500*1000

max LOD normal produces a few million Objects

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 = gfx::defs::MAX_POLYGONS

const uint eng::defs::MAX_POLYGONS_ON_VERTEX = 10

maximum polygons that can share a vertex (should be minimal)

const uint eng::defs::MAX_VERTEXS = gfx::defs::MAX_VERTEXS

const fp eng::defs::MIN_OBJECT_RADIUS = 0

0 for abstract objects without geometry

const uint eng::defs::NIX_NONE = gfx::defs::MAX_POLYGONS

const uint eng::defs::VIX_NONE = gfx::defs::MAX_VERTEXS

Palomino 3D Engine documents generated by doxygen 1.5.3 on Fri Nov 23 11:26:25 2007