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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\ode\config.h
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/* This file was autogenerated by Premake */ #ifndef _ODE_CONFIG_H_ #define _ODE_CONFIG_H_ /****************************************************************** * CONFIGURATON SETTINGS - you can change these, and then rebuild * ODE to modify the behavior of the library. * * dSINGLE/dDOUBLE - force ODE to use single-precision (float) * or double-precision (double) for numbers. * Only one should be defined. * * dTRIMESH_ENABLED - enable/disable trimesh support * dTRIMESH_OPCODE - use the OPCODE trimesh engine * dTRIMESH_GIMPACT - use the GIMPACT trimesh engine * * dUSE_MALLOC_FOR_ALLOCA (experimental)- * Use malloc() instead of alloca(). Slower, * but allows for larger systems and more * graceful out-of-memory handling. ******************************************************************/ #define dSINGLE /* #define dDOUBLE */ #define dTRIMESH_ENABLED 1 #define dTRIMESH_OPCODE 1 /* #define dUSE_MALLOC_FOR_ALLOCA */ /****************************************************************** * SYSTEM SETTINGS - you shouldn't need to change these. If you * run into an issue with these settings, please report it to * the ODE bug tracker at: * http://sf.net/tracker/?group_id=24884&atid=382799 ******************************************************************/ /* Try to identify the platform */ #if defined(_XENON) #define ODE_PLATFORM_XBOX360 #elif defined(SN_TARGET_PSP_HW) #define ODE_PLATFORM_PSP #elif defined(SN_TARGET_PS3) #define ODE_PLATFORM_PS3 #elif defined(_MSC_VER) || defined(__CYGWIN32__) || defined(__MINGW32__) #define ODE_PLATFORM_WINDOWS #elif defined(__linux__) #define ODE_PLATFORM_LINUX #elif defined(__APPLE__) && defined(__MACH__) #define ODE_PLATFORM_OSX #else #error "Need some help identifying the platform!" #endif /* Additional platform defines used in the code */ #if defined(ODE_PLATFORM_WINDOWS) && !defined(WIN32) #define WIN32 #endif #if defined(__CYGWIN32__) || defined(__MINGW32__) #define CYGWIN #endif #if defined(ODE_PLATFORM_OSX) #define macintosh #endif /* Define a DLL export symbol for those platforms that need it */ #if defined(ODE_PLATFORM_WINDOWS) #if defined(ODE_DLL) #define ODE_API __declspec(dllexport) #elif !defined(ODE_LIB) #define ODE_DLL_API __declspec(dllimport) #endif #endif #if !defined(ODE_API) #define ODE_API #endif /* Pull in the standard headers */ #include
#include
#include
#include
#include
#include
#if !defined(ODE_PLATFORM_PS3) #include
#endif #if !defined(ODE_PLATFORM_WINDOWS) #include
#endif /* Visual C does not define these functions */ #if defined(_MSC_VER) #define copysignf _copysign #define copysign _copysign #endif /* Define a value for infinity */ #if defined(HUGE_VALF) #define ODE_INFINITY4 HUGE_VALF #define ODE_INFINITY8 HUGE_VAL #elif defined(FLT_MAX) #define ODE_INFINITY4 FLT_MAX #define ODE_INFINITY8 DBL_MAX #else static union { unsigned char __c[4]; float __f; } __ode_huge_valf = {{0,0,0x80,0x7f}}; static union { unsigned char __c[8]; double __d; } __ode_huge_val = {{0,0,0,0,0,0,0xf0,0x7f}}; #define ODE_INFINITY4 (__ode_huge_valf.__f) #define ODE_INFINITY8 (__ode_huge_val.__d) #endif #ifdef dSINGLE #define dInfinity ODE_INFINITY4 #define dEpsilon FLT_EPSILON #else #define dInfinity ODE_INFINITY8 #define dEpsilon DBL_EPSILON #endif /* Well-defined common data types...need to define for 64 bit systems */ #if defined(_M_IA64) || defined(__ia64__) || defined(_M_AMD64) || defined(__x86_64__) #define X86_64_SYSTEM 1 typedef int int32; typedef unsigned int uint32; typedef short int16; typedef unsigned short uint16; typedef char int8; typedef unsigned char uint8; #else typedef int int32; typedef unsigned int uint32; typedef short int16; typedef unsigned short uint16; typedef char int8; typedef unsigned char uint8; #endif /* An integer type that can be safely cast to a pointer. This definition * should be safe even on 64-bit systems */ typedef size_t intP; /* The efficient alignment. most platforms align data structures to some * number of bytes, but this is not always the most efficient alignment. * for example, many x86 compilers align to 4 bytes, but on a pentium it is * important to align doubles to 8 byte boundaries (for speed), and the 4 * floats in a SIMD register to 16 byte boundaries. many other platforms have * similar behavior. setting a larger alignment can waste a (very) small * amount of memory. NOTE: this number must be a power of two. */ #define EFFICIENT_ALIGNMENT 16 /* Define this if your system supports anonymous memory maps (linux does) */ #define MMAP_ANONYMOUS #endif
config.h
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