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authorhachem <im@hachem.wtf>2026-08-23 22:39:47 +0200
committerhachem <im@hachem.wtf>2026-08-23 22:39:47 +0200
commit90ff03c2fdffc09ddb26bdc7e32c3968a6d274fb (patch)
tree2fdb1b6f54c4e380af43c75f1051935587a87faa /src/scene/scene_types.h
parent5ea6c14c0e14bacee766ce1280ab2c71564e05ec (diff)
[feat]: wire in scene into the simulation engine
Diffstat (limited to 'src/scene/scene_types.h')
-rw-r--r--src/scene/scene_types.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/scene/scene_types.h b/src/scene/scene_types.h
index d34983f..61bea35 100644
--- a/src/scene/scene_types.h
+++ b/src/scene/scene_types.h
@@ -8,6 +8,12 @@ namespace Donut
// portable renderers (SceneRenderer, BlackHoleRenderer). The rendering itself
// is written once on the RHI (rendering/rhi.h); these are just the inputs.
+ // The scene editor and the simulation share ONE world at this scale: this many
+ // grid units == one Schwarzschild radius. The SceneRenderer draws the hole's
+ // horizon at this radius; the BlackHoleRenderer maps scene positions into
+ // physical units (x SagA_rs / SCENE_UNITS_PER_RS) so placed objects line up.
+ constexpr float SCENE_UNITS_PER_RS = 3.0f;
+
// A placeable/editable sphere in the world-builder scene view. The app owns
// the list; SceneRenderer draws it the same way on every backend.
struct SceneObject