#include "world.h"
#include "world_physics.h"
-static void ray_world_get_tri( world_instance *world,
- ray_hit *hit, v3f tri[3] )
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] )
{
for( int i=0; i<3; i++ )
v3_copy( world->scene_geo.arrvertices[ hit->tri[i] ].co, tri[i] );
}
-static int ray_world( world_instance *world,
- v3f pos, v3f dir, ray_hit *hit, u16 ignore )
+int ray_world( world_instance *world,
+ v3f pos, v3f dir, ray_hit *hit, u16 ignore )
{
return scene_raycast( &world->scene_geo, world->geo_bh, pos, dir, hit,
ignore );
/*
* Cast a sphere from a to b and see what time it hits
*/
-static int spherecast_world( world_instance *world,
- v3f pa, v3f pb, float r, float *t, v3f n,
- u16 ignore )
+int spherecast_world( world_instance *world,
+ v3f pa, v3f pb, float r, float *t, v3f n, u16 ignore )
{
boxf region;
box_init_inf( region );
return hit;
}
-static
struct world_surface *world_tri_index_surface( world_instance *world,
- u32 index )
+ u32 index )
{
for( int i=1; i<world->surface_count; i++ ){
struct world_surface *surf = &world->surfaces[i];
return &world->surfaces[0];
}
-static struct world_surface *world_contact_surface( world_instance *world,
- rb_ct *ct )
+struct world_surface *world_contact_surface( world_instance *world, rb_ct *ct )
{
return world_tri_index_surface( world, ct->element_id );
}
-static struct world_surface *ray_hit_surface( world_instance *world,
- ray_hit *hit )
+struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit )
{
return world_tri_index_surface( world, hit->tri[0] );
}