#include "world.h"
#include "world_physics.h"
-VG_STATIC void ray_world_get_tri( world_instance *world,
+static 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] );
}
-VG_STATIC int ray_world( world_instance *world,
+static 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,
/*
* Cast a sphere from a to b and see what time it hits
*/
-VG_STATIC int spherecast_world( world_instance *world,
+static int spherecast_world( world_instance *world,
v3f pa, v3f pb, float r, float *t, v3f n,
u16 ignore )
{
return hit;
}
-VG_STATIC
+static
struct world_surface *world_tri_index_surface( world_instance *world,
u32 index )
{
return &world->surfaces[0];
}
-VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
+static struct world_surface *world_contact_surface( world_instance *world,
rb_ct *ct )
{
return world_tri_index_surface( world, ct->element_id );
}
-VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
+static struct world_surface *ray_hit_surface( world_instance *world,
ray_hit *hit )
{
return world_tri_index_surface( world, hit->tri[0] );