X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_physics.c;h=03be1fc27fd7c7744bd526e6d03b5391eaa4a5d1;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=fb68eb578238b260af344771458117719b8313ef;hpb=35b57a341eb37d863ec69e4f011a88b7bfba5c01;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_physics.c b/world_physics.c index fb68eb5..03be1fc 100644 --- a/world_physics.c +++ b/world_physics.c @@ -4,15 +4,14 @@ #include "world.h" #include "world_physics.h" -VG_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] ); } -VG_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 ); @@ -21,9 +20,8 @@ VG_STATIC int ray_world( world_instance *world, /* * Cast a sphere from a to b and see what time it hits */ -VG_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 ); @@ -80,9 +78,8 @@ VG_STATIC int spherecast_world( world_instance *world, return hit; } -VG_STATIC struct world_surface *world_tri_index_surface( world_instance *world, - u32 index ) + u32 index ) { for( int i=1; isurface_count; i++ ){ struct world_surface *surf = &world->surfaces[i]; @@ -97,14 +94,12 @@ struct world_surface *world_tri_index_surface( world_instance *world, return &world->surfaces[0]; } -VG_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 ); } -VG_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] ); }