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-rw-r--r--src/maths/maths.h20
1 files changed, 9 insertions, 11 deletions
diff --git a/src/maths/maths.h b/src/maths/maths.h
index a6f8d80..5055637 100644
--- a/src/maths/maths.h
+++ b/src/maths/maths.h
@@ -48,14 +48,14 @@ static const Vec3 VEC3_NEG_Z = vec3(0.0, 0.0, -1.0);
static const Vec3 VEC3_ZERO = vec3(0.0, 0.0, 0.0);
static const Vec3 VEC3_ONES = vec3(1.0, 1.0, 1.0);
-c_static_inline void print_vec3(Vec3 v) {
+static void print_vec3(Vec3 v) {
printf("{ x: %f, y: %f, z: %f )\n", (f64)v.x, (f64)v.y, (f64)v.z);
}
// TODO: Dimension 2
-c_static_inline Vec2 vec2_create(f32 x, f32 y) { return (Vec2){ x, y }; }
+static Vec2 vec2_create(f32 x, f32 y) { return (Vec2){ x, y }; }
#define vec2(x, y) ((Vec2){ x, y })
-c_static_inline Vec2 vec2_div(Vec2 a, f32 s) { return (Vec2){ a.x / s, a.y / s }; }
+static Vec2 vec2_div(Vec2 a, f32 s) { return (Vec2){ a.x / s, a.y / s }; }
// TODO: Dimension 4
static Vec4 vec4_create(f32 x, f32 y, f32 z, f32 w) { return (Vec4){ x, y, z, w }; }
@@ -64,17 +64,15 @@ static Vec4 vec4_create(f32 x, f32 y, f32 z, f32 w) { return (Vec4){ x, y, z, w
// --- Quaternion Implementations
-c_static_inline f32 quat_dot(Quat a, Quat b) {
- return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
-}
+static f32 quat_dot(Quat a, Quat b) { return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; }
-c_static_inline Quat quat_normalise(Quat a) {
+static Quat quat_normalise(Quat a) {
f32 length = sqrtf(quat_dot(a, a)); // same as len squared
return (Quat){ a.x / length, a.y / length, a.z / length, a.w / length };
}
-c_static_inline Quat quat_ident() { return (Quat){ .x = 0.0, .y = 0.0, .z = 0.0, .w = 1.0 }; }
+static Quat quat_ident() { return (Quat){ .x = 0.0, .y = 0.0, .z = 0.0, .w = 1.0 }; }
static Quat quat_from_axis_angle(Vec3 axis, f32 angle, bool normalize) {
const f32 half_angle = 0.5f * angle;
@@ -89,7 +87,7 @@ static Quat quat_from_axis_angle(Vec3 axis, f32 angle, bool normalize) {
}
// TODO: grok this.
-c_static_inline Quat quat_slerp(Quat a, Quat b, f32 percentage) {
+static Quat quat_slerp(Quat a, Quat b, f32 percentage) {
Quat out_quaternion;
Quat q0 = quat_normalise(a);
@@ -158,7 +156,7 @@ static Mat4 mat4_scale(f32 scale) {
}
// TODO: double check this
-c_static_inline Mat4 mat4_rotation(Quat rotation) {
+static Mat4 mat4_rotation(Quat rotation) {
Mat4 out_matrix = mat4_ident();
Quat n = quat_normalise(rotation);
@@ -313,7 +311,7 @@ static Transform transform_create(Vec3 pos, Quat rot, f32 scale) {
return (Transform){ .position = pos, .rotation = rot, .scale = scale, .is_dirty = true };
}
-c_static_inline Mat4 transform_to_mat(Transform *tf) {
+static Mat4 transform_to_mat(Transform *tf) {
Mat4 scale = mat4_scale(tf->scale);
Mat4 rotation = mat4_rotation(tf->rotation);
Mat4 translation = mat4_translation(tf->position);