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-rw-r--r--src/maths/maths.c2
-rw-r--r--src/maths/maths.h8
-rw-r--r--src/maths/primitives.c10
3 files changed, 10 insertions, 10 deletions
diff --git a/src/maths/maths.c b/src/maths/maths.c
index 1c5a91a..19052fe 100644
--- a/src/maths/maths.c
+++ b/src/maths/maths.c
@@ -26,7 +26,7 @@ Mat4 mat4_ident() {
return (Mat4){ .data = { 1.0, 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.0 } };
}
-Mat4 transform_to_mat(Transform *tf) {
+Mat4 transform_to_mat(Transform* tf) {
Mat4 scale = mat4_scale(tf->scale);
Mat4 rotation = mat4_rotation(tf->rotation);
Mat4 translation = mat4_translation(tf->position);
diff --git a/src/maths/maths.h b/src/maths/maths.h
index fc23517..e77b81a 100644
--- a/src/maths/maths.h
+++ b/src/maths/maths.h
@@ -178,9 +178,9 @@ static Mat4 mat4_rotation(Quat rotation) {
static Mat4 mat4_mult(Mat4 lhs, Mat4 rhs) {
Mat4 out_matrix = mat4_ident();
- const f32 *m1_ptr = lhs.data;
- const f32 *m2_ptr = rhs.data;
- f32 *dst_ptr = out_matrix.data;
+ const f32* m1_ptr = lhs.data;
+ const f32* m2_ptr = rhs.data;
+ f32* dst_ptr = out_matrix.data;
for (i32 i = 0; i < 4; ++i) {
for (i32 j = 0; j < 4; ++j) {
@@ -311,7 +311,7 @@ static Transform transform_create(Vec3 pos, Quat rot, Vec3 scale) {
return (Transform){ .position = pos, .rotation = rot, .scale = scale, .is_dirty = true };
}
-Mat4 transform_to_mat(Transform *tf);
+Mat4 transform_to_mat(Transform* tf);
// --- Sizing asserts
diff --git a/src/maths/primitives.c b/src/maths/primitives.c
index 13fa81b..05c31ca 100644
--- a/src/maths/primitives.c
+++ b/src/maths/primitives.c
@@ -31,15 +31,15 @@ Geometry Geo_CreatePlane(f32x2 extents, u32 tiling_u, u32 tiling_v) {
vert_pos[i].x *= extents.x;
vert_pos[i].z *= extents.y;
}
- VERT_3D(vertices, vert_pos[0], VEC3_Y, vec2(0, 0)); // back left
- VERT_3D(vertices, vert_pos[1], VEC3_Y, vec2(1 * tiling_u, 0 * tiling_v)); // back right
- VERT_3D(vertices, vert_pos[2], VEC3_Y, vec2(0, 1 * tiling_v)); // front left
- VERT_3D(vertices, vert_pos[3], VEC3_Y, vec2(1 * tiling_u, 1 * tiling_v)); // front right
+ VERT_3D(vertices, vert_pos[0], VEC3_Y, vec2(0, 0)); // back left
+ VERT_3D(vertices, vert_pos[1], VEC3_Y, vec2(1 * tiling_u, 0 * tiling_v)); // back right
+ VERT_3D(vertices, vert_pos[2], VEC3_Y, vec2(0, 1 * tiling_v)); // front left
+ VERT_3D(vertices, vert_pos[3], VEC3_Y, vec2(1 * tiling_u, 1 * tiling_v)); // front right
// push_triangle(indices, 0, 1, 2);
// push_triangle(indices, 2, 1, 3);
push_triangle(indices, 2, 1, 0);
- push_triangle(indices, 1,2,3);
+ push_triangle(indices, 1, 2, 3);
for (int i = 0; i < 4; i++) {
printf("Vertex %d: (%f, %f, %f)\n", i, vert_pos[i].x, vert_pos[i].y, vert_pos[i].z);