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https://github.com/orange-cpp/omath.git
synced 2026-02-14 07:23:26 +00:00
added more noexcept
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@@ -16,7 +16,7 @@ namespace omath::iw_engine
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void look_at(const Vector3<float>& target) override;
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protected:
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[[nodiscard]] Mat4X4 calc_view_matrix() const override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
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[[nodiscard]] Mat4X4 calc_view_matrix() const noexcept override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const noexcept override;
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};
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} // namespace omath::iw_engine
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@@ -13,7 +13,7 @@ namespace omath::opengl_engine
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Camera(const Vector3<float>& position, const ViewAngles& view_angles, const projection::ViewPort& view_port,
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const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
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void look_at(const Vector3<float>& target) override;
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[[nodiscard]] Mat4X4 calc_view_matrix() const override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
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[[nodiscard]] Mat4X4 calc_view_matrix() const noexcept override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const noexcept override;
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};
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} // namespace omath::opengl_engine
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@@ -8,19 +8,19 @@
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namespace omath::opengl_engine
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{
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[[nodiscard]]
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Vector3<float> forward_vector(const ViewAngles& angles);
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Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Vector3<float> right_vector(const ViewAngles& angles);
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Vector3<float> right_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Vector3<float> up_vector(const ViewAngles& angles);
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Vector3<float> up_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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Mat4X4 rotation_matrix(const ViewAngles& angles);
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far);
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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} // namespace omath::opengl_engine
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@@ -15,7 +15,7 @@ namespace omath::source_engine
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void look_at(const Vector3<float>& target) override;
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protected:
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[[nodiscard]] Mat4X4 calc_view_matrix() const override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
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[[nodiscard]] Mat4X4 calc_view_matrix() const noexcept override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const noexcept override;
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};
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} // namespace omath::source_engine
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@@ -7,19 +7,19 @@
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namespace omath::source_engine
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{
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[[nodiscard]]
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Vector3<float> forward_vector(const ViewAngles& angles);
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Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 rotation_matrix(const ViewAngles& angles);
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Vector3<float> right_vector(const ViewAngles& angles);
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Vector3<float> right_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Vector3<float> up_vector(const ViewAngles& angles);
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Vector3<float> up_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far);
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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} // namespace omath::source_engine
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@@ -16,7 +16,7 @@ namespace omath::unity_engine
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void look_at(const Vector3<float>& target) override;
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protected:
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[[nodiscard]] Mat4X4 calc_view_matrix() const override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const override;
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[[nodiscard]] Mat4X4 calc_view_matrix() const noexcept override;
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[[nodiscard]] Mat4X4 calc_projection_matrix() const noexcept override;
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};
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} // namespace omath::unity_engine
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@@ -8,19 +8,19 @@
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namespace omath::unity_engine
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{
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[[nodiscard]]
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Vector3<float> forward_vector(const ViewAngles& angles);
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Vector3<float> forward_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Vector3<float> right_vector(const ViewAngles& angles);
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Vector3<float> right_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Vector3<float> up_vector(const ViewAngles& angles);
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Vector3<float> up_vector(const ViewAngles& angles) noexcept;
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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Mat4X4 rotation_matrix(const ViewAngles& angles);
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far);
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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} // namespace omath::unity_engine
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