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https://github.com/orange-cpp/omath.git
synced 2026-02-13 15:03:27 +00:00
added noexcept
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@@ -32,7 +32,7 @@ namespace omath::projection
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public:
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virtual ~Camera() = default;
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Camera(const Vector3<float>& position, const ViewAnglesType& view_angles, const ViewPort& view_port,
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const FieldOfView& fov, const float near, const float far)
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const FieldOfView& fov, const float near, const float far) noexcept
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: m_view_port(view_port), m_field_of_view(fov), m_far_plane_distance(far), m_near_plane_distance(near),
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m_view_angles(view_angles), m_origin(position)
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{
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@@ -45,13 +45,13 @@ namespace omath::projection
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[[nodiscard]] virtual Mat4X4Type calc_projection_matrix() const = 0;
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[[nodiscard]] Mat4X4Type calc_view_projection_matrix() const
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[[nodiscard]] Mat4X4Type calc_view_projection_matrix() const noexcept
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{
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return calc_projection_matrix() * calc_view_matrix();
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}
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public:
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[[nodiscard]] const Mat4X4Type& get_view_projection_matrix() const
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[[nodiscard]] const Mat4X4Type& get_view_projection_matrix() const noexcept
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{
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if (!m_view_projection_matrix.has_value())
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m_view_projection_matrix = calc_view_projection_matrix();
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@@ -59,68 +59,69 @@ namespace omath::projection
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return m_view_projection_matrix.value();
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}
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void set_field_of_view(const FieldOfView& fov)
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void set_field_of_view(const FieldOfView& fov) noexcept
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{
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m_field_of_view = fov;
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m_view_projection_matrix = std::nullopt;
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}
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void set_near_plane(const float near)
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void set_near_plane(const float near) noexcept
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{
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m_near_plane_distance = near;
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m_view_projection_matrix = std::nullopt;
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}
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void set_far_plane(const float far)
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void set_far_plane(const float far) noexcept
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{
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m_far_plane_distance = far;
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m_view_projection_matrix = std::nullopt;
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}
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void set_view_angles(const ViewAnglesType& view_angles)
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void set_view_angles(const ViewAnglesType& view_angles) noexcept
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{
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m_view_angles = view_angles;
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m_view_projection_matrix = std::nullopt;
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}
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void set_origin(const Vector3<float>& origin)
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void set_origin(const Vector3<float>& origin) noexcept
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{
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m_origin = origin;
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m_view_projection_matrix = std::nullopt;
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}
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void set_view_port(const ViewPort& view_port)
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void set_view_port(const ViewPort& view_port) noexcept
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{
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m_view_port = view_port;
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m_view_projection_matrix = std::nullopt;
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}
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[[nodiscard]] const FieldOfView& get_field_of_view() const
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[[nodiscard]] const FieldOfView& get_field_of_view() const noexcept
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{
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return m_field_of_view;
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}
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[[nodiscard]] const float& get_near_plane() const
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[[nodiscard]] const float& get_near_plane() const noexcept
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{
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return m_near_plane_distance;
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}
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[[nodiscard]] const float& get_far_plane() const
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[[nodiscard]] const float& get_far_plane() const noexcept
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{
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return m_far_plane_distance;
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}
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[[nodiscard]] const ViewAnglesType& get_view_angles() const
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[[nodiscard]] const ViewAnglesType& get_view_angles() const noexcept
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{
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return m_view_angles;
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}
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[[nodiscard]] const Vector3<float>& get_origin() const
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[[nodiscard]] const Vector3<float>& get_origin() const noexcept
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{
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return m_origin;
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}
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[[nodiscard]] std::expected<Vector3<float>, Error> world_to_screen(const Vector3<float>& world_position) const
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[[nodiscard]] std::expected<Vector3<float>, Error>
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world_to_screen(const Vector3<float>& world_position) const noexcept
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{
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auto normalized_cords = world_to_view_port(world_position);
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@@ -131,7 +132,7 @@ namespace omath::projection
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}
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[[nodiscard]] std::expected<Vector3<float>, Error>
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world_to_view_port(const Vector3<float>& world_position) const
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world_to_view_port(const Vector3<float>& world_position) const noexcept
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{
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auto projected = get_view_projection_matrix()
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* mat_column_from_vector<float, Mat4X4Type::get_store_ordering()>(world_position);
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@@ -160,13 +161,13 @@ namespace omath::projection
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Vector3<float> m_origin;
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private:
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template<class Type> [[nodiscard]]
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constexpr static bool is_ndc_out_of_bounds(const Type& ndc)
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template<class Type>
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[[nodiscard]] constexpr static bool is_ndc_out_of_bounds(const Type& ndc) noexcept
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{
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return std::ranges::any_of(ndc.raw_array(), [](const auto& val) { return val < -1 || val > 1; });
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}
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[[nodiscard]] Vector3<float> ndc_to_screen_position(const Vector3<float>& ndc) const
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[[nodiscard]] Vector3<float> ndc_to_screen_position(const Vector3<float>& ndc) const noexcept
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{
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return {(ndc.x + 1.f) / 2.f * m_view_port.m_width, (1.f - ndc.y) / 2.f * m_view_port.m_height, ndc.z};
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}
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