namespace blank {
-FPSController::FPSController(Entity &entity)
+FPSController::FPSController(Entity &entity) noexcept
: entity(entity)
, pitch(0)
, yaw(0) {
}
-void FPSController::Pitch(float p) {
+void FPSController::Pitch(float p) noexcept {
pitch = p;
if (pitch > PI / 2) {
pitch = PI / 2;
}
}
-void FPSController::RotatePitch(float delta) {
+void FPSController::RotatePitch(float delta) noexcept {
Pitch(pitch + delta);
}
-void FPSController::Yaw(float y) {
+void FPSController::Yaw(float y) noexcept {
yaw = y;
if (yaw > PI) {
yaw -= PI * 2;
}
}
-void FPSController::RotateYaw(float delta) {
+void FPSController::RotateYaw(float delta) noexcept {
Yaw(yaw + delta);
}
-void FPSController::Update(int dt) {
+void FPSController::Update(int dt) noexcept {
entity.Rotation(glm::eulerAngleYX(yaw, pitch));
entity.Velocity(glm::rotateY(velocity, yaw));
}
-RandomWalk::RandomWalk(Entity &e)
+RandomWalk::RandomWalk(Entity &e) noexcept
: entity(e)
, time_left(0) {
}
-void RandomWalk::Update(int dt) {
+void RandomWalk::Update(int dt) noexcept {
time_left -= dt;
if (time_left > 0) return;
time_left += 2500 + (rand() % 5000);