X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fentity.cpp;h=054af2a52950abe7842360be59f5192d2704aece;hb=83ed3de28841d1eecfca39ff540e804cf6809b32;hp=52502c26f256aceebcd7b2a30958cf98ec84c9ff;hpb=46509f82dcea114b004c53a7f3a9608f2518077f;p=blank.git diff --git a/src/entity.cpp b/src/entity.cpp index 52502c2..054af2a 100644 --- a/src/entity.cpp +++ b/src/entity.cpp @@ -14,7 +14,7 @@ blank::Model::Buffer model_buffer; namespace blank { -Entity::Entity() +Entity::Entity() noexcept : shape(nullptr) , model() , velocity(0, 0, 0) @@ -34,16 +34,16 @@ void Entity::SetShape(const Shape *s, const glm::vec3 &color) { model.Update(model_buffer); } -void Entity::SetShapeless() { +void Entity::SetShapeless() noexcept { shape = nullptr; } -void Entity::Velocity(const glm::vec3 &vel) { +void Entity::Velocity(const glm::vec3 &vel) noexcept { velocity = vel; } -void Entity::Position(const Block::Pos &pos) { +void Entity::Position(const Block::Pos &pos) noexcept { position = pos; while (position.x >= Chunk::Width()) { position.x -= Chunk::Width(); @@ -71,43 +71,43 @@ void Entity::Position(const Block::Pos &pos) { } } -void Entity::Move(const glm::vec3 &delta) { +void Entity::Move(const glm::vec3 &delta) noexcept { Position(position + delta); } -void Entity::AngularVelocity(const glm::quat &v) { +void Entity::AngularVelocity(const glm::quat &v) noexcept { angular_velocity = v; } -void Entity::Rotation(const glm::mat4 &rot) { +void Entity::Rotation(const glm::mat4 &rot) noexcept { rotation = rot; } -void Entity::Rotate(const glm::quat &delta) { +void Entity::Rotate(const glm::quat &delta) noexcept { Rotation(rotation * glm::mat4_cast(delta)); } -glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const { +glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const noexcept { const glm::vec3 chunk_pos = (chunk - chunk_offset) * Chunk::Extent(); return glm::translate(position + chunk_pos) * rotation; } -Ray Entity::Aim(const Chunk::Pos &chunk_offset) const { +Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { glm::mat4 transform = Transform(chunk_offset); - glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 1.0f, 1.0f); + glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); from /= from.w; glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f); to /= to.w; return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) }; } -void Entity::Update(int dt) { +void Entity::Update(int dt) noexcept { Move(velocity * float(dt)); Rotate(angular_velocity * float(dt)); } -void Entity::Draw() { +void Entity::Draw() noexcept { model.Draw(); }