X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fentity.hpp;h=20c7630ce75c99a81e3bb4faf79a93fa93145267;hb=e53a0e2e711a7d8bd9b0ddacd1360aa14370643f;hp=5ef8fbedd420f5eb244abf0f6b84405be92ba9e5;hpb=46509f82dcea114b004c53a7f3a9608f2518077f;p=blank.git diff --git a/src/entity.hpp b/src/entity.hpp index 5ef8fbe..20c7630 100644 --- a/src/entity.hpp +++ b/src/entity.hpp @@ -17,35 +17,35 @@ class Shape; class Entity { public: - Entity(); + Entity() noexcept; - bool HasShape() const { return shape; } - const Shape *GetShape() const { return shape; } + bool HasShape() const noexcept { return shape; } + const Shape *GetShape() const noexcept { return shape; } void SetShape(const Shape *, const glm::vec3 &color); - void SetShapeless(); + void SetShapeless() noexcept; - const glm::vec3 &Velocity() const { return velocity; } - void Velocity(const glm::vec3 &); + const glm::vec3 &Velocity() const noexcept { return velocity; } + void Velocity(const glm::vec3 &) noexcept; - const Block::Pos &Position() const { return position; } - void Position(const Block::Pos &); - void Move(const glm::vec3 &delta); + const Block::Pos &Position() const noexcept { return position; } + void Position(const Block::Pos &) noexcept; + void Move(const glm::vec3 &delta) noexcept; - const Chunk::Pos ChunkCoords() const { return chunk; } + const Chunk::Pos ChunkCoords() const noexcept { return chunk; } - const glm::quat &AngularVelocity() const { return angular_velocity; } - void AngularVelocity(const glm::quat &); + const glm::quat &AngularVelocity() const noexcept { return angular_velocity; } + void AngularVelocity(const glm::quat &) noexcept; - const glm::mat4 &Rotation() const { return rotation; } - void Rotation(const glm::mat4 &); - void Rotate(const glm::quat &delta); + const glm::mat4 &Rotation() const noexcept { return rotation; } + void Rotation(const glm::mat4 &) noexcept; + void Rotate(const glm::quat &delta) noexcept; - glm::mat4 Transform(const Chunk::Pos &chunk_offset) const; - Ray Aim(const Chunk::Pos &chunk_offset) const; + glm::mat4 Transform(const Chunk::Pos &chunk_offset) const noexcept; + Ray Aim(const Chunk::Pos &chunk_offset) const noexcept; - void Update(int dt); + void Update(int dt) noexcept; - void Draw(); + void Draw() noexcept; private: const Shape *shape;