Font large_ui_font;
Font small_ui_font;
- Assets(const AssetLoader &);
+ explicit Assets(const AssetLoader &);
};
Plane(const glm::vec3 &n, float d)
: normal(n), dist(d) { }
- Plane(const glm::vec4 &abcd)
+ explicit Plane(const glm::vec4 &abcd)
: normal(abcd), dist(abcd.w) { }
void Normalize() noexcept {
const Plane &Far() const noexcept { return plane[5]; }
/// create frustum from transposed MVP
- Frustum(const glm::mat4 &mat)
+ explicit Frustum(const glm::mat4 &mat)
: plane{
- { mat[3] + mat[0] },
- { mat[3] - mat[0] },
- { mat[3] + mat[1] },
- { mat[3] - mat[1] },
- { mat[3] + mat[2] },
- { mat[3] - mat[2] },
+ Plane{ mat[3] + mat[0] },
+ Plane{ mat[3] - mat[0] },
+ Plane{ mat[3] + mat[1] },
+ Plane{ mat[3] - mat[1] },
+ Plane{ mat[3] + mat[2] },
+ Plane{ mat[3] - mat[2] },
} { }
void Normalize() noexcept {
class TokenStreamReader {
public:
- TokenStreamReader(std::istream &);
+ explicit TokenStreamReader(std::istream &);
bool HasMore();
const Token &Next();
: public CollisionBounds {
public:
- CuboidBounds(const AABB &bounds);
+ explicit CuboidBounds(const AABB &bounds);
bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override;
bool Intersects(const glm::mat4 &, const AABB &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override;
class ChunkStore {
public:
- ChunkStore(const BlockTypeRegistry &);
+ explicit ChunkStore(const BlockTypeRegistry &);
~ChunkStore();
ChunkStore(const ChunkStore &) = delete;
UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
: SetNode(chunk, pos), level(Get()) { }
- UnsetNode(const SetNode &set)
+ explicit UnsetNode(const SetNode &set)
: SetNode(set), level(Get()) { }