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	Port yuzu-emu/yuzu#4528: "common: Make use of [[nodiscard]] where applicable" (#5535)
Co-authored-by: LC <712067+lioncash@users.noreply.github.com>
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					 25 changed files with 284 additions and 265 deletions
				
			
		|  | @ -14,35 +14,36 @@ public: | |||
|     Vec3<T> xyz; | ||||
|     T w{}; | ||||
| 
 | ||||
|     Quaternion<decltype(-T{})> Inverse() const { | ||||
|     [[nodiscard]] Quaternion<decltype(-T{})> Inverse() const { | ||||
|         return {-xyz, w}; | ||||
|     } | ||||
| 
 | ||||
|     Quaternion<decltype(T{} + T{})> operator+(const Quaternion& other) const { | ||||
|     [[nodiscard]] Quaternion<decltype(T{} + T{})> operator+(const Quaternion& other) const { | ||||
|         return {xyz + other.xyz, w + other.w}; | ||||
|     } | ||||
| 
 | ||||
|     Quaternion<decltype(T{} - T{})> operator-(const Quaternion& other) const { | ||||
|     [[nodiscard]] Quaternion<decltype(T{} - T{})> operator-(const Quaternion& other) const { | ||||
|         return {xyz - other.xyz, w - other.w}; | ||||
|     } | ||||
| 
 | ||||
|     Quaternion<decltype(T{} * T{} - T{} * T{})> operator*(const Quaternion& other) const { | ||||
|     [[nodiscard]] Quaternion<decltype(T{} * T{} - T{} * T{})> operator*( | ||||
|         const Quaternion& other) const { | ||||
|         return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz), | ||||
|                 w * other.w - Dot(xyz, other.xyz)}; | ||||
|     } | ||||
| 
 | ||||
|     Quaternion<T> Normalized() const { | ||||
|     [[nodiscard]] Quaternion<T> Normalized() const { | ||||
|         T length = std::sqrt(xyz.Length2() + w * w); | ||||
|         return {xyz / length, w / length}; | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| template <typename T> | ||||
| auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) { | ||||
| [[nodiscard]] auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) { | ||||
|     return v + 2 * Cross(q.xyz, Cross(q.xyz, v) + v * q.w); | ||||
| } | ||||
| 
 | ||||
| inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) { | ||||
| [[nodiscard]] inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) { | ||||
|     return {axis * std::sin(angle / 2), std::cos(angle / 2)}; | ||||
| } | ||||
| 
 | ||||
|  |  | |||
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