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authorLioncash <mathew1800@gmail.com>2020-08-14 09:38:45 -0400
committerLioncash <mathew1800@gmail.com>2020-08-15 17:17:52 -0400
commitdf7248039553b3ebd338380c3ef0428b0e046e79 (patch)
treeeca7153300e311ac7954f5c085fdada0c7295699 /src/common/quaternion.h
parent2b601e86360ea47df5b3cb1a280177f428763837 (diff)
common: Make use of [[nodiscard]] where applicable
Now that clang-format makes [[nodiscard]] attributes format sensibly, we can apply them to several functions within the common library to allow the compiler to complain about any misuses of the functions.
Diffstat (limited to 'src/common/quaternion.h')
-rw-r--r--src/common/quaternion.h15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/common/quaternion.h b/src/common/quaternion.h
index 370198ae0..da44f35cd 100644
--- a/src/common/quaternion.h
+++ b/src/common/quaternion.h
@@ -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)};
}