CCamera: Remove unnecessary inline specifiers

Functions defined within a class declaration are inline by default.
This commit is contained in:
Lioncash 2020-06-11 13:41:31 -04:00
parent 53b257fb8a
commit 100453b356

View File

@ -70,25 +70,25 @@ public:
void SetOrbitDistance(float Distance); void SetOrbitDistance(float Distance);
// Inline Accessors // Inline Accessors
inline CVector3f Position() const { UpdateTransform(); return mPosition; } CVector3f Position() const { UpdateTransform(); return mPosition; }
inline CVector3f Direction() const { UpdateTransform(); return mDirection; } CVector3f Direction() const { UpdateTransform(); return mDirection; }
inline CVector3f UpVector() const { UpdateTransform(); return mUpVector; } CVector3f UpVector() const { UpdateTransform(); return mUpVector; }
inline CVector3f RightVector() const { UpdateTransform(); return mRightVector; } CVector3f RightVector() const { UpdateTransform(); return mRightVector; }
inline float Yaw() const { return mYaw; } float Yaw() const { return mYaw; }
inline float Pitch() const { return mPitch; } float Pitch() const { return mPitch; }
inline float FieldOfView() const { return 55.f; } float FieldOfView() const { return 55.f; }
inline ECameraMoveMode MoveMode() const { return mMode; } ECameraMoveMode MoveMode() const { return mMode; }
inline const CMatrix4f& ViewMatrix() const { UpdateView(); return mViewMatrix; } const CMatrix4f& ViewMatrix() const { UpdateView(); return mViewMatrix; }
inline const CMatrix4f& ProjectionMatrix() const { UpdateProjection(); return mProjectionMatrix; } const CMatrix4f& ProjectionMatrix() const { UpdateProjection(); return mProjectionMatrix; }
inline const CFrustumPlanes& FrustumPlanes() const { UpdateFrustum(); return mFrustumPlanes; } const CFrustumPlanes& FrustumPlanes() const { UpdateFrustum(); return mFrustumPlanes; }
inline void SetYaw(float Yaw) { mYaw = Yaw; mTransformDirty = true; } void SetYaw(float Yaw) { mYaw = Yaw; mTransformDirty = true; }
inline void SetPitch(float Pitch) { mPitch = Pitch; ValidatePitch(); mTransformDirty = true; } void SetPitch(float Pitch) { mPitch = Pitch; ValidatePitch(); mTransformDirty = true; }
inline void SetMoveSpeed(float MoveSpeed) { mMoveSpeed = MoveSpeed; } void SetMoveSpeed(float MoveSpeed) { mMoveSpeed = MoveSpeed; }
inline void SetLookSpeed(float LookSpeed) { mLookSpeed = LookSpeed; } void SetLookSpeed(float LookSpeed) { mLookSpeed = LookSpeed; }
inline void SetAspectRatio(float AspectRatio) { mAspectRatio = AspectRatio; mProjectionDirty = true; mFrustumPlanesDirty = true; } void SetAspectRatio(float AspectRatio) { mAspectRatio = AspectRatio; mProjectionDirty = true; mFrustumPlanesDirty = true; }
inline void ResetOrbit() { SetOrbit(CVector3f::skZero, 5.f); } void ResetOrbit() { SetOrbit(CVector3f::skZero, 5.f); }
// Private // Private
private: private: