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