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
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@ -14,35 +14,36 @@ public:
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Vec3<T> xyz;
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T w{};
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Quaternion<decltype(-T{})> Inverse() const {
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[[nodiscard]] Quaternion<decltype(-T{})> Inverse() const {
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return {-xyz, w};
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}
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Quaternion<decltype(T{} + T{})> operator+(const Quaternion& other) const {
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[[nodiscard]] Quaternion<decltype(T{} + T{})> operator+(const Quaternion& other) const {
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return {xyz + other.xyz, w + other.w};
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}
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Quaternion<decltype(T{} - T{})> operator-(const Quaternion& other) const {
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[[nodiscard]] Quaternion<decltype(T{} - T{})> operator-(const Quaternion& other) const {
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return {xyz - other.xyz, w - other.w};
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}
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Quaternion<decltype(T{} * T{} - T{} * T{})> operator*(const Quaternion& other) const {
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[[nodiscard]] Quaternion<decltype(T{} * T{} - T{} * T{})> operator*(
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const Quaternion& other) const {
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return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz),
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w * other.w - Dot(xyz, other.xyz)};
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}
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Quaternion<T> Normalized() const {
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[[nodiscard]] Quaternion<T> Normalized() const {
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T length = std::sqrt(xyz.Length2() + w * w);
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return {xyz / length, w / length};
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}
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};
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template <typename T>
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auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) {
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[[nodiscard]] auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) {
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return v + 2 * Cross(q.xyz, Cross(q.xyz, v) + v * q.w);
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}
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inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) {
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[[nodiscard]] inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) {
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return {axis * std::sin(angle / 2), std::cos(angle / 2)};
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}
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