Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
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@@ -74,17 +74,17 @@ namespace scene
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virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
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//! Get the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_ = 0;
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const core::aabbox3d<f32>& getBoundingBox() const override = 0;
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//! Returns the relative transformation of the scene node.
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//virtual core::matrix4 getRelativeTransformation() const = 0;
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//! The animation method.
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virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_ =0;
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void OnAnimate(u32 timeMs) override =0;
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//! The render method.
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/** Does nothing as bones are not visible. */
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virtual void render() _IRR_OVERRIDE_ { }
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void render() override { }
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//! How the relative transformation of the bone is used
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virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
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