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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.
This commit is contained in:
JosiahWI
2022-10-09 13:57:28 -05:00
committed by sfan5
parent f3a1f9f656
commit 59fc4401f1
87 changed files with 1471 additions and 1474 deletions

View File

@@ -74,17 +74,17 @@ namespace scene
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
//! Get the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_ = 0;
const core::aabbox3d<f32>& getBoundingBox() const override = 0;
//! Returns the relative transformation of the scene node.
//virtual core::matrix4 getRelativeTransformation() const = 0;
//! The animation method.
virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_ =0;
void OnAnimate(u32 timeMs) override =0;
//! The render method.
/** Does nothing as bones are not visible. */
virtual void render() _IRR_OVERRIDE_ { }
void render() override { }
//! How the relative transformation of the bone is used
virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;