API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
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@@ -23,75 +23,75 @@ public:
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//! Flips the direction of surfaces.
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/** Changes backfacing triangles to frontfacing triangles and vice versa.
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\param mesh: Mesh on which the operation is performed. */
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virtual void flipSurfaces(scene::IMesh* mesh) const _IRR_OVERRIDE_;
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virtual void flipSurfaces(scene::IMesh* mesh) const IRR_OVERRIDE;
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//! Recalculates all normals of the mesh.
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/** \param mesh: Mesh on which the operation is performed.
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\param smooth: Whether to use smoothed normals. */
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virtual void recalculateNormals(scene::IMesh* mesh, bool smooth = false, bool angleWeighted = false) const _IRR_OVERRIDE_;
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virtual void recalculateNormals(scene::IMesh* mesh, bool smooth = false, bool angleWeighted = false) const IRR_OVERRIDE;
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//! Recalculates all normals of the mesh buffer.
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/** \param buffer: Mesh buffer on which the operation is performed.
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\param smooth: Whether to use smoothed normals. */
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virtual void recalculateNormals(IMeshBuffer* buffer, bool smooth = false, bool angleWeighted = false) const _IRR_OVERRIDE_;
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virtual void recalculateNormals(IMeshBuffer* buffer, bool smooth = false, bool angleWeighted = false) const IRR_OVERRIDE;
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//! Clones a static IMesh into a modifiable SMesh.
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virtual SMesh* createMeshCopy(scene::IMesh* mesh) const _IRR_OVERRIDE_;
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virtual SMesh* createMeshCopy(scene::IMesh* mesh) const IRR_OVERRIDE;
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//! Creates a planar texture mapping on the mesh
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/** \param mesh: Mesh on which the operation is performed.
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\param resolution: resolution of the planar mapping. This is the value
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specifying which is the relation between world space and
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texture coordinate space. */
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virtual void makePlanarTextureMapping(scene::IMesh* mesh, f32 resolution=0.001f) const _IRR_OVERRIDE_;
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virtual void makePlanarTextureMapping(scene::IMesh* mesh, f32 resolution=0.001f) const IRR_OVERRIDE;
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//! Creates a planar texture mapping on the meshbuffer
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virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const _IRR_OVERRIDE_;
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virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const IRR_OVERRIDE;
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//! Creates a planar texture mapping on the meshbuffer
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void makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const _IRR_OVERRIDE_;
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void makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const IRR_OVERRIDE;
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//! Creates a planar texture mapping on the mesh
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void makePlanarTextureMapping(scene::IMesh* mesh, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const _IRR_OVERRIDE_;
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void makePlanarTextureMapping(scene::IMesh* mesh, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const IRR_OVERRIDE;
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//! Recalculates tangents, requires a tangent mesh buffer
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virtual void recalculateTangents(IMeshBuffer* buffer, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const _IRR_OVERRIDE_;
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virtual void recalculateTangents(IMeshBuffer* buffer, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const IRR_OVERRIDE;
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//! Recalculates tangents, requires a tangent mesh
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virtual void recalculateTangents(IMesh* mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const _IRR_OVERRIDE_;
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virtual void recalculateTangents(IMesh* mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false) const IRR_OVERRIDE;
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//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
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virtual IMesh* createMeshWithTangents(IMesh* mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false, bool recalculateTangents=true) const _IRR_OVERRIDE_;
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virtual IMesh* createMeshWithTangents(IMesh* mesh, bool recalculateNormals=false, bool smooth=false, bool angleWeighted=false, bool recalculateTangents=true) const IRR_OVERRIDE;
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//! Creates a copy of the mesh, which will only consist of S3D2TCoords vertices.
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virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const _IRR_OVERRIDE_;
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virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const IRR_OVERRIDE;
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//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
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virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const _IRR_OVERRIDE_;
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virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const IRR_OVERRIDE;
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//! Creates a copy of the mesh, which will only consist of unique triangles, i.e. no vertices are shared.
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virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const _IRR_OVERRIDE_;
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virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const IRR_OVERRIDE;
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//! Creates a copy of the mesh, which will have all duplicated vertices removed, i.e. maximal amount of vertices are shared via indexing.
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virtual IMesh* createMeshWelded(IMesh *mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const _IRR_OVERRIDE_;
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virtual IMesh* createMeshWelded(IMesh *mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const IRR_OVERRIDE;
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//! Returns amount of polygons in mesh.
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virtual s32 getPolyCount(scene::IMesh* mesh) const _IRR_OVERRIDE_;
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virtual s32 getPolyCount(scene::IMesh* mesh) const IRR_OVERRIDE;
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//! Returns amount of polygons in mesh.
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virtual s32 getPolyCount(scene::IAnimatedMesh* mesh) const _IRR_OVERRIDE_;
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virtual s32 getPolyCount(scene::IAnimatedMesh* mesh) const IRR_OVERRIDE;
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//! create a new AnimatedMesh and adds the mesh to it
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virtual IAnimatedMesh * createAnimatedMesh(scene::IMesh* mesh,scene::E_ANIMATED_MESH_TYPE type) const _IRR_OVERRIDE_;
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virtual IAnimatedMesh * createAnimatedMesh(scene::IMesh* mesh,scene::E_ANIMATED_MESH_TYPE type) const IRR_OVERRIDE;
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//! create a mesh optimized for the vertex cache
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virtual IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh) const _IRR_OVERRIDE_;
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virtual IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh) const IRR_OVERRIDE;
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//! Optimizes the mesh using an algorithm tuned for heightmaps
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virtual void heightmapOptimizeMesh(IMesh * const m, const f32 tolerance = core::ROUNDING_ERROR_f32) const _IRR_OVERRIDE_;
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virtual void heightmapOptimizeMesh(IMesh * const m, const f32 tolerance = core::ROUNDING_ERROR_f32) const IRR_OVERRIDE;
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//! Optimizes the mesh using an algorithm tuned for heightmaps
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virtual void heightmapOptimizeMesh(IMeshBuffer * const m, const f32 tolerance = core::ROUNDING_ERROR_f32) const _IRR_OVERRIDE_;
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virtual void heightmapOptimizeMesh(IMeshBuffer * const m, const f32 tolerance = core::ROUNDING_ERROR_f32) const IRR_OVERRIDE;
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};
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} // end namespace scene
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