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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@@ -38,86 +38,86 @@ namespace scene
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//! Returns if the attached scene node is falling, which means that
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//! there is no blocking wall from the scene node in the direction of
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//! the gravity.
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virtual bool isFalling() const _IRR_OVERRIDE_;
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virtual bool isFalling() const IRR_OVERRIDE;
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//! Sets the radius of the ellipsoid with which collision detection and
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//! response is done.
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virtual void setEllipsoidRadius(const core::vector3df& radius) _IRR_OVERRIDE_;
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virtual void setEllipsoidRadius(const core::vector3df& radius) IRR_OVERRIDE;
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//! Returns the radius of the ellipsoid with which the collision detection and
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//! response is done.
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virtual core::vector3df getEllipsoidRadius() const _IRR_OVERRIDE_;
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virtual core::vector3df getEllipsoidRadius() const IRR_OVERRIDE;
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//! Sets the gravity of the environment.
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virtual void setGravity(const core::vector3df& gravity) _IRR_OVERRIDE_;
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virtual void setGravity(const core::vector3df& gravity) IRR_OVERRIDE;
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//! 'Jump' the animator, by adding a jump speed opposite to its gravity
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virtual void jump(f32 jumpSpeed) _IRR_OVERRIDE_;
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virtual void jump(f32 jumpSpeed) IRR_OVERRIDE;
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//! Should the Target react on collision ( default = true )
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virtual void setAnimateTarget ( bool enable ) _IRR_OVERRIDE_;
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virtual bool getAnimateTarget () const _IRR_OVERRIDE_;
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virtual void setAnimateTarget ( bool enable ) IRR_OVERRIDE;
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virtual bool getAnimateTarget () const IRR_OVERRIDE;
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//! Returns current vector of gravity.
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virtual core::vector3df getGravity() const _IRR_OVERRIDE_;
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virtual core::vector3df getGravity() const IRR_OVERRIDE;
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//! Sets the translation of the ellipsoid for collision detection.
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virtual void setEllipsoidTranslation(const core::vector3df &translation) _IRR_OVERRIDE_;
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virtual void setEllipsoidTranslation(const core::vector3df &translation) IRR_OVERRIDE;
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//! Returns the translation of the ellipsoid for collision detection.
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virtual core::vector3df getEllipsoidTranslation() const _IRR_OVERRIDE_;
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virtual core::vector3df getEllipsoidTranslation() const IRR_OVERRIDE;
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//! Sets a triangle selector holding all triangles of the world with which
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//! the scene node may collide.
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virtual void setWorld(ITriangleSelector* newWorld) _IRR_OVERRIDE_;
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virtual void setWorld(ITriangleSelector* newWorld) IRR_OVERRIDE;
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//! Returns the current triangle selector containing all triangles for
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//! collision detection.
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virtual ITriangleSelector* getWorld() const _IRR_OVERRIDE_;
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virtual ITriangleSelector* getWorld() const IRR_OVERRIDE;
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//! animates a scene node
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virtual void animateNode(ISceneNode* node, u32 timeMs) _IRR_OVERRIDE_;
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virtual void animateNode(ISceneNode* node, u32 timeMs) IRR_OVERRIDE;
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//! Writes attributes of the scene node animator.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE;
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//! Reads attributes of the scene node animator.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE;
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//! Returns type of the scene node animator
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virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_COLLISION_RESPONSE; }
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virtual ESCENE_NODE_ANIMATOR_TYPE getType() const IRR_OVERRIDE { return ESNAT_COLLISION_RESPONSE; }
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//! Creates a clone of this animator.
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/** Please note that you will have to drop
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(IReferenceCounted::drop()) the returned pointer after calling
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this. */
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virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) _IRR_OVERRIDE_;
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virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) IRR_OVERRIDE;
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//! Set the single node that this animator will act on.
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virtual void setTargetNode(ISceneNode * node) _IRR_OVERRIDE_ { setNode(node); }
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virtual void setTargetNode(ISceneNode * node) IRR_OVERRIDE { setNode(node); }
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//! Gets the single node that this animator is acting on.
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virtual ISceneNode* getTargetNode(void) const _IRR_OVERRIDE_ { return Object; }
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virtual ISceneNode* getTargetNode(void) const IRR_OVERRIDE { return Object; }
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//! Returns true if a collision occurred during the last animateNode()
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virtual bool collisionOccurred() const _IRR_OVERRIDE_ { return CollisionOccurred; }
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virtual bool collisionOccurred() const IRR_OVERRIDE { return CollisionOccurred; }
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//! Returns the last point of collision.
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virtual const core::vector3df & getCollisionPoint() const _IRR_OVERRIDE_ { return CollisionPoint; }
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virtual const core::vector3df & getCollisionPoint() const IRR_OVERRIDE { return CollisionPoint; }
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//! Returns the last triangle that caused a collision.
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virtual const core::triangle3df & getCollisionTriangle() const _IRR_OVERRIDE_ { return CollisionTriangle; }
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virtual const core::triangle3df & getCollisionTriangle() const IRR_OVERRIDE { return CollisionTriangle; }
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virtual const core::vector3df & getCollisionResultPosition(void) const _IRR_OVERRIDE_ { return CollisionResultPosition; }
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virtual const core::vector3df & getCollisionResultPosition(void) const IRR_OVERRIDE { return CollisionResultPosition; }
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virtual ISceneNode* getCollisionNode(void) const _IRR_OVERRIDE_ { return CollisionNode; }
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virtual ISceneNode* getCollisionNode(void) const IRR_OVERRIDE { return CollisionNode; }
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//! Sets a callback interface which will be called if a collision occurs.
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/** \param callback: collision callback handler that will be called when a collision
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occurs. Set this to 0 to disable the callback.
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*/
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virtual void setCollisionCallback(ICollisionCallback* callback) _IRR_OVERRIDE_;
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virtual void setCollisionCallback(ICollisionCallback* callback) IRR_OVERRIDE;
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private:
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