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.
		
			
				
	
	
		
			47 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #ifndef __C_EMPTY_SCENE_NODE_H_INCLUDED__
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| #define __C_EMPTY_SCENE_NODE_H_INCLUDED__
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| 
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| #include "ISceneNode.h"
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| 
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| 	class CEmptySceneNode : public ISceneNode
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| 	{
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| 	public:
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| 
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| 		//! constructor
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| 		CEmptySceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id);
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| 
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| 		//! returns the axis aligned bounding box of this node
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| 		const core::aabbox3d<f32>& getBoundingBox() const override;
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| 
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| 		//! This method is called just before the rendering process of the whole scene.
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| 		void OnRegisterSceneNode() override;
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| 
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| 		//! does nothing.
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| 		void render() override;
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| 
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| 		//! Returns type of the scene node
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| 		ESCENE_NODE_TYPE getType() const override { return ESNT_EMPTY; }
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| 
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| 		//! Creates a clone of this scene node and its children.
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| 		ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) override;
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| 
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| 	private:
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| 
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| 		core::aabbox3d<f32> Box;
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| 	};
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| 
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| } // end namespace scene
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| } // end namespace irr
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| 
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| #endif
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| 
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