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

@ -23,24 +23,24 @@ public:
//! Recalculates all normals of the mesh.
/** \param mesh: Mesh on which the operation is performed.
\param smooth: Whether to use smoothed normals. */
virtual void recalculateNormals(scene::IMesh* mesh, bool smooth = false, bool angleWeighted = false) const _IRR_OVERRIDE_;
void recalculateNormals(scene::IMesh* mesh, bool smooth = false, bool angleWeighted = false) const override;
//! Recalculates all normals of the mesh buffer.
/** \param buffer: Mesh buffer on which the operation is performed.
\param smooth: Whether to use smoothed normals. */
virtual void recalculateNormals(IMeshBuffer* buffer, bool smooth = false, bool angleWeighted = false) const _IRR_OVERRIDE_;
void recalculateNormals(IMeshBuffer* buffer, bool smooth = false, bool angleWeighted = false) const override;
//! Clones a static IMesh into a modifiable SMesh.
virtual SMesh* createMeshCopy(scene::IMesh* mesh) const _IRR_OVERRIDE_;
SMesh* createMeshCopy(scene::IMesh* mesh) const override;
//! Returns amount of polygons in mesh.
virtual s32 getPolyCount(scene::IMesh* mesh) const _IRR_OVERRIDE_;
s32 getPolyCount(scene::IMesh* mesh) const override;
//! Returns amount of polygons in mesh.
virtual s32 getPolyCount(scene::IAnimatedMesh* mesh) const _IRR_OVERRIDE_;
s32 getPolyCount(scene::IAnimatedMesh* mesh) const override;
//! create a new AnimatedMesh and adds the mesh to it
virtual IAnimatedMesh * createAnimatedMesh(scene::IMesh* mesh,scene::E_ANIMATED_MESH_TYPE type) const _IRR_OVERRIDE_;
IAnimatedMesh * createAnimatedMesh(scene::IMesh* mesh,scene::E_ANIMATED_MESH_TYPE type) const override;
};
} // end namespace scene