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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.
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@ -33,122 +33,122 @@ namespace scene
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virtual ~CSkinnedMesh();
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//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
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virtual u32 getFrameCount() const _IRR_OVERRIDE_;
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u32 getFrameCount() const override;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_;
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f32 getAnimationSpeed() const override;
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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virtual void setAnimationSpeed(f32 fps) _IRR_OVERRIDE_;
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void setAnimationSpeed(f32 fps) override;
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//! returns the animated mesh based on a detail level (which is ignored)
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virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) _IRR_OVERRIDE_;
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IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) override;
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//! Animates this mesh's joints based on frame input
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//! blend: {0-old position, 1-New position}
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virtual void animateMesh(f32 frame, f32 blend) _IRR_OVERRIDE_;
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void animateMesh(f32 frame, f32 blend) override;
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//! Preforms a software skin on this mesh based of joint positions
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virtual void skinMesh() _IRR_OVERRIDE_;
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void skinMesh() override;
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_;
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u32 getMeshBufferCount() const override;
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_;
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IMeshBuffer* getMeshBuffer(u32 nr) const override;
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Returns the pointer to the mesh buffer or
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NULL if there is no such mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_;
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IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const override;
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//! returns an axis aligned bounding box
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virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
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const core::aabbox3d<f32>& getBoundingBox() const override;
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//! set user axis aligned bounding box
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virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_;
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void setBoundingBox( const core::aabbox3df& box) override;
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//! sets a flag of all contained materials to a new value
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_;
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void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override;
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
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void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override;
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
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void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override;
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//! Returns the type of the animated mesh.
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virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
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E_ANIMATED_MESH_TYPE getMeshType() const override;
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//! Gets joint count.
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virtual u32 getJointCount() const _IRR_OVERRIDE_;
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u32 getJointCount() const override;
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//! Gets the name of a joint.
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virtual const c8* getJointName(u32 number) const _IRR_OVERRIDE_;
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const c8* getJointName(u32 number) const override;
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//! Gets a joint number from its name
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virtual s32 getJointNumber(const c8* name) const _IRR_OVERRIDE_;
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s32 getJointNumber(const c8* name) const override;
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//! uses animation from another mesh
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virtual bool useAnimationFrom(const ISkinnedMesh *mesh) _IRR_OVERRIDE_;
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bool useAnimationFrom(const ISkinnedMesh *mesh) override;
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//! Update Normals when Animating
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//! False= Don't (default)
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//! True = Update normals, slower
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virtual void updateNormalsWhenAnimating(bool on) _IRR_OVERRIDE_;
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void updateNormalsWhenAnimating(bool on) override;
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//! Sets Interpolation Mode
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virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) _IRR_OVERRIDE_;
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void setInterpolationMode(E_INTERPOLATION_MODE mode) override;
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//! Convertes the mesh to contain tangent information
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virtual void convertMeshToTangents() _IRR_OVERRIDE_;
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void convertMeshToTangents() override;
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//! Does the mesh have no animation
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virtual bool isStatic() _IRR_OVERRIDE_;
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bool isStatic() override;
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//! (This feature is not implemented in irrlicht yet)
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virtual bool setHardwareSkinning(bool on) _IRR_OVERRIDE_;
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bool setHardwareSkinning(bool on) override;
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//! Refreshes vertex data cached in joints such as positions and normals
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virtual void refreshJointCache() _IRR_OVERRIDE_;
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void refreshJointCache() override;
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//! Moves the mesh into static position.
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virtual void resetAnimation() _IRR_OVERRIDE_;
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void resetAnimation() override;
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//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
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//these functions will use the needed arrays, set values, etc to help the loaders
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//! exposed for loaders to add mesh buffers
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virtual core::array<SSkinMeshBuffer*> &getMeshBuffers() _IRR_OVERRIDE_;
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core::array<SSkinMeshBuffer*> &getMeshBuffers() override;
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//! alternative method for adding joints
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virtual core::array<SJoint*> &getAllJoints() _IRR_OVERRIDE_;
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core::array<SJoint*> &getAllJoints() override;
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//! alternative method for adding joints
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virtual const core::array<SJoint*> &getAllJoints() const _IRR_OVERRIDE_;
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const core::array<SJoint*> &getAllJoints() const override;
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//! loaders should call this after populating the mesh
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virtual void finalize() _IRR_OVERRIDE_;
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void finalize() override;
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//! Adds a new meshbuffer to the mesh, access it as last one
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virtual SSkinMeshBuffer *addMeshBuffer() _IRR_OVERRIDE_;
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SSkinMeshBuffer *addMeshBuffer() override;
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//! Adds a new joint to the mesh, access it as last one
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virtual SJoint *addJoint(SJoint *parent=0) _IRR_OVERRIDE_;
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SJoint *addJoint(SJoint *parent=0) override;
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//! Adds a new position key to the mesh, access it as last one
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virtual SPositionKey *addPositionKey(SJoint *joint) _IRR_OVERRIDE_;
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SPositionKey *addPositionKey(SJoint *joint) override;
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//! Adds a new rotation key to the mesh, access it as last one
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virtual SRotationKey *addRotationKey(SJoint *joint) _IRR_OVERRIDE_;
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SRotationKey *addRotationKey(SJoint *joint) override;
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//! Adds a new scale key to the mesh, access it as last one
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virtual SScaleKey *addScaleKey(SJoint *joint) _IRR_OVERRIDE_;
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SScaleKey *addScaleKey(SJoint *joint) override;
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//! Adds a new weight to the mesh, access it as last one
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virtual SWeight *addWeight(SJoint *joint) _IRR_OVERRIDE_;
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SWeight *addWeight(SJoint *joint) override;
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virtual void updateBoundingBox(void);
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