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

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