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https://github.com/TorqueGameEngines/Torque3D.git
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rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
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efbe5e90f5
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454 changed files with 4162 additions and 4156 deletions
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@ -152,37 +152,37 @@ public:
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static void initPersistFields();
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// SimObject
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bool onAdd();
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void onRemove();
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bool onAdd() override;
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void onRemove() override;
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/// Overloaded from SceneObject to properly update
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/// the client side forest when changes occur within
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/// the mission editor.
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void inspectPostApply();
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void inspectPostApply() override;
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/// Overloaded from SceneObject for updating the
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/// client side position of the forest.
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void setTransform( const MatrixF &mat );
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void setTransform( const MatrixF &mat ) override;
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void prepRenderImage( SceneRenderState *state );
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void prepRenderImage( SceneRenderState *state ) override;
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bool isTreeInRange( const Point2F& point, F32 radius ) const;
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// Network
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
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void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
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//IForestCollision *getCollision() const { return mCollision; }
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// SceneObject - Collision
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virtual void buildConvex( const Box3F& box, Convex* convex );
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virtual bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere );
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virtual bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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virtual bool castRayRendered( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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virtual bool collideBox( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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void buildConvex( const Box3F& box, Convex* convex ) override;
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bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere ) override;
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bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
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bool castRayRendered( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
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bool collideBox( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
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// SceneObject - Other
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virtual void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude );
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void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude ) override;
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bool castRayBase( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered );
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@ -203,7 +203,7 @@ public:
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void saveDataFile( const char *path = NULL );
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///
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void clear() { mData->clear(); }
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void clear() override { mData->clear(); }
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/// Called to rebuild the collision state.
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void updateCollision();
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