mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +00:00
rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
This commit is contained in:
parent
efbe5e90f5
commit
2b295fb7f0
454 changed files with 4162 additions and 4156 deletions
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@ -47,7 +47,7 @@ public:
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AssimpAppMaterial(aiMaterial* mtl);
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~AssimpAppMaterial() { }
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String getName() const { return name; }
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String getName() const override { return name; }
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Material* createMaterial(const Torque::Path& path) const;
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void initMaterial(const Torque::Path& path, Material* mat) const;
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@ -53,7 +53,7 @@ public:
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//delete geomExt;
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}
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void lookupSkinData();
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void lookupSkinData() override;
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static void fixDetailSize(bool fixed, S32 size=2)
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{
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@ -64,7 +64,7 @@ public:
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/// Get the name of this mesh
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///
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/// @return A string containing the name of this mesh
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const char *getName(bool allowFixed=true);
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const char *getName(bool allowFixed=true) override;
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//-----------------------------------------------------------------------
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@ -74,7 +74,7 @@ public:
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getFloat(const char *propName, F32 &defaultVal)
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bool getFloat(const char *propName, F32 &defaultVal) override
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{
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return appNode->getFloat(propName,defaultVal);
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}
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@ -85,7 +85,7 @@ public:
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getInt(const char *propName, S32 &defaultVal)
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bool getInt(const char *propName, S32 &defaultVal) override
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{
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return appNode->getInt(propName,defaultVal);
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}
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@ -96,13 +96,13 @@ public:
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/// @param defaultVal Reference to variable to hold return value
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///
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/// @return True if a value was set, false if not
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bool getBool(const char *propName, bool &defaultVal)
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bool getBool(const char *propName, bool &defaultVal) override
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{
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return appNode->getBool(propName,defaultVal);
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}
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/// Return true if this mesh is a skin
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bool isSkin()
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bool isSkin() override
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{
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return mIsSkinMesh;
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}
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@ -111,15 +111,15 @@ public:
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///
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/// @param time Time at which to generate the mesh data
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/// @param objectOffset Transform to apply to the generated data (bounds transform)
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void lockMesh(F32 time, const MatrixF& objOffset);
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void lockMesh(F32 time, const MatrixF& objOffset) override;
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/// Get the transform of this mesh at a certain time
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///
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/// @param time Time at which to get the transform
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///
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/// @return The mesh transform at the specified time
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MatrixF getMeshTransform(F32 time);
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F32 getVisValue(F32 t);
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MatrixF getMeshTransform(F32 time) override;
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F32 getVisValue(F32 t) override;
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};
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#endif // _COLLADA_APPMESH_H_
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@ -45,8 +45,8 @@ class AssimpAppNode : public AppNode
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MatrixF getTransform(F32 time);
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void getAnimatedTransform(MatrixF& mat, F32 t, aiAnimation* animSeq);
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void buildMeshList();
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void buildChildList();
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void buildMeshList() override;
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void buildChildList() override;
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protected:
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@ -73,10 +73,10 @@ public:
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static F32 sTimeMultiplier;
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//-----------------------------------------------------------------------
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const char *getName() { return mName; }
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const char *getParentName() { return mParentName; }
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const char *getName() override { return mName; }
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const char *getParentName() override { return mParentName; }
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bool isEqual(AppNode* node)
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bool isEqual(AppNode* node) override
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{
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const AssimpAppNode* appNode = dynamic_cast<const AssimpAppNode*>(node);
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return (appNode && (appNode->mNode == mNode));
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@ -84,21 +84,21 @@ public:
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// Property look-ups: only float properties are stored, the rest are
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// converted from floats as needed
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bool getFloat(const char* propName, F32& defaultVal)
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bool getFloat(const char* propName, F32& defaultVal) override
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{
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//Map<StringTableEntry,F32>::Iterator itr = mProps.find(propName);
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//if (itr != mProps.end())
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// defaultVal = itr->value;
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return false;
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}
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bool getInt(const char* propName, S32& defaultVal)
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bool getInt(const char* propName, S32& defaultVal) override
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{
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F32 value = defaultVal;
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bool ret = getFloat(propName, value);
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defaultVal = (S32)value;
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return ret;
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}
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bool getBool(const char* propName, bool& defaultVal)
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bool getBool(const char* propName, bool& defaultVal) override
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{
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F32 value = defaultVal;
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bool ret = getFloat(propName, value);
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@ -106,9 +106,9 @@ public:
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return ret;
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}
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MatrixF getNodeTransform(F32 time);
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bool animatesTransform(const AppSequence* appSeq);
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bool isParentRoot() { return (appParent == NULL); }
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MatrixF getNodeTransform(F32 time) override;
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bool animatesTransform(const AppSequence* appSeq) override;
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bool isParentRoot() override { return (appParent == NULL); }
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static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
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static void convertMat(MatrixF& outMat);
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@ -34,18 +34,18 @@ public:
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aiAnimation *mAnim;
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virtual void setActive(bool active);
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void setActive(bool active) override;
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virtual S32 getNumTriggers() const { return 0; }
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virtual void getTrigger(S32 index, TSShape::Trigger& trigger) const { trigger.state = 0; }
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S32 getNumTriggers() const override { return 0; }
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void getTrigger(S32 index, TSShape::Trigger& trigger) const override { trigger.state = 0; }
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virtual const char* getName() const { return mSequenceName.c_str(); }
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const char* getName() const override { return mSequenceName.c_str(); }
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F32 getStart() const { return seqStart; }
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F32 getEnd() const { return seqEnd; }
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F32 getStart() const override { return seqStart; }
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F32 getEnd() const override { return seqEnd; }
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void setEnd(F32 end) { seqEnd = end; }
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virtual U32 getFlags() const;
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virtual F32 getPriority() const;
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virtual F32 getBlendRefTime() const;
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U32 getFlags() const override;
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F32 getPriority() const override;
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F32 getBlendRefTime() const override;
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};
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