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.
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parent
efbe5e90f5
commit
2b295fb7f0
454 changed files with 4162 additions and 4156 deletions
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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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