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:
marauder2k7 2024-03-18 18:40:22 +00:00
parent efbe5e90f5
commit 2b295fb7f0
454 changed files with 4162 additions and 4156 deletions

View file

@ -135,7 +135,7 @@ public:
/// Get the name of this mesh
///
/// @return A string containing the name of this mesh
const char *getName(bool allowFixed=true);
const char *getName(bool allowFixed=true) override;
//-----------------------------------------------------------------------
@ -145,7 +145,7 @@ public:
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getFloat(const char *propName, F32 &defaultVal)
bool getFloat(const char *propName, F32 &defaultVal) override
{
return appNode->getFloat(propName,defaultVal);
}
@ -156,7 +156,7 @@ public:
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getInt(const char *propName, S32 &defaultVal)
bool getInt(const char *propName, S32 &defaultVal) override
{
return appNode->getInt(propName,defaultVal);
}
@ -167,13 +167,13 @@ public:
/// @param defaultVal Reference to variable to hold return value
///
/// @return True if a value was set, false if not
bool getBool(const char *propName, bool &defaultVal)
bool getBool(const char *propName, bool &defaultVal) override
{
return appNode->getBool(propName,defaultVal);
}
/// Return true if this mesh is a skin
bool isSkin()
bool isSkin() override
{
if (instanceCtrl) {
const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
@ -185,48 +185,48 @@ public:
}
/// Get the skin data: bones, vertex weights etc
void lookupSkinData();
void lookupSkinData() override;
/// Check if the mesh visibility is animated
///
/// @param appSeq Start/end time to check
///
/// @return True if the mesh visibility is animated, false if not
bool animatesVis(const AppSequence* appSeq);
bool animatesVis(const AppSequence* appSeq) override;
/// Check if the material used by this mesh is animated
///
/// @param appSeq Start/end time to check
///
/// @return True if the material is animated, false if not
bool animatesMatFrame(const AppSequence* appSeq);
bool animatesMatFrame(const AppSequence* appSeq) override;
/// Check if the mesh is animated
///
/// @param appSeq Start/end time to check
///
/// @return True if the mesh is animated, false if not
bool animatesFrame(const AppSequence* appSeq);
bool animatesFrame(const AppSequence* appSeq) override;
/// Generate the vertex, normal and triangle data for the mesh.
///
/// @param time Time at which to generate the mesh data
/// @param objOffset Transform to apply to the generated data (bounds transform)
void lockMesh(F32 time, const MatrixF& objOffset);
void lockMesh(F32 time, const MatrixF& objOffset) override;
/// Get the transform of this mesh at a certain time
///
/// @param time Time at which to get the transform
///
/// @return The mesh transform at the specified time
MatrixF getMeshTransform(F32 time);
MatrixF getMeshTransform(F32 time) override;
/// Get the visibility of this mesh at a certain time
///
/// @param time Time at which to get visibility info
///
/// @return Visibility from 0 (invisible) to 1 (opaque)
F32 getVisValue(F32 time);
F32 getVisValue(F32 time) override;
};
#endif // _COLLADA_APPMESH_H_