mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 00:05:40 +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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@ -135,7 +135,7 @@ 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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@ -145,7 +145,7 @@ 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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@ -156,7 +156,7 @@ 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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@ -167,13 +167,13 @@ 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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if (instanceCtrl) {
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const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
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@ -185,48 +185,48 @@ public:
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}
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/// Get the skin data: bones, vertex weights etc
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void lookupSkinData();
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void lookupSkinData() override;
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/// Check if the mesh visibility is animated
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///
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/// @param appSeq Start/end time to check
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///
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/// @return True if the mesh visibility is animated, false if not
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bool animatesVis(const AppSequence* appSeq);
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bool animatesVis(const AppSequence* appSeq) override;
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/// Check if the material used by this mesh is animated
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///
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/// @param appSeq Start/end time to check
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///
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/// @return True if the material is animated, false if not
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bool animatesMatFrame(const AppSequence* appSeq);
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bool animatesMatFrame(const AppSequence* appSeq) override;
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/// Check if the mesh is animated
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///
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/// @param appSeq Start/end time to check
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///
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/// @return True if the mesh is animated, false if not
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bool animatesFrame(const AppSequence* appSeq);
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bool animatesFrame(const AppSequence* appSeq) override;
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/// Generate the vertex, normal and triangle data for the mesh.
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///
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/// @param time Time at which to generate the mesh data
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/// @param objOffset 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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MatrixF getMeshTransform(F32 time) override;
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/// Get the visibility of this mesh at a certain time
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///
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/// @param time Time at which to get visibility info
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///
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/// @return Visibility from 0 (invisible) to 1 (opaque)
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F32 getVisValue(F32 time);
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F32 getVisValue(F32 time) override;
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};
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#endif // _COLLADA_APPMESH_H_
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