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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 23:54:35 +00:00
virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
This commit is contained in:
parent
88a43f3137
commit
efbe5e90f5
255 changed files with 2164 additions and 2164 deletions
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@ -82,18 +82,18 @@ public:
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// Allows the object to update its editable settings
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// from the server object to the client
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virtual void inspectPostApply();
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void inspectPostApply() override;
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// Handle when we are added to the scene and removed from the scene
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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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// This function handles sending the relevant data from the server
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// object to the client object
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
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// This function handles receiving relevant data from the server
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// object and applying it to the client object
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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//--------------------------------------------------------------------------
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// Object Rendering
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@ -103,7 +103,7 @@ public:
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// minimizing texture, state, and shader switching by grouping objects that
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// use the same Materials.
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//--------------------------------------------------------------------------
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virtual void updateProbeParams();
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void updateProbeParams() override;
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// This is the function that allows this object to submit itself for rendering
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//void prepRenderImage(SceneRenderState *state);
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@ -287,7 +287,7 @@ public:
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// Allows the object to update its editable settings
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// from the server object to the client
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virtual void inspectPostApply();
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void inspectPostApply() override;
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static bool _setEnabled(void *object, const char *index, const char *data);
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static bool _doBake(void *object, const char *index, const char *data);
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@ -296,29 +296,29 @@ public:
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static bool _setReflectionMode(void *object, const char *index, const char *data);
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// Handle when we are added to the scene and removed from the scene
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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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/// <summary>
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/// This is called when the object is deleted. It allows us to do special-case cleanup actions
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/// In probes' case, it's used to delete baked cubemap files
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/// </summary>
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virtual void handleDeleteAction();
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void handleDeleteAction() override;
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// Override this so that we can dirty the network flag when it is called
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virtual void setTransform(const MatrixF &mat);
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virtual const MatrixF& getTransform() const;
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virtual void setScale(const VectorF &scale);
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virtual const VectorF& getScale() const;
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void setTransform(const MatrixF &mat) override;
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const MatrixF& getTransform() const override;
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void setScale(const VectorF &scale) override;
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const VectorF& getScale() const override;
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virtual bool writeField(StringTableEntry fieldname, const char *value);
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bool writeField(StringTableEntry fieldname, const char *value) override;
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// This function handles sending the relevant data from the server
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// object to the client object
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
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// This function handles receiving relevant data from the server
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// object and applying it to the client object
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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//--------------------------------------------------------------------------
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// Object Rendering
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@ -353,7 +353,7 @@ public:
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void processStaticCubemap();
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// This is the function that allows this object to submit itself for rendering
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void prepRenderImage(SceneRenderState *state);
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void prepRenderImage(SceneRenderState *state) override;
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void _onRenderViz(ObjectRenderInst *ri,
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SceneRenderState *state,
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@ -81,18 +81,18 @@ public:
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// Allows the object to update its editable settings
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// from the server object to the client
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virtual void inspectPostApply();
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void inspectPostApply() override;
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// Handle when we are added to the scene and removed from the scene
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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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// This function handles sending the relevant data from the server
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// object to the client object
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
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// This function handles receiving relevant data from the server
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// object and applying it to the client object
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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//--------------------------------------------------------------------------
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// Object Rendering
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@ -102,10 +102,10 @@ public:
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// minimizing texture, state, and shader switching by grouping objects that
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// use the same Materials.
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//--------------------------------------------------------------------------
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virtual void updateProbeParams();
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void updateProbeParams() override;
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// This is the function that allows this object to submit itself for rendering
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void prepRenderImage(SceneRenderState *state);
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void prepRenderImage(SceneRenderState *state) override;
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void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
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static SimObjectPtr<Skylight> smSkylightProbe;
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@ -77,18 +77,18 @@ public:
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// Allows the object to update its editable settings
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// from the server object to the client
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virtual void inspectPostApply();
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void inspectPostApply() override;
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// Handle when we are added to the scene and removed from the scene
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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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// This function handles sending the relevant data from the server
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// object to the client object
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
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// This function handles receiving relevant data from the server
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// object and applying it to the client object
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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//--------------------------------------------------------------------------
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// Object Rendering
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@ -98,7 +98,7 @@ public:
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// minimizing texture, state, and shader switching by grouping objects that
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// use the same Materials.
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//--------------------------------------------------------------------------
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virtual void updateProbeParams();
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void updateProbeParams() override;
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void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
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};
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