mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +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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@ -117,7 +117,7 @@ class ShapeBaseConvex : public Convex
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Box3F box;
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public:
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ShapeBaseConvex() :pShapeBase(NULL), transform(NULL), hullId(0), nodeTransform(0) { mType = ShapeBaseConvexType; }
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ShapeBaseConvex() :pShapeBase(NULL), nodeTransform(0), transform(NULL), hullId(0) { mType = ShapeBaseConvexType; }
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ShapeBaseConvex(const ShapeBaseConvex& cv) {
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mObject = cv.mObject;
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pShapeBase = cv.pShapeBase;
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@ -128,12 +128,12 @@ class ShapeBaseConvex : public Convex
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}
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void findNodeTransform();
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const MatrixF& getTransform() const;
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Box3F getBoundingBox() const;
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Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
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Point3F support(const VectorF& v) const;
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void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
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void getPolyList(AbstractPolyList* list);
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const MatrixF& getTransform() const override;
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Box3F getBoundingBox() const override;
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Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const override;
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Point3F support(const VectorF& v) const override;
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void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf) override;
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void getPolyList(AbstractPolyList* list) override;
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};
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//--------------------------------------------------------------------------
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@ -494,14 +494,14 @@ struct ShapeBaseImageData: public GameBaseData {
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DECLARE_CONOBJECT(ShapeBaseImageData);
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ShapeBaseImageData();
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~ShapeBaseImageData();
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bool onAdd();
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bool preload(bool server, String &errorStr);
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bool onAdd() override;
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bool preload(bool server, String &errorStr) override;
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S32 lookupState(const char* name); ///< Get a state by name.
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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void packData(BitStream* stream) override;
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void unpackData(BitStream* stream) override;
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void inspectPostApply();
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void inspectPostApply() override;
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void handleStateSoundTrack(const U32& stateId);
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@ -644,7 +644,7 @@ public:
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/// @}
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virtual bool preload(bool server, String &errorStr);
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bool preload(bool server, String &errorStr) override;
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void computeAccelerator(U32 i);
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S32 findMountPoint(U32 n);
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@ -655,8 +655,8 @@ public:
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ShapeBaseData();
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~ShapeBaseData();
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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void packData(BitStream* stream) override;
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void unpackData(BitStream* stream) override;
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/// @}
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/// @name Callbacks
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@ -969,7 +969,7 @@ protected:
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void queueCollision( SceneObject *object, const VectorF &vec);
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/// @see SceneObject
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virtual void onCollision( SceneObject *object, const VectorF &vec );
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void onCollision( SceneObject *object, const VectorF &vec ) override;
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/// @}
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protected:
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@ -1126,7 +1126,7 @@ protected:
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/// @name Events
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/// @{
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virtual void onDeleteNotify(SimObject*);
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void onDeleteNotify(SimObject*) override;
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virtual void onImage(U32 imageSlot, bool unmount);
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virtual void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState);
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virtual void onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue);
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@ -1197,11 +1197,11 @@ public:
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/// @name Initialization
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/// @{
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bool onAdd();
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void onRemove();
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void onSceneRemove();
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bool onAdd() override;
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void onRemove() override;
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void onSceneRemove() override;
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static void consoleInit();
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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bool onNewDataBlock( GameBaseData *dptr, bool reload ) override;
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/// @}
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@ -1407,10 +1407,10 @@ public:
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/// @name Mounted objects
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/// @{
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virtual void onMount( SceneObject *obj, S32 node );
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virtual void onUnmount( SceneObject *obj,S32 node );
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virtual void getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat );
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virtual void getRenderMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat );
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void onMount( SceneObject *obj, S32 node ) override;
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void onUnmount( SceneObject *obj,S32 node ) override;
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void getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat ) override;
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void getRenderMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat ) override;
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/// @}
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/// Returns where the AI should be to repair this object
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@ -1613,11 +1613,11 @@ public:
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/// @todo Find out what pos does
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/// @param pos TODO: Find out what this does
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/// @param mat Camera transform (out)
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virtual void getCameraTransform(F32* pos,MatrixF* mat);
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void getCameraTransform(F32* pos,MatrixF* mat) override;
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/// Gets the view transform for a particular eye, taking into account the current absolute
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/// orient and position values of the display device.
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virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
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void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat ) override;
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/// Gets the index of a node inside a mounted image given the name
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/// @param imageSlot Image slot
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@ -1703,7 +1703,7 @@ public:
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/// @{
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/// Returns the level of screenflash that should be used
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virtual F32 getDamageFlash() const;
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F32 getDamageFlash() const override;
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/// Sets the flash level
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/// @param amt Level of flash
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@ -1711,7 +1711,7 @@ public:
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/// White out is the flash-grenade blindness effect
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/// This returns the level of flash to create
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virtual F32 getWhiteOut() const;
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F32 getWhiteOut() const override;
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/// Set the level of flash blindness
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virtual void setWhiteOut(const F32);
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@ -1722,12 +1722,12 @@ public:
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/// Sets the velocity of this object
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/// @param vel Velocity vector
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virtual void setVelocity(const VectorF& vel);
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void setVelocity(const VectorF& vel) override;
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/// Applies an impulse force to this object
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/// @param pos Position where impulse came from in world space
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/// @param vec Velocity vector (Impulse force F = m * v)
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virtual void applyImpulse(const Point3F& pos,const VectorF& vec);
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void applyImpulse(const Point3F& pos,const VectorF& vec) override;
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/// @}
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@ -1735,17 +1735,17 @@ public:
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/// @{
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/// Returns the object controlling this object
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ShapeBase* getControllingObject() { return mControllingObject; }
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ShapeBase* getControllingObject() override { return mControllingObject; }
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/// Sets the controlling object
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/// @param obj New controlling object
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virtual void setControllingObject(ShapeBase* obj);
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///
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virtual void setControllingClient( GameConnection* connection );
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void setControllingClient( GameConnection* connection ) override;
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/// Returns the object this is controlling
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virtual ShapeBase* getControlObject();
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ShapeBase* getControlObject() override;
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/// sets the object this is controlling
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/// @param obj New controlled object
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@ -1758,35 +1758,35 @@ public:
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bool isFirstPerson() const;
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/// Returns true if the camera uses this objects eye point (defined by modeler)
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bool useObjsEyePoint() const;
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bool useObjsEyePoint() const override;
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/// Returns true if this object can only be used as a first person camera
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bool onlyFirstPerson() const;
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bool onlyFirstPerson() const override;
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/// Returns the vertical field of view in degrees for
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/// this object if used as a camera.
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virtual F32 getCameraFov() { return mCameraFov; }
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F32 getCameraFov() override { return mCameraFov; }
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/// Returns the default vertical field of view in degrees
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/// if this object is used as a camera.
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virtual F32 getDefaultCameraFov() { return mDataBlock->cameraDefaultFov; }
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F32 getDefaultCameraFov() override { return mDataBlock->cameraDefaultFov; }
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/// Sets the vertical field of view in degrees for this
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/// object if used as a camera.
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/// @param yfov The vertical FOV in degrees to test.
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virtual void setCameraFov(F32 fov);
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void setCameraFov(F32 fov) override;
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/// Returns true if the vertical FOV in degrees is within
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/// allowable parameters of the datablock.
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/// @param yfov The vertical FOV in degrees to test.
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/// @see ShapeBaseData::cameraMinFov
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/// @see ShapeBaseData::cameraMaxFov
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virtual bool isValidCameraFov(F32 fov);
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bool isValidCameraFov(F32 fov) override;
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/// @}
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void processTick(const Move *move);
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void advanceTime(F32 dt);
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void processTick(const Move *move) override;
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void advanceTime(F32 dt) override;
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/// @name Rendering
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/// @{
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@ -1795,7 +1795,7 @@ public:
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TSShape const* getShape();
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/// @see SceneObject
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virtual void prepRenderImage( SceneRenderState* state );
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void prepRenderImage( SceneRenderState* state ) override;
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/// Used from ShapeBase::_prepRenderImage() to submit render
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/// instances for the main shape or its mounted elements.
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@ -1809,12 +1809,12 @@ public:
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/// @}
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/// Control object scoping
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void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *camInfo);
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void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *camInfo) override;
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info);
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
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void buildConvex(const Box3F& box, Convex* convex);
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info) override;
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bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info) override;
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere) override;
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void buildConvex(const Box3F& box, Convex* convex) override;
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/// @name Rendering
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/// @{
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@ -1829,7 +1829,7 @@ public:
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/// it is removed entirely from collisions, it is not ghosted and is
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/// essentially "non existant" as far as simulation is concerned.
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/// @param hidden True if object is to be hidden
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virtual void setHidden(bool hidden);
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void setHidden(bool hidden) override;
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/// Returns true if this object can be damaged
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bool isInvincible();
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@ -1846,8 +1846,8 @@ public:
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//void registerLights(LightManager * lightManager, bool lightingScene);
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// ISceneLight
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virtual void submitLights( LightManager *lm, bool staticLighting );
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virtual LightInfo* getLight() { return NULL; }
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void submitLights( LightManager *lm, bool staticLighting ) override;
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LightInfo* getLight() override { return NULL; }
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/// @}
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@ -1861,20 +1861,20 @@ public:
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/// Returns the height of the liquid on this object
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F32 getLiquidHeight() { return mLiquidHeight; }
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virtual WaterObject* getCurrentWaterObject();
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WaterObject* getCurrentWaterObject() override;
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void setCurrentWaterObject( WaterObject *obj );
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void setTransform(const MatrixF & mat);
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virtual F32 getMass() const { return mMass; }
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void setTransform(const MatrixF & mat) override;
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F32 getMass() const override { return mMass; }
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/// @name Network
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/// @{
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F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void writePacketData(GameConnection *conn, BitStream *stream);
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void readPacketData(GameConnection *conn, BitStream *stream);
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F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips) override;
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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void writePacketData(GameConnection *conn, BitStream *stream) override;
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void readPacketData(GameConnection *conn, BitStream *stream) override;
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/// @}
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@ -1933,7 +1933,7 @@ public:
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virtual U32 lockAnimation() { return 0; }
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virtual bool isAnimationLocked() const { return false; }
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virtual void setSelectionFlags(U8 flags);
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void setSelectionFlags(U8 flags) override;
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};
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