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https://github.com/TorqueGameEngines/Torque3D.git
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virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
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parent
88a43f3137
commit
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255 changed files with 2164 additions and 2164 deletions
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@ -552,17 +552,17 @@ public:
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void setupVertexTransforms();
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/// Returns maximum bones used per vertex
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virtual U32 getMaxBonesPerVert();
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U32 getMaxBonesPerVert() override;
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virtual void convertToVertexData();
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virtual void copySourceVertexDataFrom(const TSMesh* srcMesh);
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void convertToVertexData() override;
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void copySourceVertexDataFrom(const TSMesh* srcMesh) override;
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void printVerts();
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void addWeightsFromVertexBuffer();
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void makeEditable();
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void clearEditable();
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void makeEditable() override;
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void clearEditable() override;
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public:
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typedef TSMesh Parent;
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@ -587,24 +587,24 @@ public:
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void updateSkinBones( const Vector<MatrixF> &transforms, Vector<MatrixF>& destTransforms );
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// render methods..
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void render( TSVertexBufferHandle &instanceVB );
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void render( TSVertexBufferHandle &instanceVB ) override;
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void render( TSMaterialList *,
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const TSRenderState &data,
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bool isSkinDirty,
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const Vector<MatrixF> &transforms,
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TSVertexBufferHandle &vertexBuffer,
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const char *meshName );
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const char *meshName ) override;
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// collision methods...
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bool buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials );
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bool castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials );
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bool buildConvexHull(); // does nothing, skins don't use this
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bool buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials ) override;
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bool castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials ) override;
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bool buildConvexHull() override; // does nothing, skins don't use this
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void computeBounds( const MatrixF &transform, Box3F &bounds, S32 frame, Point3F *center, F32 *radius );
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void computeBounds( const MatrixF &transform, Box3F &bounds, S32 frame, Point3F *center, F32 *radius ) override;
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/// persist methods...
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void assemble( bool skip );
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void disassemble();
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void assemble( bool skip ) override;
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void disassemble() override;
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/// Helper method to add a blend tuple for a vertex
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inline void addWeightForVert(U32 vi, U32 bi, F32 w)
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