restore 'virtual' keyword for overrides

This commit is contained in:
Andrew Meadows 2018-05-15 13:59:22 -07:00
parent a30e06d594
commit c5773cbe84

View file

@ -23,51 +23,51 @@ class AvatarMotionState : public ObjectMotionState {
public:
AvatarMotionState(AvatarSharedPointer avatar, const btCollisionShape* shape);
void handleEasyChanges(uint32_t& flags) override;
bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
virtual void handleEasyChanges(uint32_t& flags) override;
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
PhysicsMotionType getMotionType() const override { return _motionType; }
virtual PhysicsMotionType getMotionType() const override { return _motionType; }
uint32_t getIncomingDirtyFlags() override;
void clearIncomingDirtyFlags() override;
virtual uint32_t getIncomingDirtyFlags() override;
virtual void clearIncomingDirtyFlags() override;
PhysicsMotionType computePhysicsMotionType() const override;
virtual PhysicsMotionType computePhysicsMotionType() const override;
bool isMoving() const override;
virtual bool isMoving() const override;
// this relays incoming position/rotation to the RigidBody
void getWorldTransform(btTransform& worldTrans) const override;
virtual void getWorldTransform(btTransform& worldTrans) const override;
// this relays outgoing position/rotation to the EntityItem
void setWorldTransform(const btTransform& worldTrans) override;
virtual void setWorldTransform(const btTransform& worldTrans) override;
// These pure virtual methods must be implemented for each MotionState type
// and make it possible to implement more complicated methods in this base class.
// pure virtual overrides from ObjectMotionState
float getObjectRestitution() const override;
float getObjectFriction() const override;
float getObjectLinearDamping() const override;
float getObjectAngularDamping() const override;
virtual float getObjectRestitution() const override;
virtual float getObjectFriction() const override;
virtual float getObjectLinearDamping() const override;
virtual float getObjectAngularDamping() const override;
glm::vec3 getObjectPosition() const override;
glm::quat getObjectRotation() const override;
glm::vec3 getObjectLinearVelocity() const override;
glm::vec3 getObjectAngularVelocity() const override;
glm::vec3 getObjectGravity() const override;
virtual glm::vec3 getObjectPosition() const override;
virtual glm::quat getObjectRotation() const override;
virtual glm::vec3 getObjectLinearVelocity() const override;
virtual glm::vec3 getObjectAngularVelocity() const override;
virtual glm::vec3 getObjectGravity() const override;
const QUuid getObjectID() const override;
virtual const QUuid getObjectID() const override;
QUuid getSimulatorID() const override;
virtual QUuid getSimulatorID() const override;
void setBoundingBox(const glm::vec3& corner, const glm::vec3& diagonal);
void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
float getMass() const override;
virtual float getMass() const override;
friend class AvatarManager;
friend class Avatar;
@ -77,8 +77,8 @@ protected:
// ever called by the Avatar class dtor.
~AvatarMotionState();
bool isReadyToComputeShape() const override { return true; }
const btCollisionShape* computeNewShape() override;
virtual bool isReadyToComputeShape() const override { return true; }
virtual const btCollisionShape* computeNewShape() override;
AvatarSharedPointer _avatar;
float _diameter { 0.0f };