/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #pragma once #include "scenenode.h" namespace scene { // TODO: move the snapshot to history stack struct node_snapshot { scene::basic_node *node; std::string data; node_snapshot( scene::basic_node *Node ) : node( Node ) { if( Node != nullptr ) { Node->export_as_text( data ); } }; }; inline bool operator==( node_snapshot const &Left, node_snapshot const &Right ) { return ( ( Left.node == Right.node ) && ( Left.data == Right.data ) ); } inline bool operator!=( node_snapshot const &Left, node_snapshot const &Right ) { return ( !( Left == Right ) ); } class basic_editor { public: // methods void translate( scene::basic_node *Node, glm::dvec3 const &Location, bool const Snaptoground ); void translate( scene::basic_node *Node, float const Offset ); void translate_instance( TAnimModel *Instance, glm::dvec3 const &Location ); void translate_instance( TAnimModel *Instance, float const Offset ); void translate_memorycell( TMemCell *Memorycell, glm::dvec3 const &Location ); void translate_memorycell( TMemCell *Memorycell, float const Offset ); void rotate( scene::basic_node *Node, glm::vec3 const &Angle, float const Quantization ); void rotate_instance( TAnimModel *Instance, glm::vec3 const &Angle, float const Quantization ); }; } // scene //---------------------------------------------------------------------------