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https://github.com/MaSzyna-EU07/maszyna.git
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- empty() instead of size() comparisons (cpp:S1155) - member initialisers in declaration order (cpp:S3229) - no redundant c_str() when a std::string is accepted (cpp:S7121) - contains() on associative containers (cpp:S6171) - const reference instead of a copying range-for (cpp:S6032) - starts_with() for prefix checks (cpp:S6178) - no std::move on temporaries (cpp:S5274) - has_value() on std::optional (cpp:S7172) - bool literals for bool members (cpp:S5820) - inline only on the definition (cpp:S3548) - explicit base access specifier (cpp:S5965) - explicit element access instead of dereferencing an array (cpp:S7116) - rely on the C++20 rewritten operator!= (cpp:S6186) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "scene/scenenode.h"
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namespace scene {
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// TODO: move the snapshot to history stack
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struct node_snapshot {
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scene::basic_node *node;
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std::string data;
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explicit node_snapshot( scene::basic_node *Node ) :
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node( Node ) {
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if( Node != nullptr ) {
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Node->export_as_text( data ); } };
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};
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inline bool operator==( node_snapshot const &Left, node_snapshot const &Right ) { return Left.node == Right.node && Left.data == Right.data; }
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class basic_editor {
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public:
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// methods
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void
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translate( scene::basic_node *Node, glm::dvec3 const &Location, bool const Snaptoground );
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void
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translate( scene::basic_node *Node, float const Offset );
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void
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rotate( scene::basic_node *Node, glm::vec3 const &Angle, float const Quantization );
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private:
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// methods
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void
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translate_node( scene::basic_node *Node, glm::dvec3 const &Location );
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void
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translate_node( scene::basic_node *Node, float const Offset );
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void
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translate_instance( TAnimModel *Instance, glm::dvec3 const &Location ) const;
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void
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translate_instance( TAnimModel *Instance, float const Offset ) const;
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void
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translate_memorycell( TMemCell *Memorycell, glm::dvec3 const &Location ) const;
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void
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translate_memorycell( TMemCell *Memorycell, float const Offset ) const;
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void
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rotate_node( scene::basic_node *Node, glm::vec3 const &Angle );
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void
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rotate_instance( TAnimModel *Instance, glm::vec3 const &Angle ) const;
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};
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} // scene
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//---------------------------------------------------------------------------
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