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https://github.com/MaSzyna-EU07/maszyna.git
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AnimModel.cpp reaches cParser through the simulation core, not a direct import, so the previous pass missed it; the propagation now follows the whole import closure. Train.cpp, drivermode.cpp and Globals.cpp call Console:: inside _WIN32 guards without importing eu07.console - invisible on Linux, where those blocks are skipped.
84 lines
2.2 KiB
C++
84 lines
2.2 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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module;
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#include <array>
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#include <chrono>
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#include <cstddef>
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#include <deque>
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#include <limits>
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#include <mutex>
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#include <ostream>
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#include <sstream>
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#include <type_traits>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include <string>
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export module eu07.scene.sceneeditor;
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import eu07.glm;
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import eu07.simcore;
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export {
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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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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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inline bool operator!=( node_snapshot const &Left, node_snapshot const &Right ) { return !(Left == Right); }
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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 );
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void
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translate_instance( TAnimModel *Instance, float const Offset );
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void
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translate_memorycell( TMemCell *Memorycell, glm::dvec3 const &Location );
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void
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translate_memorycell( TMemCell *Memorycell, float const Offset );
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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 );
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};
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} // scene
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//---------------------------------------------------------------------------
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} // export
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