mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
feature: hud (#37)
* build: replace FetchContent with direct includes for glm * build(deps): replace SOIL2 with stb for image and vorbis decoding * build: replace FetchContent with direct includes for toml++ * refactor(texture): bump block texture size to 512 and disable items tab * feat: add hotbar system with ItemStack and RowLayout * fix(ui): restrict Ctrl key handling to typing mode * feat(ui): add widget border support and highlight selected hotbar slot * fix(ui): update borders on scale change and correct Image width - Added update_border() calls in set_scale() for Button, ChatBox, Image, Label, and TextField. - Fixed Image::width() to multiply by width instead of height. - Added early return in Widget::update_border() if border is not supported. * feat(ui): add border visual feedback on slider drag * feat(ui): add ItemSlot widget and refactor hotbar to use it * feat(world_scene): add inventory UI and pause type enum * feat(ui): add item slot tooltip and make window size static * fix(ui label): account for background offset in width/height * refactor(ui): centralize item info label in inventory and add update * feat(ui): add hotbar interaction in inventory UI * fix(inventory-ui): correct row creation logic for first item The loop starting at index 0 created a new row on the first iteration (i % 10 == 0). Shift the loop to start at 1 and adjust modulus condition to create rows correctly every 10 items. * feat(block): add name_key for localized block names Add `name_key` field to all block TOML definitions, enabling per-block localization. Update `BlockData` struct and `BlockManager` with `local_name()` method that returns a localized string via the translation system. Add corresponding entries to `en_US.json` and `zh_CN.json`. Modify inventory UI to use the localized name when displaying block info, and fix a bug where emptying a hotbar slot did not clear the item locally. * fix(ui): change inventory item slot color from white to gray * fix(ui): add missing include for std::array
This commit is contained in:
159
include/glm/gtx/quaternion.inl
Normal file
159
include/glm/gtx/quaternion.inl
Normal file
@@ -0,0 +1,159 @@
|
||||
/// @ref gtx_quaternion
|
||||
|
||||
#include <limits>
|
||||
#include "../gtc/constants.hpp"
|
||||
|
||||
namespace glm
|
||||
{
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua<T, Q> quat_identity()
|
||||
{
|
||||
return qua<T, Q>::wxyz(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> cross(vec<3, T, Q> const& v, qua<T, Q> const& q)
|
||||
{
|
||||
return inverse(q) * v;
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> cross(qua<T, Q> const& q, vec<3, T, Q> const& v)
|
||||
{
|
||||
return q * v;
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER qua<T, Q> squad
|
||||
(
|
||||
qua<T, Q> const& q1,
|
||||
qua<T, Q> const& q2,
|
||||
qua<T, Q> const& s1,
|
||||
qua<T, Q> const& s2,
|
||||
T const& h)
|
||||
{
|
||||
return mix(mix(q1, q2, h), mix(s1, s2, h), static_cast<T>(2) * (static_cast<T>(1) - h) * h);
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER qua<T, Q> intermediate
|
||||
(
|
||||
qua<T, Q> const& prev,
|
||||
qua<T, Q> const& curr,
|
||||
qua<T, Q> const& next
|
||||
)
|
||||
{
|
||||
qua<T, Q> invQuat = inverse(curr);
|
||||
return exp((log(next * invQuat) + log(prev * invQuat)) / static_cast<T>(-4)) * curr;
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER vec<3, T, Q> rotate(qua<T, Q> const& q, vec<3, T, Q> const& v)
|
||||
{
|
||||
return q * v;
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER vec<4, T, Q> rotate(qua<T, Q> const& q, vec<4, T, Q> const& v)
|
||||
{
|
||||
return q * v;
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER T extractRealComponent(qua<T, Q> const& q)
|
||||
{
|
||||
T w = static_cast<T>(1) - q.x * q.x - q.y * q.y - q.z * q.z;
|
||||
if(w < T(0))
|
||||
return T(0);
|
||||
else
|
||||
return -sqrt(w);
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER GLM_CONSTEXPR T length2(qua<T, Q> const& q)
|
||||
{
|
||||
return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER qua<T, Q> shortMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
|
||||
{
|
||||
if(a <= static_cast<T>(0)) return x;
|
||||
if(a >= static_cast<T>(1)) return y;
|
||||
|
||||
T fCos = dot(x, y);
|
||||
qua<T, Q> y2(y); //BUG!!! qua<T> y2;
|
||||
if(fCos < static_cast<T>(0))
|
||||
{
|
||||
y2 = -y;
|
||||
fCos = -fCos;
|
||||
}
|
||||
|
||||
//if(fCos > 1.0f) // problem
|
||||
T k0, k1;
|
||||
if(fCos > (static_cast<T>(1) - epsilon<T>()))
|
||||
{
|
||||
k0 = static_cast<T>(1) - a;
|
||||
k1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;
|
||||
}
|
||||
else
|
||||
{
|
||||
T fSin = sqrt(T(1) - fCos * fCos);
|
||||
T fAngle = atan(fSin, fCos);
|
||||
T fOneOverSin = static_cast<T>(1) / fSin;
|
||||
k0 = sin((static_cast<T>(1) - a) * fAngle) * fOneOverSin;
|
||||
k1 = sin((static_cast<T>(0) + a) * fAngle) * fOneOverSin;
|
||||
}
|
||||
|
||||
return qua<T, Q>::wxyz(
|
||||
k0 * x.w + k1 * y2.w,
|
||||
k0 * x.x + k1 * y2.x,
|
||||
k0 * x.y + k1 * y2.y,
|
||||
k0 * x.z + k1 * y2.z);
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER qua<T, Q> fastMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
|
||||
{
|
||||
return glm::normalize(x * (static_cast<T>(1) - a) + (y * a));
|
||||
}
|
||||
|
||||
template<typename T, qualifier Q>
|
||||
GLM_FUNC_QUALIFIER qua<T, Q> rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest)
|
||||
{
|
||||
T cosTheta = dot(orig, dest);
|
||||
vec<3, T, Q> rotationAxis;
|
||||
|
||||
if(cosTheta >= static_cast<T>(1) - epsilon<T>()) {
|
||||
// orig and dest point in the same direction
|
||||
return quat_identity<T,Q>();
|
||||
}
|
||||
|
||||
if(cosTheta < static_cast<T>(-1) + epsilon<T>())
|
||||
{
|
||||
// special case when vectors in opposite directions :
|
||||
// there is no "ideal" rotation axis
|
||||
// So guess one; any will do as long as it's perpendicular to start
|
||||
// This implementation favors a rotation around the Up axis (Y),
|
||||
// since it's often what you want to do.
|
||||
rotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig);
|
||||
if(length2(rotationAxis) < epsilon<T>()) // bad luck, they were parallel, try again!
|
||||
rotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig);
|
||||
|
||||
rotationAxis = normalize(rotationAxis);
|
||||
return angleAxis(pi<T>(), rotationAxis);
|
||||
}
|
||||
|
||||
// Implementation from Stan Melax's Game Programming Gems 1 article
|
||||
rotationAxis = cross(orig, dest);
|
||||
|
||||
T s = sqrt((T(1) + cosTheta) * static_cast<T>(2));
|
||||
T invs = static_cast<T>(1) / s;
|
||||
|
||||
return qua<T, Q>::wxyz(
|
||||
s * static_cast<T>(0.5f),
|
||||
rotationAxis.x * invs,
|
||||
rotationAxis.y * invs,
|
||||
rotationAxis.z * invs);
|
||||
}
|
||||
}//namespace glm
|
||||
Reference in New Issue
Block a user