mirror of
https://github.com/zhenyan121/Cubed.git
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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:
187
include/glm/gtx/rotate_vector.inl
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187
include/glm/gtx/rotate_vector.inl
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/// @ref gtx_rotate_vector
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namespace glm
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{
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> slerp
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(
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vec<3, T, Q> const& x,
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vec<3, T, Q> const& y,
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T const& a
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)
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{
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// get cosine of angle between vectors (-1 -> 1)
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T CosAlpha = dot(x, y);
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// get angle (0 -> pi)
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T Alpha = acos(CosAlpha);
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// get sine of angle between vectors (0 -> 1)
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T SinAlpha = sin(Alpha);
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// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi
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T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;
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T t2 = sin(a * Alpha) / SinAlpha;
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// interpolate src vectors
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return x * t1 + y * t2;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<2, T, Q> rotate
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(
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vec<2, T, Q> const& v,
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T const& angle
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)
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{
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vec<2, T, Q> Result;
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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Result.x = v.x * Cos - v.y * Sin;
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Result.y = v.x * Sin + v.y * Cos;
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return Result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> rotate
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(
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vec<3, T, Q> const& v,
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T const& angle,
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vec<3, T, Q> const& normal
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)
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{
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return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;
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}
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/*
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(
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const vec<3, T, Q>& x,
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T angle,
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const vec<3, T, Q>& normal)
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{
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const T Cos = cos(radians(angle));
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const T Sin = sin(radians(angle));
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return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;
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}
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*/
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<4, T, Q> rotate
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(
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vec<4, T, Q> const& v,
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T const& angle,
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vec<3, T, Q> const& normal
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)
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{
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return rotate(angle, normal) * v;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX
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(
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vec<3, T, Q> const& v,
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T const& angle
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)
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{
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vec<3, T, Q> Result(v);
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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Result.y = v.y * Cos - v.z * Sin;
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Result.z = v.y * Sin + v.z * Cos;
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return Result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY
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(
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vec<3, T, Q> const& v,
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T const& angle
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)
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{
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vec<3, T, Q> Result = v;
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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Result.x = v.x * Cos + v.z * Sin;
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Result.z = -v.x * Sin + v.z * Cos;
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return Result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ
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(
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vec<3, T, Q> const& v,
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T const& angle
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)
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{
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vec<3, T, Q> Result = v;
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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Result.x = v.x * Cos - v.y * Sin;
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Result.y = v.x * Sin + v.y * Cos;
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return Result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX
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(
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vec<4, T, Q> const& v,
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T const& angle
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)
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{
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vec<4, T, Q> Result = v;
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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Result.y = v.y * Cos - v.z * Sin;
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Result.z = v.y * Sin + v.z * Cos;
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return Result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY
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(
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vec<4, T, Q> const& v,
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T const& angle
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)
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{
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vec<4, T, Q> Result = v;
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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Result.x = v.x * Cos + v.z * Sin;
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Result.z = -v.x * Sin + v.z * Cos;
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return Result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ
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(
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vec<4, T, Q> const& v,
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T const& angle
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)
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{
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vec<4, T, Q> Result = v;
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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Result.x = v.x * Cos - v.y * Sin;
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Result.y = v.x * Sin + v.y * Cos;
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return Result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation
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(
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vec<3, T, Q> const& Normal,
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vec<3, T, Q> const& Up
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)
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{
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if(all(equal(Normal, Up, epsilon<T>())))
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return mat<4, 4, T, Q>(static_cast<T>(1));
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vec<3, T, Q> RotationAxis = cross(Up, Normal);
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T Angle = acos(dot(Normal, Up));
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return rotate(Angle, RotationAxis);
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}
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}//namespace glm
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