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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
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45
include/glm/gtx/vector_angle.inl
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45
include/glm/gtx/vector_angle.inl
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/// @ref gtx_vector_angle
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namespace glm
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{
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template<typename genType>
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GLM_FUNC_QUALIFIER genType angle
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(
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genType const& x,
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genType const& y
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)
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{
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GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'angle' only accept floating-point inputs");
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return acos(clamp(dot(x, y), genType(-1), genType(1)));
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}
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_QUALIFIER T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
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{
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GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'angle' only accept floating-point inputs");
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return acos(clamp(dot(x, y), T(-1), T(1)));
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y)
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{
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GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'orientedAngle' only accept floating-point inputs");
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T const Angle(acos(clamp(dot(x, y), T(-1), T(1))));
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T const partialCross = x.x * y.y - y.x * x.y;
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if (partialCross > T(0))
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return Angle;
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else
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return -Angle;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref)
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{
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GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'orientedAngle' only accept floating-point inputs");
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T const Angle(acos(clamp(dot(x, y), T(-1), T(1))));
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return mix(Angle, -Angle, dot(ref, cross(x, y)) < T(0));
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}
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}//namespace glm
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