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* 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
67 lines
2.2 KiB
C++
67 lines
2.2 KiB
C++
/// @ref gtx_rotate_normalized_axis
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/// @file glm/gtx/rotate_normalized_axis.hpp
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///
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/// @see core (dependence)
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/// @see gtc_matrix_transform
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/// @see gtc_quaternion
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///
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/// @defgroup gtx_rotate_normalized_axis GLM_GTX_rotate_normalized_axis
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/// @ingroup gtx
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///
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/// Include <glm/gtx/rotate_normalized_axis.hpp> to use the features of this extension.
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///
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/// Quaternions and matrices rotations around normalized axis.
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#pragma once
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// Dependency:
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#include "../glm.hpp"
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#include "../gtc/epsilon.hpp"
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#include "../gtc/quaternion.hpp"
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#ifndef GLM_ENABLE_EXPERIMENTAL
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# error "GLM: GLM_GTX_rotate_normalized_axis is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
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#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
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# pragma message("GLM: GLM_GTX_rotate_normalized_axis extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtx_rotate_normalized_axis
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/// @{
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/// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.
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///
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/// @param m Input matrix multiplied by this rotation matrix.
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/// @param angle Rotation angle expressed in radians.
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/// @param axis Rotation axis, must be normalized.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
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///
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/// @see gtx_rotate_normalized_axis
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/// @see - rotate(T angle, T x, T y, T z)
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/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
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/// @see - rotate(T angle, vec<3, T, Q> const& v)
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> rotateNormalizedAxis(
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mat<4, 4, T, Q> const& m,
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T const& angle,
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vec<3, T, Q> const& axis);
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/// Rotates a quaternion from a vector of 3 components normalized axis and an angle.
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///
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/// @param q Source orientation
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/// @param angle Angle expressed in radians.
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/// @param axis Normalized axis of the rotation, must be normalized.
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///
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/// @see gtx_rotate_normalized_axis
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template<typename T, qualifier Q>
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GLM_FUNC_DECL qua<T, Q> rotateNormalizedAxis(
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qua<T, Q> const& q,
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T const& angle,
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vec<3, T, Q> const& axis);
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/// @}
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}//namespace glm
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#include "rotate_normalized_axis.inl"
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