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https://github.com/zhenyan121/Cubed.git
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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
129 lines
3.9 KiB
C++
129 lines
3.9 KiB
C++
/// @ref gtx_transform2
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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 mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T s)
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{
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mat<3, 3, T, Q> r(1);
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r[1][0] = s;
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return m * r;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T s)
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{
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mat<3, 3, T, Q> r(1);
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r[0][1] = s;
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return m * r;
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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> shearX3D(mat<4, 4, T, Q> const& m, T s, T t)
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{
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mat<4, 4, T, Q> r(1);
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r[0][1] = s;
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r[0][2] = t;
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return m * r;
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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> shearY3D(mat<4, 4, T, Q> const& m, T s, T t)
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{
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mat<4, 4, T, Q> r(1);
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r[1][0] = s;
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r[1][2] = t;
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return m * r;
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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> shearZ3D(mat<4, 4, T, Q> const& m, T s, T t)
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{
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mat<4, 4, T, Q> r(1);
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r[2][0] = s;
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r[2][1] = t;
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return m * r;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER mat<3, 3, T, Q> reflect2D(mat<3, 3, T, Q> const& m, vec<2, T, Q> const& normal, T distance)
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{
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mat<3, 3, T, Q> r(static_cast<T>(1));
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r[0][0] = static_cast<T>(1) - static_cast<T>(2) * normal.x * normal.x;
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r[0][1] = -static_cast<T>(2) * normal.y * normal.x;
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r[1][0] = -static_cast<T>(2) * normal.x * normal.y;
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r[1][1] = static_cast<T>(1) - static_cast<T>(2) * normal.y * normal.y;
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r[2][0] = -static_cast<T>(2) * normal.x * distance;
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r[2][1] = -static_cast<T>(2) * normal.y * distance;
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return m * r;
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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> reflect3D(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& normal, T distance)
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{
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mat<4, 4, T, Q> r(static_cast<T>(1));
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r[0][0] = static_cast<T>(1) - static_cast<T>(2) * normal.x * normal.x;
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r[0][1] = -static_cast<T>(2) * normal.y * normal.x;
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r[0][2] = -static_cast<T>(2) * normal.z * normal.x;
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r[1][0] = -static_cast<T>(2) * normal.x * normal.y;
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r[1][1] = static_cast<T>(1) - static_cast<T>(2) * normal.y * normal.y;
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r[1][2] = -static_cast<T>(2) * normal.z * normal.y;
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r[2][0] = -static_cast<T>(2) * normal.x * normal.z;
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r[2][1] = -static_cast<T>(2) * normal.y * normal.z;
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r[2][2] = static_cast<T>(1) - static_cast<T>(2) * normal.z * normal.z;
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r[3][0] = -static_cast<T>(2) * normal.x * distance;
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r[3][1] = -static_cast<T>(2) * normal.y * distance;
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r[3][2] = -static_cast<T>(2) * normal.z * distance;
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return m * r;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER mat<3, 3, T, Q> proj2D(
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const mat<3, 3, T, Q>& m,
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const vec<3, T, Q>& normal)
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{
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mat<3, 3, T, Q> r(static_cast<T>(1));
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r[0][0] = static_cast<T>(1) - normal.x * normal.x;
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r[0][1] = - normal.x * normal.y;
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r[1][0] = - normal.x * normal.y;
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r[1][1] = static_cast<T>(1) - normal.y * normal.y;
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return m * r;
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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> proj3D(
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const mat<4, 4, T, Q>& m,
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const vec<3, T, Q>& normal)
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{
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mat<4, 4, T, Q> r(static_cast<T>(1));
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r[0][0] = static_cast<T>(1) - normal.x * normal.x;
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r[0][1] = - normal.x * normal.y;
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r[0][2] = - normal.x * normal.z;
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r[1][0] = - normal.x * normal.y;
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r[1][1] = static_cast<T>(1) - normal.y * normal.y;
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r[1][2] = - normal.y * normal.z;
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r[2][0] = - normal.x * normal.z;
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r[2][1] = - normal.y * normal.z;
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r[2][2] = static_cast<T>(1) - normal.z * normal.z;
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return m * r;
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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> scaleBias(T scale, T bias)
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{
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mat<4, 4, T, Q> result;
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result[3] = vec<4, T, Q>(vec<3, T, Q>(bias), static_cast<T>(1));
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result[0][0] = scale;
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result[1][1] = scale;
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result[2][2] = scale;
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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> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias)
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{
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return m * scaleBias<T, Q>(scale, bias);
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}
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}//namespace glm
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