Files
Cubed/include/glm/ext/matrix_projection.inl
zhenyan121 def311c7dd 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
2026-07-23 14:07:11 +08:00

107 lines
4.0 KiB
C++

namespace glm
{
template<typename T, typename U, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
{
vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));
tmp = model * tmp;
tmp = proj * tmp;
tmp /= tmp.w;
tmp.x = tmp.x * static_cast<T>(0.5) + static_cast<T>(0.5);
tmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);
tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
return vec<3, T, Q>(tmp);
}
template<typename T, typename U, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
{
vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));
tmp = model * tmp;
tmp = proj * tmp;
tmp /= tmp.w;
tmp = tmp * static_cast<T>(0.5) + static_cast<T>(0.5);
tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
return vec<3, T, Q>(tmp);
}
template<typename T, typename U, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
{
# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
return projectZO(obj, model, proj, viewport);
# else
return projectNO(obj, model, proj, viewport);
# endif
}
template<typename T, typename U, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
{
mat<4, 4, T, Q> Inverse = inverse(proj * model);
vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));
tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
tmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);
tmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);
vec<4, T, Q> obj = Inverse * tmp;
obj /= obj.w;
return vec<3, T, Q>(obj);
}
template<typename T, typename U, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
{
mat<4, 4, T, Q> Inverse = inverse(proj * model);
vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));
tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
tmp = tmp * static_cast<T>(2) - static_cast<T>(1);
vec<4, T, Q> obj = Inverse * tmp;
obj /= obj.w;
return vec<3, T, Q>(obj);
}
template<typename T, typename U, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
{
# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
return unProjectZO(win, model, proj, viewport);
# else
return unProjectNO(win, model, proj, viewport);
# endif
}
template<typename T, qualifier Q, typename U>
GLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport)
{
assert(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0));
mat<4, 4, T, Q> Result(static_cast<T>(1));
if(!(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0)))
return Result; // Error
vec<3, T, Q> Temp(
(static_cast<T>(viewport[2]) - static_cast<T>(2) * (center.x - static_cast<T>(viewport[0]))) / delta.x,
(static_cast<T>(viewport[3]) - static_cast<T>(2) * (center.y - static_cast<T>(viewport[1]))) / delta.y,
static_cast<T>(0));
// Translate and scale the picked region to the entire window
Result = translate(Result, Temp);
return scale(Result, vec<3, T, Q>(static_cast<T>(viewport[2]) / delta.x, static_cast<T>(viewport[3]) / delta.y, static_cast<T>(1)));
}
}//namespace glm