Files
Cubed/include/glm/gtx/vector_angle.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

46 lines
1.5 KiB
C++

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