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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
91 lines
3.3 KiB
C++
91 lines
3.3 KiB
C++
/// @ref gtx_intersect
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/// @file glm/gtx/intersect.hpp
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///
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/// @see core (dependence)
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/// @see gtx_closest_point (dependence)
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///
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/// @defgroup gtx_intersect GLM_GTX_intersect
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/// @ingroup gtx
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///
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/// Include <glm/gtx/intersect.hpp> to use the features of this extension.
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///
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/// Add intersection functions
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#pragma once
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// Dependency:
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#include <cfloat>
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#include <limits>
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#include "../glm.hpp"
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#include "../geometric.hpp"
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#include "../gtx/closest_point.hpp"
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#include "../gtx/vector_query.hpp"
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#ifndef GLM_ENABLE_EXPERIMENTAL
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# error "GLM: GLM_GTX_closest_point 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_closest_point extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtx_intersect
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/// @{
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//! Compute the intersection of a ray and a plane.
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//! Ray direction and plane normal must be unit length.
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//! From GLM_GTX_intersect extension.
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template<typename genType>
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GLM_FUNC_DECL bool intersectRayPlane(
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genType const& orig, genType const& dir,
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genType const& planeOrig, genType const& planeNormal,
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typename genType::value_type & intersectionDistance);
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//! Compute the intersection of a ray and a triangle.
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/// Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/
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//! From GLM_GTX_intersect extension.
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template<typename T, qualifier Q>
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GLM_FUNC_DECL bool intersectRayTriangle(
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vec<3, T, Q> const& orig, vec<3, T, Q> const& dir,
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vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, vec<3, T, Q> const& v2,
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vec<2, T, Q>& baryPosition, T& distance);
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//! Compute the intersection of a line and a triangle.
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//! From GLM_GTX_intersect extension.
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template<typename genType>
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GLM_FUNC_DECL bool intersectLineTriangle(
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genType const& orig, genType const& dir,
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genType const& vert0, genType const& vert1, genType const& vert2,
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genType & position);
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//! Compute the intersection distance of a ray and a sphere.
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//! The ray direction vector is unit length.
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//! From GLM_GTX_intersect extension.
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template<typename genType>
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GLM_FUNC_DECL bool intersectRaySphere(
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genType const& rayStarting, genType const& rayNormalizedDirection,
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genType const& sphereCenter, typename genType::value_type const sphereRadiusSquared,
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typename genType::value_type & intersectionDistance);
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//! Compute the intersection of a ray and a sphere.
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//! From GLM_GTX_intersect extension.
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template<typename genType>
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GLM_FUNC_DECL bool intersectRaySphere(
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genType const& rayStarting, genType const& rayNormalizedDirection,
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genType const& sphereCenter, const typename genType::value_type sphereRadius,
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genType & intersectionPosition, genType & intersectionNormal);
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//! Compute the intersection of a line and a sphere.
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//! From GLM_GTX_intersect extension
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template<typename genType>
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GLM_FUNC_DECL bool intersectLineSphere(
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genType const& point0, genType const& point1,
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genType const& sphereCenter, typename genType::value_type sphereRadius,
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genType & intersectionPosition1, genType & intersectionNormal1,
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genType & intersectionPosition2 = genType(), genType & intersectionNormal2 = genType());
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/// @}
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}//namespace glm
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#include "intersect.inl"
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