Files
Cubed/include/glm/gtx/transform2.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

129 lines
3.9 KiB
C++

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