Commit Graph
39 Commits
Author SHA1 Message Date
Hubert Maier d77a2ad328 GRIM: Correct spelling mistake
orignal -> original
2022-10-27 15:56:12 +02:00
Paweł Kołodziejski 06902574b4 GRIM: Janitorial 2022-06-08 01:12:00 +02:00
Paweł Kołodziejski 20cb0ae228 ALL: Cleanup ResidualVM -> ScummVM 2021-12-26 21:19:38 +01:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Joseph Jezak e34d0ddba3 MATH: Replace Quaternion XYZ with Euler. 2014-09-11 13:38:30 -04:00
Joseph Jezak 99fa91053c MATH: Rename XYZ Rotation Functions to Euler to better describe the function. 2014-09-11 13:38:28 -04:00
Joni Vähämäki dbfec3b1e8 GRIM: Use quaternions for animation. 2014-07-02 22:29:37 +03:00
Joseph Jezak 76d36f676b MATH: Add a selectable Euler Order to Rotation3D. 2014-06-23 09:04:25 -04:00
Joel Teichroeb 0f3da43694 GRIM: Change NULL to nullptr. 2014-05-30 17:43:08 -07:00
Pawel Kolodziejski 8759900b6a ALL: synced with ScummVM 2014-04-05 18:18:42 +02:00
Joel Teichroeb c0cb2f1f9c GRIM: Use a consitent style for constructor initializers 2013-10-26 13:57:55 -07:00
Einar Johan Trøan Sømåen fe3883cecd GRIM: Reformat code to be closer to convention. 2013-07-09 21:12:55 +02:00
Joel Teichroeb 3ffdd399f8 GRIM: Initilize all Head members 2013-07-07 20:20:45 -07:00
Paweł Kołodziejski 175620b62a ALL: change license headers from LGPL to GPL, and few updates 2012-12-19 23:15:43 +01:00
Giulio Camuffo c8b2c1709e GRIM: Save and restore head orientation. Bump save version to 22.2. 2012-12-14 22:55:48 +01:00
Joel Teichroeb 9c91ab56ea GRIM: Do not attemp to orient head when no node is set. Fixes #604 2012-04-15 20:06:16 -07:00
Joni Vähämäki 10af894edf GRIM: Commented out the save changes for now. 2012-04-08 18:40:52 +03:00
Joni Vähämäki 4fb4e0c320 GRIM: Only compute the world transform matrices for the joint node and its parents, not for every node of the character. 2012-04-08 12:54:42 +03:00
Joni Vähämäki 5ecd00ec36 GRIM: Animate all three of the head joints instead of just one. 2012-04-07 21:06:11 +03:00
Joel Teichroeb 1508e2c7d3 GRIM: Fix the case where _joint3Node->_parent is null. Fixes #582 2012-04-01 10:02:04 -07:00
Joel Teichroeb 63938ba499 GRIM: Clean up unneeded includes and fix some trailing whitespace 2012-03-26 20:12:00 -07:00
Thomas Allen 981189fedf GRIM: moved lookAtMatrix() to be a member function of Matrix3 (and Matrix4) 2012-03-21 11:32:23 +01:00
Thomas Allen 1bc6f2ae96 GRIM: removed now unnecessary fname parameter 2012-03-21 11:32:23 +01:00
Thomas Allen f73a3051ee GRIM: removed fname chacks and fixed inaccurate angle corrections 2012-03-21 11:32:23 +01:00
Thomas Allen 8484d7870e GRIM: checked, cleaned, and moved Euler calculations to rotation3d.h 2012-03-21 11:32:23 +01:00
Thomas Allen 67e7a05119 GRIM: relocating and cleaning invertAffineOrthonormal 2012-03-21 11:32:22 +01:00
Thomas Allen 3eb771e206 MATH: Moved angle clamp function to angle.cpp 2012-03-21 11:32:20 +01:00
Thomas Allen 9ced7d5d3a MATH: Changed a Math::Matrix<4,1> to a Math::Vector4d to allow compile 2012-03-21 11:32:17 +01:00
jj 87792b6be2 GRIM: Clean up unnecessary temp bool from Costume::moveHead. Fix Meche's head in set 'ar' to look in proper direction. 2012-03-21 11:32:17 +01:00
jj b2628402b5 GRIM: Fix sign error in Costume::moveHead so character looks down properly, instead of looking up when it should be looking down.
Fixes the clown guy to not tilt its head sideways. Note that this does not still quite reproduce the clown head motion of the original game. It seems to use a different mechanism for clamping the head yaw/pitch/roll max angles, and hence the clown looks down in a slightly different angle.
2012-03-21 11:32:17 +01:00
jj 77458fec9d GRIM: Handle the degenerate case in Costume::moveHead when character is trying to look straight up.
Also animate character head roll smoothly to avoid snapping movements. Use a custom max roll angle of 35 degrees instead the one specified by GF Lua scripts (165), to avoid wild head rolls when looking upwards.
2012-03-21 11:32:17 +01:00
jj c63a061fe3 GRIM: Add a special-case code for Costume::moveHead for the revolutionist characters inside Blue Casket in Rubacava (Grim Fandango).
A dirty hack, and either:
a) for the original game, the artist did author these character in a "nonstandard" coordinate frame that is different from the other characters. Would be awesome if this could be checked from original data files in e.g. Blender or some other modelling tool.
b) A lack of understanding or a bug in how the transform hierarchies are concatenated results in the transformation frame being computed wrong for these characters in Costume::moveHead.
2012-03-21 11:32:17 +01:00
jj 52bcc69467 GRIM: Fixed the snapping of Manny's head when switching between looking straight ahead and looking on a target. 2012-03-21 11:32:17 +01:00
jj fb0f68f634 GRIM: Rewrote Costume::moveHead to generate character head target orientations by using a lookat matrix construction.
Commented places where parent-child transforms are concatenated simply by summing up euler angles, which is not mathematically correct. Also more simplification on Costume::moveHead, and documented a hack in Costume::moveHead.
2012-03-21 11:32:17 +01:00
jj a63415aa00 GRIM: Document and remove slight code repetition in Costume::moveHead. 2012-03-21 11:32:17 +01:00
Paweł Kołodziejski e350c7f777 renames 2012-01-06 23:29:45 +01:00
Joel Teichroeb 5fa7a5e990 GRIM: Made head a pointer so costume.h does not need to include head.h 2011-12-13 11:45:57 -08:00
Joel Teichroeb 80d1f8fc32 GRIM: Split classes out of costume. 2011-12-13 09:05:31 -08:00
Joel Teichroeb fdbc302681 GRIM: Reorganized costume.cpp 2011-12-12 14:08:08 -08:00