Hubert Maier
d77a2ad328
GRIM: Correct spelling mistake
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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.
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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.
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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).
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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.
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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