Bastien Bouclet
14bacc9496
MATH: Fix typo in gluMathUnProject
...
Fixes the right click mode in Myst 3
2014-08-24 08:37:35 +02:00
Pawel Kolodziejski
e539b27af8
MATH: improve type support for viewport argument
2014-08-15 12:25:48 +02:00
Pawel Kolodziejski
9ad08415ce
MATH: no need do cast anymore in Matrix4::inverse
2014-07-12 07:08:29 +02:00
Joel Teichroeb
cb6a58e01e
MATH: Make Matrix4::inverse not const as it changes data
2014-07-10 20:23:06 -07:00
Pawel Kolodziejski
46a91377d8
MATH: added few GLU helpers
2014-07-10 07:27:18 +02:00
Pawel Kolodziejski
5fed6150a0
JANITORIAL: formatting headers
2014-07-08 23:10:17 +02:00
Joni Vähämäki
23a99a9f2b
EMI: Implement head limits.
2014-07-02 22:43:58 +03:00
Joseph Jezak
d2d23738a5
MATH: Replace Euler Angle Implementation in Quaternions with Rotation3D based method.
2014-07-01 16:18:12 -04:00
Joseph Jezak
c1b5adf348
MATH: Add new quaternion capability.
2014-07-01 16:18:08 -04:00
Joseph Jezak
f57768ea28
MATH: Add comments and rename getQuaternion.
2014-07-01 11:27:08 -04:00
Joseph Jezak
78772c999b
MATH: Rename getVector3d and add comments for the Vector3d class.
2014-07-01 11:27:02 -04:00
Joel Teichroeb
abfd775d51
MATH: Cast M_PI to a float to fix an MSVC warning
2014-06-25 13:45:11 -07:00
Joseph Jezak
b4e730beaa
MATH: Keep position when building rotation.
2014-06-24 11:36:35 -04:00
Joseph Jezak
231a98056f
MATH: Fix gimbal lock for ZXY.
2014-06-24 11:36:12 -04:00
Joseph Jezak
76d36f676b
MATH: Add a selectable Euler Order to Rotation3D.
2014-06-23 09:04:25 -04:00
Joseph Jezak
35462205aa
MATH: Fix indentation for matrix4.
2014-06-23 09:04:07 -04:00
Joni Vähämäki
350d916670
MATH: Make inverseTranslate and inverseRotate methods of Matrix4 const.
2014-06-17 03:47:50 +03:00
Joel Teichroeb
6ad4b70d84
Merge pull request #926 from Akz-/pathfind-fix
...
GRIM/EMI: Pathfinding fixes
2014-06-16 10:54:01 -07:00
Joni Vähämäki
b5cdd1240f
EMI: Only draw models for actors inside the view frustum.
...
This adds math classes for doing frustum culling in software. These could be used for optimizing performance in many other places as well. For example, if an actor is outside the view frustum, it may not be necessary to do expensive keyframe animation and vertex skinning calculations for that actor.
2014-06-16 15:42:18 +03:00
Joni Vähämäki
db5a91bcb1
MATH: Return false in intersectLine2d if lines do not intersect.
2014-06-15 13:32:15 +03:00
Joni Vähämäki
b6b7b51528
MATH: More efficient matrix multiplication implementation for 3x3 and 4x4 matrix specializations.
2014-06-15 03:13:40 +03:00
Joni Vähämäki
47aa1ace87
EMI: Added support for animation priorities and implemented blending.
2014-05-31 02:50:06 +03:00
Dries Harnie
dbf3b2e5f8
JANITORIAL: Fix missing reference in Math::{Line2d,Angle}
2014-04-21 14:22:01 +02:00
Pawel Kolodziejski
8759900b6a
ALL: synced with ScummVM
2014-04-05 18:18:42 +02:00
Einar Johan Trøan Sømåen
adc0067bf7
MATH: Remove duplicated deg/rad-conversions, replacing them by common/math.h-functionality
2014-02-20 12:22:43 +01:00
Einar Johan Trøan Sømåen
207d7c54d7
MATH: Return Line3d& from it's operator=
2014-01-07 18:29:34 +01:00
Giulio Camuffo
1d543e5e1d
MATH: Document Matrix{3,4}::buildFromTargetDir.
2013-01-13 12:09:21 +01:00
Giulio Camuffo
d2f4bf83db
MATH: Add a stream debug operator for Line2d.
2013-01-09 18:42:23 +01:00
Giulio Camuffo
2936a82fbf
MATH: Move the debug '<<' operators to the Math namespace.
2013-01-09 18:41:50 +01:00
Giulio Camuffo
00a42f3d85
MATH: Fix Line2d intersection functions. Fix #682
2013-01-09 18:27:07 +01:00
Paweł Kołodziejski
175620b62a
ALL: change license headers from LGPL to GPL, and few updates
2012-12-19 23:15:43 +01:00
Dries Harnie
8bb8163e29
MATH: Add operator * for Math::Quaternion
2012-11-13 21:51:36 +01:00
Dries Harnie
6334cc0290
EMI: Gfx::startActorDraw() accepts a quaternion
2012-11-13 21:51:11 +01:00
Dries Harnie
17207bc879
EMI: Code style fix
2012-07-03 20:06:29 +02:00
Dries Harnie
9541c89859
MATH: Add fromEuler() to Math::Quaternion
2012-07-03 00:20:38 +02:00
Dries Harnie
0b5a4b0cd1
MATH: Add transpose() to Math::Matrix4
2012-07-03 00:20:36 +02:00
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
a045e2177b
GRIM: add check for null pointers in getPitchYawRoll
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
Giulio Camuffo
8d57a8b6d4
GRIM: Fix wrong ')' placement. Fix #557
2012-03-08 14:52:14 +01:00
Dries Harnie
c3237e129e
EMI: use X-Z in Vector3d::intersectLine2d
2012-02-18 22:41:02 +01:00
Giulio Camuffo
3344b3c756
GRIM: Setup the lights from the closest to the farthest to the actor position.
...
This way if OpenGL can't handle all the set lights it will use the most
important ones. Fix #481
2012-02-10 14:57:58 +01:00
Einar Johan T. Sømåen
f0db69c8ff
MATH: Correct a critical typo in the slerp-function.
2012-02-01 12:46:05 +01:00
Einar Johan T. Sømåen
d4413d7f58
MATH: Add in the inverse functions from Portalib3d
2012-01-31 17:00:50 +01:00
Einar Johan T. Sømåen
ee310dd00b
MATH: Fix toMatrix for quaternions.
2012-01-30 23:48:14 +01:00
Einar Johan T. Sømåen
1833ac33a1
MATH: Fix the slerp-function
2012-01-30 23:33:03 +01:00
Giulio Camuffo
2148c729f1
MATH: Unify VectorNd::readFromStream.
2012-01-30 21:57:06 +01:00
Giulio Camuffo
87107bc022
MATH: Remove Vector4d::scalarProduct, since that's just Vector::dotProduct.
2012-01-30 21:45:22 +01:00