marauder2k7
9866908e99
Required changes for Inverse Kinematics
...
Added a * operator
compute from to -> adds safeties around shortestArc
conjugate -> reverses the xyz of the quaternion
IK Solver commit
Added: IKChain struct to tsshape
commands to tsshapeconstruct to create and setup ikchains
ik solvers -> ccd and fabrik, these are in their own file tsIKSolver
TODO: there needs to be some tooling added to the shape editor for this
2025-12-04 08:33:21 +00:00
Nathan Bowhay
32a4365ea9
Optimized code
...
Since floating point division is the most expensive operation, it was
optimized.
2015-02-12 11:00:25 -08:00
Nathan Bowhay
ad267f0505
Fixed angle conversion issues
...
Fixed a variable name and method that should be const.
Also fixed several angle conversion functions that didn't convert the
angle correct.
2015-02-03 12:16:06 -08:00
Daniel Buckmaster
6009ac3568
Revert "Euler to quat reversion"
2014-10-31 09:20:53 +11:00
Azaezel
f678a19be8
Testing using the regenerating turret https://github.com/Azaezel/Torque3D/tree/outpost_testbed_clean shows that tracking is precisely inverted using 8b1ff267f0 (diff-983ceaf4b3cbddd4701734aaa048a79e) . reversion PR till someone has time to properly review whether that's fouled conversion on my part, or if turrets were accounting for bad math to start with.
2014-09-23 19:15:43 -05:00
Daniel Buckmaster
8b1ff267f0
Fixed quaternion set from euler.
2014-07-08 18:38:10 +02:00
cpusci
7a8f46b19f
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
2013-08-04 16:58:59 -05:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00