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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Creating a matrix

In this section, you will create a new 4 x 4 matrix. This matrix will be stored as a 16-element array of floats. A union will be used to allow access to the data in the matrix in an easier-to-use fashion:

Important note

The identity matrix is a special matrix that multiplies anything by the identity matrix results in the original matrix. The identity matrix does no mapping. An identity matrix contains 0 in all elements except the main diagonal, which is made up entirely of 1.

  1. Create a new file, mat4.h. This file is needed to declare the mat4 struct.
  2. Add the following structure declaration to mat4.h, which starts a union by declaring a flat array of 16 elements as the first member of the union:
    struct mat4 {
        union {
            float v[16];
  3. The next member of the union is a structure of vec4 variables. Each of the vec4 variables represents one column of the matrix; they are named after...
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