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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 quaternions

Quaternions are used to encode rotation data. In code, quaternions will have four components. They resemble vec4 in that they have an x, y, z, and w component.

As with vec4, the w component comes last.

The quat structure should have two constructors. The default constructor creates an identity quaternion, (0, 0, 0, 1). The (0, 0, 0, 1) identity quaternion is like 1. Any number multiplied by 1 remains the same. Similarly, any quaternion multiplied by the identity quaternion remains the same:

Create a new file, quat.h, to declare the quaternion structure. The quat structure is going to be used throughout the rest of this book to represent rotations:

#ifndef _H_QUAT_
#define _H_QUAT_
#include "vec3.h"
#include "mat4.h"
struct quat {
   union {
       struct {
           float x;
           float...
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