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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

Retrieving quaternion data

Since a quaternion can be created from an angle and an axis, it's reasonable to expect to be able to retrieve the same angle and axis from the quaternion. To retrieve the axis of rotation, normalize the vector part of the quaternion. The angle of rotation is double the inverse cosine of the real component.

Implement the getAngle and getAxis functions in quat.cpp and add function declarations for both in quat.h:

vec3 getAxis(const quat& quat) {
    return normalized(vec3(quat.x, quat.y, quat.z));
}
float getAngle(const quat& quat) {
    return 2.0f * acosf(quat.w);
}

Being able to retrieve the angle and the axis that defines a quaternion will be needed later for some quaternion operations.

Next, you're going to learn about the component-wise operations that are commonly performed on quaternions.

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