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Hands-On C++ Game Animation Programming

You're reading from  Hands-On C++ Game Animation Programming

Product type Book
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Pages 368 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
Toc

Table of Contents (17) Chapters close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors 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

Implementing meshes

The definition of a mesh is dependent on the game (or engine) that implements it. It's beyond the scope of this book to implement a comprehensive mesh class. Instead, in this section, you will declare a naive version of a mesh that stores some data on the CPU and the GPU and provides a way to sync the two together.

The Mesh class declaration

What is the most basic implementation of a mesh? Each vertex has a position, a normal, and some texture coordinates. To skin the mesh, each vertex also has four bones that might influence it and weights to determine how much each bone influences the vertex by. Meshes usually use an index array, but this is optional.

In this section, you will implement both CPU and GPU skinning. To skin a mesh on the CPU, you need to keep an additional copy of the pose and normal data, as well as a matrix palette to use for skinning.

Create a new file, Mesh.h, to declare the Mesh class in. Follow these steps to declare the new...

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