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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

Creating the Crowd utility class

In this section, you will be building the Crowd class. This is a utility class that will render large crowds with an easy-to-use API. The Crowd class encapsulates the state of a crowd.

The Crowd class must maintain the instance data of each actor in the class. To accommodate this, you will need to declare a maximum number of actors. Then, all the actor-specific information can be stored in arrays of structures where the index is the actor ID.

Actor-specific data includes the actor's world transform, as well as data related to its animation playback. The animation data is what frames are being interpolated, the interpolation value, and the key times for the current and next frames.

Create a new file called Crowd.h. The Crowd class will be declared in this file. Follow these steps to declare the Crowd class:

  1. Define the maximum number of crowd actors as 80:
    #define CROWD_MAX_ACTORS 80
  2. Start declaring the Crowd class by creating...
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