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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

Inverting a matrix

Multiplying a matrix by its inverse will always result in the identity matrix. An inverted matrix has the opposite mapping of the non-inverted matrix. Not all matrices have an inverse. Only matrices with a non-zero determinant can be inverted.

Inverting matrices is an important operation; the view matrix that is used to transform three-dimensional objects to be displayed on-screen is the inverse of the camera's position and rotation. Another place where inverted matrices become important is skinning, which will be covered in Chapter 10, Mesh Skinning.

Finding the inverse of a matrix is rather complicated as it needs other support functions (such as transpose and adjugate). In this section, you will build these support functions first and then build the inverse function after they have all been built. So firstly, we need to transpose the matrix.

Transpose

To transpose a matrix, flip every element of the matrix across its main diagonal. For example...

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