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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

Conjugate and inverse

Games mostly use normalized quaternions, which comes in handy when inverting quaternions. The inverse of a normalized quaternion is its conjugate. The conjugate

of a quaternion flips its axis of rotation:

  1. Implement the conjugate function in quat.cpp and remember to declare the function in quat.h:
    quat conjugate(const quat& q) {
        return quat(
            -q.x,
            -q.y,
            -q.z,
             q.w
        );
    }
  2. The proper inverse of a quaternion is the conjugate divided by the squared length of the quaternion. Implement the quaternion inverse function in quat.cpp. Add the function declaration to quat.h:
    quat inverse(const quat& q) {
       float lenSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
       if (lenSq < QUAT_EPSILON) { 
     ...
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