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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

Look rotation

Given a direction and a reference for which way is up, it's possible to create a quaternion that looks in that direction with the correct orientation. This function will be called lookRotation—not lookAt, to avoid any confusion with the matrix lookAt function.

To implement the lookRotation function, find a quaternion that rotates to the desired direction. To do this, create a quaternion between the world forward vector (0, 0, 1) and the desired direction. This quaternion will rotate to the right target, but with no regard for what direction up might be.

To correct the up direction of this quaternion, you first have to find a vector that is perpendicular to the current forward direction and the desired up direction. This can be done by taking the cross product of the two vectors.

The result of this cross product will be used to construct three orthogonal vectors—the forward vector, this new vector, and a vector that points up. The one you just...

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