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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

Multiplying quaternions

Two quaternions can be concatenated by multiplying them together. Like with matrices, the operation is carried out from right to left; the right quaternion's rotation is applied first and then the left quaternion's.

Assume you have two quaternions, q and p. They are subscripted with 0, 1, 2, and 3, which correspond to the X, Y, Z, and W components, respectively. These quaternions can be expressed in ijk notation, as shown:

To multiply these two quaternions together, distribute the components of p to the components of q. Distributing the real component is simple. Distributing p3 to q would look like this:

Distributing the imaginary components looks very similar. The real and imaginary parts are combined separately; the order of imaginary components matters. For example, distributing poi to q would look like this:

Fully distributing p to q looks like this:

Start simplifying for the case when imaginary numbers...

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