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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 transform

Transforms are simple structures. A transform contains a position, rotation, and scale. Position and scale are vectors and rotation is a quaternion. Transforms can be combined hierarchically, but this parent-child relationship should not be a part of the actual transform structure. The following steps will guide you through creating a transform structure:

  1. Create a new file, Transform.h. This file is required to declare the transform structure.
  2. Begin declaring the Transform structure in this new file. Start with the properties of the transform—position, rotation, and scale:
    struct Transform {
        vec3 position;
        quat rotation;
        vec3 scale;
  3. Create a constructor that takes a position, rotation, and scale. This constructor should assign these values to the appropriate members of the Transform struct:
    Transform(const vec3& p, const quat& r, const vec3& s) :
      ...
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