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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

Transforming points and vectors

The Transform structure can be used to move points and vectors in space. Imagine a ball bouncing up and down. The bounce of the ball is derived from the Transform structure, but how do you know where to move each vertex of the ball? You need to transform all the vertices using the Transform structure (or a matrix) to properly display the ball.

Using a transform to modify points and vectors is like combining two transforms. To transform a point, first, apply the scale, then rotation, and finally, the translation of the transform. To transform a vector, follow the same steps, but don't add the position:

  1. Implement the transformPoint function in Transform.cpp. Don't forget to add the function declaration to Transform.h:
    vec3 transformPoint(const Transform& a, const vec3& b) {
        vec3 out;
        out = a.rotation * (a.scale * b);
        out = a.position + out;
      ...
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