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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 Track class

A Track class is a collection of frames. Interpolating a track returns the data type of the track; the result is the value along whatever curve the track defines at a specific point in time. A track must have at least two frames to interpolate between.

As mentioned in the Creating the Frame struct section, by following the examples in this book, you will implement explicit frame and track types. There will be separate classes for scalar, vector, and quaternion tracks. These classes are templated to avoid having to write duplicate code. A vec3 track, for example, contains the Frame<3> type frames.

Because tracks have an explicit type, you can't make a keyframe in the X component of a vec3 track without also adding a keyframe to the Y and Z components as well.

This can eat up more memory if you have a component that doesn't change. For example, notice how, in the following figure, the Z component has many frames, even though it&apos...

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