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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

glTF – loading animation clips

To generate pose data at runtime, you need to be able to load animation clips. As with the rest pose, this requires a few helper functions.

The first helper function you need to implement, GetScalarValues, reads the floating-point values of a gltf accessor. This can be done with the cgltf_accessor_read_float helper function.

The next helper function, TrackFromChannel, does most of the heavy lifting. It converts a glTF animation channel into a VectorTrack or a QuaternionTrack. glTF animation channels are documented at https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_007_Animations.md.

The LoadAnimationClips function should return a vector of clips objects. This isn't optimal; it's done to make the loading API easier to use. If performance is a concern, consider passing the result vector as a reference.

Follow these steps to load animations from a glTF file:

  1. Implement the GetScalarValues...
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