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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 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

Unit quaternions

Quaternions can be normalized just like vectors. Normalized quaternions represent only a rotation and non-normalized quaternions introduce a skew. In the context of game animation, quaternions should be normalized to avoid adding a skew to the transform.

To normalize a quaternion, divide each component of the quaternion by its length. The resulting quaternion's length will be 1. This can be implemented as follows:

  1. Implement the normalize function in quat.cpp and declare it in quat.h:
    void normalize(quat& q) {
       float lenSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
       if (lenSq < QUAT_EPSILON) { 
          return; 
       }
       float i_len = 1.0f / sqrtf(lenSq);
       q.x *= i_len;
       q.y *= i_len;
       q.z *= i_len;
       q.w *= i_len;
    }
  2. Implement the normalized function in quat.cpp, and declare it in quat.h:
    quat normalized(const quat& q) {
     ...
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