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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

Converting transforms to matrices

Shader programs work well with matrices. They don't have a native representation of a transform structure. You could port the transform code into GLSL, but that's not the best solution. Instead, you could convert a transform into a matrix right before submitting it as a shader uniform.

Since transforms encode data that could be stored in matrices, it's possible to convert a transform into a matrix. To convert a transform into a matrix, the matrix needs to be thought of in terms of vectors.

First, find the basis vectors by multiplying the orientation of the global basis vectors by the transform's rotation. Next, scale the basis vectors by the scale of the transform. This yields the final basis vectors to fill the upper 3x3 sub-matrix. The position goes directly into the last column of the matrix.

Implement the from Transform method in Transform.cpp. Don't forget to add the function declaration to Transform.h:

mat4...
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