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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

The Pose palette generation

The final optimization you should think about is the process of generating a matrix palette from Pose. If you look at the Pose class, the following bit of code converts a pose into a linear array of matrices:

void Pose::GetMatrixPalette(std::vector<mat4>& out) {
    unsigned int size = Size();
    if (out.size() != size) {
        out.resize(size);
    }
    for (unsigned int i = 0; i < size; ++i) {
        Transform t = GetGlobalTransform(i);
        out[i] = transformToMat4(t);
    }
}

By itself, this function isn't too bad, but the GetGlobalTransform function loops through every joint all the way up the specified joints transform chain until the root joint. This means the function wastes a considerable amount of...

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