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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

Exploring more vectors

At some point later on in this book, you will need to utilize two- and four-component vectors as well. The two- and four-component vectors don't need any mathematical functions defined as they will be used exclusively as containers used to pass data to the GPU.

Unlike the three-component vector you have implemented, the two- and four-component vectors need to exist as both integer and floating point vectors. To avoid duplicating code, both structures will be implemented using a template:

  1. Create a new file, vec2.h, and add the definition of the vec2 struct. All the vec2 constructors are inline; there is no need for a cpp file. The TVec2 struct is templated and typedef is used to declare vec2 and ivec2:
    template<typename T>
    struct TVec2 {
        union {
            struct {
                T x;
                T y;
            };
            T v[2];
        };
        inline TVec2() : x(T(0)), y(T(0)) { }
        inline TVec2(T _x, T _y) :
            x(_x), y(_y) { }
        inline TVec2(T* fv) :
            x(fv[0]), y(fv[1]) { }
    };
    typedef TVec2<float> vec2;
    typedef TVec2<int> ivec2;
  2. Similarly, create a vec4.h file, which will hold the vec4 structure:
    template<typename T>
    struct TVec4 {
        union {
            struct {
                T x;
                T y;
                T z;
                T w;
            };
            T v[4];
        };
        inline TVec4<T>(): x((T)0),y((T)0),z((T)0),w((T)0){}
        inline TVec4<T>(T _x, T _y, T _z, T _w) :
            x(_x), y(_y), z(_z), w(_w) { }
        inline TVec4<T>(T* fv) :
            x(fv[0]), y(fv[ ]), z(fv[2]), w(fv[3]) { }
    };
    typedef TVec4<float> vec4;
    typedef TVec4<int> ivec4;
    typedef TVec4<unsigned int> uivec4;

The declaration of the vec2, ivec2, vec4, and ivec4 structs are all very similar to the declaration of the vec3 struct. All these structures can be accessed using component subscripts or as a pointer to a linear array of memory. They all have similar constructors, as well.

You have been reading a chapter from
Hands-On C++ Game Animation Programming
Published in: Jun 2020
Publisher: Packt
ISBN-13: 9781800208087
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