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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Toc

Table of Contents (22) Chapters Close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window FREE CHAPTER 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

Building a CCD solver

CCD is a simple and popular Inverse Kinematics method to solve the motion of nodes to reach a target.

We start with an overview of the CCD algorithm, and after the CCD basics have been explored, we will add a new Inverse Kinematics solver class and enhance the existing classes, enabling the model to use the CCD solver.

Understanding the CCD basics

The basic idea of CCD is to rotate every bone of the skeleton limb in an iterative way to get closer to the target. To explain the steps involved, we will use a simplified robotic arm. A sample CCD iteration is shown in both Figure 13.3 and Figure 13.4:

  1. We can see the initial position of the three nodes in Figure 13.3 (1). Here, three bones, the target, and the effector are drawn. The blue node is attached to the ground, and the outer red node is used as the effector.
Figure 13.3: Solving Inverse Kinematics using CCD – part 1

Figure 13.3: Solving Inverse Kinematics using CCD – part 1

  1. Then, we will draw a virtual...
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