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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

Chapter 4: Implementing Quaternions

In this chapter, you will learn about quaternions. Quaternions are used to encode rotations. A quaternion is a complex number in an xi + yj + zk + w form. Think of i, j,

and k as placeholders that each represent a three-dimensional axis. w is a real number. While quaternions don't directly encode an angle axis pair, it's easy to think of them

as just that—a rotation about an arbitrary axis.

By the end of this chapter, you should have a strong understanding of what quaternions are and how to use them and you will have implemented a robust quaternion class in code. This chapter will cover the following topics:

  • Different methods for creating quaternions
  • Retrieving the angle and axis of a quaternion
  • Basic component-wise operations
  • The length and dot product of two quaternions
  • Inverting quaternions
  • Combining quaternions
  • Transforming vectors by quaternions
  • Interpolating between quaternions...
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