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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

glTF – loading meshes

Now that you have a functional Mesh class, you can, in theory, skin the mesh on the CPU. However, there is one problem—you can't actually load a mesh from a glTF file yet. Let's address this next.

Start by creating a new helper function, MeshFromAttributes. This is only a helper function, so there is no need to expose it to the header file. glTF stores a mesh as a collection of primitives and each primitive is a collection of attributes. These attributes contain the same information as our attribute class, such as positions, normals, weights, and so on.

The MeshFromAttribute helper function takes a mesh and a cgltf_attribute function, along with some additional data required for parsing. The attribute contains one of our mesh components, such as the position, normal, UV coordinate, weights, or influences. This attribute provides the appropriate mesh data.

All values are read in as floating-point numbers, but the joint influences...

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