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C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details

Table of Contents (22) Chapters

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 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

Adding a camera to the renderer

To start with a free view in the renderer, we need these two additional variables:

  • Azimuth: To store the view angle around the camera location in the virtual world, also known as yaw
  • Elevation: For the up/down view of the camera, also called pitch

To visualize the two variables, let us use Figure 6.3:

Figure 6.3: Elevation and azimuth of an object

Figure 6.3: Elevation and azimuth of an object

The azimuth is the clockwise rotation around an imaginary vertical line pointing upward from the center of our coordinate system, and the elevation is the angle of the height of the object, as seen from the center of the coordinate system.

These two new variables go into the OGLRenderData struct of the OGLRenderData.h file in the opengl folder:

  float rdViewAzimuth = 320.0f;
  float rdViewElevation = -15.0f;

The initialization values are hand-picked to have the textured box placed in the middle of the screen when running the program...

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