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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

Converting matrices into transforms

External file formats might store transformation data as matrices. glTF, for example, can store the transform of a node as the position, rotation, and scale, or as a single 4x4 matrix. To make the transform code robust, you need to be able to convert matrices to transforms.

Converting a matrix to a transform is more difficult than converting a transform to a matrix. Extracting the rotation of the matrix is simple; you have already implemented a function to turn a 4x4 matrix into a quaternion. Extracting the position is also simple; copy the last column of the matrix into a vector. Extracting the scale is more difficult.

Recall that the order of operations for a transform is to scale, rotate, and then translate. This means that if you had three matrices—S, R, and T—that represent scale, rotation, and translation, respectively, they would combine into a transform matrix, M, as follows:

M = SRT

To find the scale, first, ignore...

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