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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

Transforming vectors

To multiply a vector and a quaternion, you first have to turn the vector into a pure quaternion. What is a pure quaternion? It's a quaternion whose W component is 0 and the vector part is normalized. Assume you have a quaternion, q, and a vector, v. First, turn v into a pure quaternion, represented as v':

Next, multiply q by v' then multiply the result by the inverse of q. The result of this multiplication is a pure quaternion whose vector part contains the rotated vector. The quaternion becomes the following:

Why is v' multiplied by q and then q-1? Multiplying by q will rotate the vector twice as much as the rotation of q. Multiplying by q-1 brings the vector back into the expected range. This formula can be simplified further.

Deriving this formula is outside the scope of this book. Given a quaternion, q, and

a vector, v, the simplified vector quaternion multiplication formula is listed as follows.

qv refers to...

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