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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

Comparing vectors

The last operation that needs to be implemented is vector comparison. Comparison is a component-wise operation; each element must be compared using an epsilon. Another way to measure whether two vectors are the same is to subtract them. If they were equal, subtracting them would yield a vector with no length.

Overload the == and != operators in vec3.cpp. Don't forget to add the function declarations to vec3.h:

bool operator==(const vec3 &l, const vec3 &r) {
    vec3 diff(l - r);
    return lenSq(diff) < VEC3_EPSILON;
}
bool operator!=(const vec3 &l, const vec3 &r) {
    return !(l == r);
}

Important note:

Finding the right epsilon value to use for comparison operations is difficult. In this chapter, you declared 0.000001f as the epsilon. This value is the result of some trial and error. To learn more about comparing floating point values, check out https://bitbashing.io/comparing-floats.html.

In the next section, you will implement vectors with two and four components. These vectors will only be used as a convenient way to store data; they won't actually need any math operations implemented on them.

You have been reading a chapter from
Hands-On C++ Game Animation Programming
Published in: Jun 2020
Publisher: Packt
ISBN-13: 9781800208087
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