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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Toc

Table of Contents (22) Chapters Close

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

Using quaternions for smooth rotations

Spherical Linear Interpolation, or SLERP for short, uses mathematics to rotate from the position of one quaternion to the position of another quaternion. Figure 7.10 shows an example of SLERP. The red line is the path for the interpolation between the quaternions with orientations <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:m="http://schemas.openxmlformats.org/officeDocument/2006/math"><mml:msub><mml:mrow><mml:mi>φ</mml:mi></mml:mrow><mml:mrow><mml:mn>1</mml:mn></mml:mrow></mml:msub></mml:math> and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:m="http://schemas.openxmlformats.org/officeDocument/2006/math"><mml:msub><mml:mrow><mml:mi>φ</mml:mi></mml:mrow><mml:mrow><mml:mn>2</mml:mn></mml:mrow></mml:msub></mml:math>.

Figure 7.10: Spherical Linear Interpolation between two quaternions

Doing the same transition with Euler angles works in one dimension. But for a full three-dimensional path between two quaternions, there is no simple mathematical solution to go from one combined rotation to another while maintaining a steady path in all the directions of the movement.

Note

Rotating from orientation <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:m="http://schemas.openxmlformats.org/officeDocument/2006/math"><mml:msub><mml:mrow><mml:mi>φ</mml:mi></mml:mrow><mml:mrow><mml:mn>1</mml:mn></mml:mrow></mml:msub></mml:math> and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:m="http://schemas.openxmlformats.org/officeDocument/2006/math"><mml:msub><mml:mrow><mml:mi>φ</mml:mi></mml:mrow><mml:mrow><mml:mn>2</mml:mn></mml:mrow></mml:msub></mml:math> has a second solution: the other way around the circle, starting on <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:m="http://schemas.openxmlformats.org/officeDocument/2006/math"><mml:msub><mml:mrow><mml:mi>φ</mml:mi></mml:mrow><mml:mrow><mml:mn>1</mml:mn></mml:mrow></mml:msub></mml:math> and going “downward.” It is not guaranteed that Spherical Linear Interpolation will use the shortest path between two quaternions; this must be checked in the implementation...

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