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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 and points

Transforming points and vectors is done in the same way as multiplying matrices. In fact, the vector being transformed can be thought of as a matrix with 4 columns and 1 row. This means transforming vectors is a matter of multiplying a 4 x 4 and a 4 x 1 matrix together.

When a matrix transforms a vector, it affects both the orientation and scale of the vector. When a matrix transforms a point, it just translates the point in space. So, what's the difference between vectors and points? The w component of a vector is 0 and the W component of a point is 1. The following steps will guide you through implementing matrix-vector multiplication:

  1. To make the matrix-vector multiplication a little easier to read, you will need to once again create a macro. This macro will take the row of a matrix and perform a dot product of that row against the provided column vector. Implement the M4VD macro in mat4.cpp:
    #define M4V4D(mRow, x, y, z, w) \
     ...
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