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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

Chapter 5: Implementing Transforms

In this chapter, you will implement a structure that holds position, rotation, and scale data. This structure is a transform. A transform maps from one space to another space. Position, rotation, and scale could also be stored in a 4x4 matrix, so why would you want to use an explicit transform struct instead of a matrix? The answer is interpolation. Matrices don't interpolate well, but transform structures do.

Interpolating between two matrices is difficult because rotation and scale are stored in the same components of the matrix. Because of this, interpolating between two matrices doesn't yield the result you would expect. Transforms solve this problem by storing the position, rotation, and scale components separately.

In this chapter, you will implement a transform structure and the common operations that you need to be able to perform in transforms. By the end of this chapter, you should be able to do the following:

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