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Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming

By : Gabor Szauer
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Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming

4 (4)
By: Gabor Szauer

Overview of this book

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.
Table of Contents (17 chapters)
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Creating a vector

Vectors will be implemented as structures, not classes. The vector struct will contain an anonymous union that allows the vector's components to be accessed as an array or as individual elements.

To declare the vec3 structure and the function headers, create a new file, vec3.h. Declare the new vec3 structure in this file. The vec3 struct needs three constructors—a default constructor, one that takes each component as an element, and one that takes a pointer to a float array:

#ifndef _H_VEC3_
#define _H_VEC3_
struct vec3 {
    union {
        struct  {
            float x;
            float y;
            float z;
        };
        float v[3];
    };
    inline vec3() : x(0.0f), y(0.0f), z(0.0f) { }
    inline vec3(float _x, float _y, float _z) :
        x(_x), y(_y), z(_z) { }
    inline vec3(float *fv) :
        x(fv[0]), y(fv[1]), z(fv[2]) { }
};
#endif 

The anonymous union in the vec3 struct allows data to be accessed using .x, .y, and .z notation, or as a contiguous array using .v. Before moving on to implementing functions that work on the vec3 struct, you need to consider comparing floating point numbers and whether or not to use an epsilon value.

Epsilon

Comparing floating point numbers is difficult. Instead of comparing two floating point numbers directly, you need to compare them using an epsilon. An epsilon is an arbitrarily small positive number that is the minimum difference two numbers need to have to be considered different numbers. Declare an epsilon constant in vec3.h:

#define VEC3_EPSILON 0.000001f

Important note:

You can learn more about floating point comparison at https://bitbashing.io/comparing-floats.html

With the vec3 structure created and the vec3 epsilon defined, you are ready to start implementing some common vector operations. In the next section, you're going to start by learning and implementing several component-wise operations.

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