Book Image

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.5 (2)
Book Image

C++ Game Animation Programming - Second Edition

4.5 (2)
By: Michael Dunsky, Gabor Szauer

Overview of this book

If you‘re fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you’ll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you’ll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you’ll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You’ll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output. By the end of this book, you’ll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.
Table of Contents (22 chapters)
1
Part 1:Building a Graphics Renderer
7
Part 2: Mathematics Roundup
10
Part 3: Working with Models and Animations
15
Part 4: Advancing Your Code to the Next Level

Exploring vector rotation

Let us start with the most basic rotation we will have in the code, the natural-feeling rotation around the three axes in a three-dimensional cartesian space.

The Euler rotations

In the 18th century, the German mathematician Leonhard Euler (1707-1783) discovered the rule that a composition of two rotations in three-dimensional space is again a rotation, and these rotations differ only by the rotation axis.

We still use this rotation theorem today, to rotate objects around in virtual worlds. The final rotation of a three-dimensional object is a composition of rotations around the x, y, and z axis in three-dimensional cartesian space:

Figure 7.5: The three-dimensional cartesian space, plus the x, y, and z rotation axes

Figure 7.5: The three-dimensional cartesian space, plus the x, y, and z rotation axes

The rotations themselves are defined by the sine and cosine of the rotation angle:

Figure 7.6: Definition of the sine and the cosine of an angle ​<?AID d835?><?AID df4b?>​

Figure 7.6: Definition of the sine and the cosine of an angle <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:m="http://schemas.openxmlformats.org/officeDocument/2006/math"><mml:mi mathvariant="bold-italic">φ</mml:mi></mml:math>

We are using the inverse of...