Book Image

Hands-On C++ Game Animation Programming

By : Gabor Szauer
Book Image

Hands-On C++ Game Animation Programming

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)

glTF – loading meshes

Now that you have a functional Mesh class, you can, in theory, skin the mesh on the CPU. However, there is one problem—you can't actually load a mesh from a glTF file yet. Let's address this next.

Start by creating a new helper function, MeshFromAttributes. This is only a helper function, so there is no need to expose it to the header file. glTF stores a mesh as a collection of primitives and each primitive is a collection of attributes. These attributes contain the same information as our attribute class, such as positions, normals, weights, and so on.

The MeshFromAttribute helper function takes a mesh and a cgltf_attribute function, along with some additional data required for parsing. The attribute contains one of our mesh components, such as the position, normal, UV coordinate, weights, or influences. This attribute provides the appropriate mesh data.

All values are read in as floating-point numbers, but the joint influences...