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)

Retrieving quaternion data

Since a quaternion can be created from an angle and an axis, it's reasonable to expect to be able to retrieve the same angle and axis from the quaternion. To retrieve the axis of rotation, normalize the vector part of the quaternion. The angle of rotation is double the inverse cosine of the real component.

Implement the getAngle and getAxis functions in quat.cpp and add function declarations for both in quat.h:

vec3 getAxis(const quat& quat) {
    return normalized(vec3(quat.x, quat.y, quat.z));
}
float getAngle(const quat& quat) {
    return 2.0f * acosf(quat.w);
}

Being able to retrieve the angle and the axis that defines a quaternion will be needed later for some quaternion operations.

Next, you're going to learn about the component-wise operations that are commonly performed on quaternions.