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)

Creating the transform

Transforms are simple structures. A transform contains a position, rotation, and scale. Position and scale are vectors and rotation is a quaternion. Transforms can be combined hierarchically, but this parent-child relationship should not be a part of the actual transform structure. The following steps will guide you through creating a transform structure:

  1. Create a new file, Transform.h. This file is required to declare the transform structure.
  2. Begin declaring the Transform structure in this new file. Start with the properties of the transform—position, rotation, and scale:
    struct Transform {
        vec3 position;
        quat rotation;
        vec3 scale;
  3. Create a constructor that takes a position, rotation, and scale. This constructor should assign these values to the appropriate members of the Transform struct:
    Transform(const vec3& p, const quat& r, const vec3& s) :
      ...