Skip to Main Content
Hands-On C++ Game Animation Programming
book

Hands-On C++ Game Animation Programming

by Gabor Szauer
June 2020
Beginner to intermediate content levelBeginner to intermediate
368 pages
7h 23m
English
Packt Publishing
Content preview from Hands-On C++ Game Animation Programming

Chapter 5: Implementing Transforms

In this chapter, you will implement a structure that holds position, rotation, and scale data. This structure is a transform. A transform maps from one space to another space. Position, rotation, and scale could also be stored in a 4x4 matrix, so why would you want to use an explicit transform struct instead of a matrix? The answer is interpolation. Matrices don't interpolate well, but transform structures do.

Interpolating between two matrices is difficult because rotation and scale are stored in the same components of the matrix. Because of this, interpolating between two matrices doesn't yield the result you would expect. Transforms solve this problem by storing the position, rotation, and scale components ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Beginning C++ Game Programming

Beginning C++ Game Programming

John Horton

Publisher Resources

ISBN: 9781800208087Supplemental Content