Readme for Assignment 2 Interpolations.cpp by Josh Allen Designed with Dev-C++ v. 4.9.9.2 This program uses the same framework for Homework 1. That being said, you can use these keys to transform the object while it is not in motion: KEY TRANSFORMATION -------------------------------------------------------- R Rotate object around x-axis F Rotate object around y-axis V Rotate object around z-axis T Translate along x, positive direction G Translate along y, positive direction B Translate along z, positive direction Y Translate along x, negative direction H Translate along y, negative direction N Translate along z, negative direction In order to view the interpolations, press one of these keys: KEY INTERPOLATION -------------------------------------------------------- F1 linear interpolation, constant speed F2 linear interpolation, ease-in/ease-out F3 Catmull-Rom spline interpolation F4 B-Spline interpolation The values for the vertex positions and orientations are hard-coded in the program. To change them, look at the fillFramesMatrix method and the fillAnglesMatrix method at the end of the file. The matrices are 6x3, one row for each frame, one column for each coordinate. The time step depends on the variable "steps" on line 55; it specifies the number of frames between each keyframe. All of the interpolation calculations will be found within the interpolation method. However, a small piece of code associated with orientation (conversion from quaternion to angle-axis) is found in the display function. NOTE: this program was created with a predefined matrix class called apmatrix; the necessary files are included.