#TRANSFORMER The report for this bot can be found at http://www.cse.iitb.ac.in/~ranveer/graphics/ The video can be found at https://www.youtube.com/watch?v=-1trKrV04yE
##Movements The components of the transformer's body are mapped to keys. Pressing one of these keys will activate the corresponding component.
###Here are the key mappings (More to be added):
Z: WaistG: Right ShoulderT: Left ShoulderH: Right ElbowY: Left ElbowJ: Right WristU: Left WristK: Right HipI: Left HipL: Right KneeO: Left Knee;: Right AnkleP: Left AnkleX: Neck
###To move the active component, the following key mappings work:
Shift + Q: Increase XShift + A: Decrease XShift + W: Increase YShift + S: Decrease YShift + E: Increase ZShift + D: Decrease Z
###Camera Controls
Press the number keys to select the corresponding camera
- Camera 0 : Orthographic Camera
- 'Left Arrow Key' : Rotate Camera Clockwise
- 'Right Arrow Key' : Rotate Camera Counter Clockwise
- Camera 1 : Perspective Camera (Default)
M: Zoom OutN: Zoom In- Arrow Keys: Rotate Camera
- Shift + Array Keys: Move Camera
- 'V': Toggle camera focus on the Transformer
-
Camera 2 : Perspective Camera behind and above the transformer. Follows the transformer.
-
Camera 3 : First Person View of the transformer when transformed in to a truck.
##Lighting
R: Toggle Day/NightH: Toggle HeadlightsC: Toggle just the moon light. (By default, moon light is during night only).
##Transformation and Movement
Space: Transform/RevertW: Move ForwardS: Move backwardA: Turns Left when holding this and moving forward/backwardD: Turns Right when holding this and moving forward/backward
##Recording & Playback
-
B: Save a keyframe -
F: Increase number of interpolating frames by the multiplier -
Shift+F: Decrease number of interpolating frames by the multiplier -
Shift+.(>): Increase the multiplier by 1 -
Shift+,(<): Decrease the multiplier by 1 -
Shift+B: Start playback -
The first command line argument specifies the fps (of course, the maximum fps is limited by the hardware).
-
All boolean values change only when the keyframe is reached.
-
All other interpolations are linear. Angles are interpolated in the direction of minimum distance.
-
The number of interpolating frames is reset to 0 when a keyframe is saved.
##External libraries used
- SOIL (Simple OpenGL Image Library): We used this to load images into our program.
- GLU: We didn't make much use of it, except for changing the lookat (gluLookat).
##References
- We learnt texture mapping throught this site: http://nehe.gamedev.net/tutorial/texture_mapping/12038/
- Our transformer was inspired from this video: https://www.youtube.com/watch?v=9Q754HvR_3k