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TeslaRel410/sda4/DPL3/EXAMPLES/KAMERA.C
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CydandClaude Fable 5 db7745fcd0 sda4: commit the Glaze developer hard-drive dump
Un-ignored: the dev drive is the ground truth the restoration and
emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer
source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio
content). Kept in-repo for the pod-owner community.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 19:41:15 -05:00

263 lines
6.5 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <time.h>
#include <math.h>
#include <conio.h>
#include "dpl.h"
#include "matrix.h"
#include "spline.h"
/*{{{ static float atan2deg ( float dz, float dx )*/
static float _atan2deg ( float dz, float dx )
{
float angle;
if ((dx*dx) < 0.0001f) {
angle=(dz>0) ? 90.0f : -90.0f;
return angle;
}
else {
return (180.0f / 3.1415926535f) * atan2 ( dz, dx );
}
}
/*}}} */
/*{{{ static void xformpoint ( POINT q, POINT p, MATRIX m )*/
static void _xformpoint ( dpl_POINT q, dpl_POINT p, dpl_MATRIX m )
{
dpl_POINT r;
int i;
for (i=0; i<4; i++ ) {
r[i]=(p[0]*m[0][i])+
(p[1]*m[1][i])+
(p[2]*m[2][i])+
(p[3]*m[3][i]);
}
memcpy ( q, r, sizeof(dpl_POINT));
}
/*}}} */
/*{{{ void look_at ( VIEW *v, float *from, float *at, float z_spin )*/
void look_at ( dpl_VIEW *v, float *from, float *at, float z_spin )
{
/* construct a view from 2 points */
float dx, dy, dz;
float px, py, pz;
float thetax, thetay, thetaz;
float yaw, roll;
dpl_MATRIX m;
dpl_POINT p, q;
/* put 'at' at origin, construct a vector from 'from' */
px=from[0]; py=from[1]; pz=from[2];
dx=at[0]-px;
dy=at[1]-py;
dz=at[2]-pz;
thetaz=0.0f;
thetay=0.0f;
thetax=0.0f;
p[0]=dx;
p[1]=dy;
p[2]=dz;
p[3]=1;
yaw=-_atan2deg ( dz, dx );
dpl_IdMatrix ( m );
dpl_Rotate ( m, -yaw, dpl_Y );
_xformpoint ( q, p, m );
roll=_atan2deg(q[1], q[0] );
/* project onto x-z plane, assuming camera is initially looking down -z */
dpl_IdMatrix ( v->matrix );
/* apply angles to matrix */
dpl_Rotate ( v->matrix, z_spin, dpl_Z );
dpl_Rotate ( v->matrix, roll, dpl_X );
dpl_Rotate ( v->matrix, yaw-90.0f, dpl_Y );
dpl_Translate( v->matrix, px, py, pz );
}
/*}}} */
static int camera_inited=0;
static float camera_t=0.0f;
static cntl_point *camerahead=NULL;
/*{{{ void camera_move ( VIEW *eye,*/
void camera_move ( dpl_VIEW *eye,
char *spline_file,
dpl_POINT look_at_point,
float scale_fac,
float dt )
{
cntl_point *p=camerahead;
float t=camera_t;
float px, py, pz, rx, ry, rz;
dpl_POINT evalp;
if (camera_inited == 0) {
camera_inited=1;
p=init_splines(spline_file);
t=0;
}
px=eval(p->x_pos_cubic, t );
py=eval(p->y_pos_cubic, t );
pz=eval(p->z_pos_cubic, t );
rx=eval(p->x_rot_cubic, t );
ry=eval(p->y_rot_cubic, t );
rz=eval(p->z_rot_cubic, t );
camerahead=walk_spline ( p, &t, dt );
camera_t=t;
/* we have wobbled the spline according to the file - now build the
view matrix */
/*
eye->matrix[3][0]=px+look_at_point[0];
eye->matrix[3][1]=py+look_at_point[1];
eye->matrix[3][2]=pz+look_at_point[2];
look_at ( eye, &eye->matrix[3][0], look_at_point, rz );
*/
dpl_IdMatrix ( eye->matrix );
dpl_Rotate ( eye->matrix, rz, dpl_Z );
dpl_Rotate ( eye->matrix, rx, dpl_X );
dpl_Rotate ( eye->matrix, ry, dpl_Y );
dpl_Translate ( eye->matrix, px, py, pz );
dpl_Flush(eye);
}
/*}}} */
/*{{{ void camera_move_kbd ( VIEW *eye,*/
static float
yaw = 0.0f, pitch = 0.0f, roll = 0.0f,
x_velocity = 0.0f,
y_velocity = 0.0f,
z_velocity = 0.0f,
px = 0.0f, py = 5.0f, pz = 0.0f,
pitch_velocity = 0.0f,
yaw_velocity = 0.0f,
roll_velocity = 0.0f,
dspin = 0.3f, dspeed = 0.3f;
static int
enhanced_key = 0; //Flag: True if next char is enhanced key.
void camera_move_kbd ( dpl_VIEW *eye,
char *spline_file,
dpl_POINT look_at_point,
float scale_fac,
float dt )
{
dpl_POINT vel0, vel1;
/* compute roll, pitch, yaw from keyboard input */
if (kbhit()) {
int ch;
ch = getch();
if (enhanced_key) {
enhanced_key = 0; //False
switch (ch) {
case 'H': // 0,72 'H' up arrow
y_velocity+=dspeed;
break;
case 'P': // 0,80 'P' down arrow
y_velocity-=dspeed;
break;
case 'M': // 0,77 'M' left arrow
x_velocity+=dspeed;
break;
case 'K': // 0,75 'K' right arrow
x_velocity-=dspeed;
break;
}
}
else if (ch == 0) {
enhanced_key = -1; //True
}
else {
switch (ch) {
case '7' : /* roll left */
roll_velocity += dspin;
break;
case '9': /* roll right */
roll_velocity -= dspin;
break;
case '4' : /* swing left weeet chariot */
yaw_velocity+=dspin;
break;
case '6' : /* right */
yaw_velocity-=dspin;
break;
case '8' : /* upp */
pitch_velocity-=dspin;
break;
case '2' : /* downnn */
pitch_velocity+=dspin;
break;
case '5' : /* go faster */
z_velocity+=(dspeed+dspeed);
break;
case '0' : /* decelerate */
z_velocity-=(dspeed+dspeed);
break;
case '-':
pitch = 0.0;
yaw = 0.0;
roll = 0.0;
break;
case ' ' : /* set speed to 0 */
x_velocity=0.0f;
y_velocity=0.0f;
z_velocity=0.0f;
// v--fall through--v //
case '*' :
pitch_velocity = 0.0f;
yaw_velocity = 0.0f;
roll_velocity = 0.0f;
break;
}
}
}
vel0[0]=x_velocity;
vel0[1]=y_velocity;
vel0[2]=-z_velocity;
dpl_IdMatrix ( eye->matrix );
roll += roll_velocity;
pitch += pitch_velocity;
yaw += yaw_velocity;
dpl_Rotate ( eye->matrix, roll, dpl_Z );
dpl_Rotate ( eye->matrix, pitch, dpl_X );
dpl_Rotate ( eye->matrix, yaw, dpl_Y );
_xformpoint ( vel1, vel0, eye->matrix );
px+=vel1[0];
py+=vel1[1];
pz+=vel1[2];
dpl_Translate ( eye->matrix, px, py, pz );
dpl_Flush ( eye );
}
/*}}} */