- #if 0 // Pierre-Marie Baty -- looks like disabled code 
-   
- #include "cameras/debug_camera.h" 
- #include <SDL.h> 
-   
- mat4 view, projection; 
- vec3 cam_pos = { 0, 0, 0 }; 
- vec3 cam_front = { 0, 0, -1 }; 
- vec3 cam_up = { 0, 1, 0 }; 
- float cam_speed = 0.5f; 
-   
- float vc[4][4] = { 
-     { 0.45397636, 0.0, 0.89101368, 0 }, { 0.1117821, 0.99209929, -0.056953594, 0 }, { -0.88397402, 0.12545498, 0.45038962, 0 }, { -69.239441, 20.735441, -52.417336, 1 } 
- }; 
-   
- float lastX = 400, lastY = 300; 
- int firstMouse = 1; 
- float yaw = 0, pitch = 0; 
-   
- int gDebugCamera_active = 0; 
-   
- void DebugCamera_Update(void) { 
-     const Uint8* state = SDL_GetKeyboardState(NULL); 
-     if (state[SDL_SCANCODE_UP]) { 
-         vec3 s; 
-         glm_vec3_scale(cam_front, cam_speed, s); 
-         glm_vec3_add(cam_pos, s, cam_pos); 
-     } 
-     if (state[SDL_SCANCODE_DOWN]) { 
-         vec3 s; 
-         glm_vec3_scale(cam_front, -cam_speed, s); 
-         glm_vec3_add(cam_pos, s, cam_pos); 
-     } 
-     if (state[SDL_SCANCODE_LEFT]) { 
-         vec3 cr; 
-         glm_cross(cam_front, cam_up, cr); 
-         glm_normalize(cr); 
-         glm_vec3_scale(cr, cam_speed, cr); 
-         glm_vec3_add(cam_pos, cr, cam_pos); 
-     } 
-     if (state[SDL_SCANCODE_RIGHT]) { 
-         vec3 cr; 
-         glm_cross(cam_front, cam_up, cr); 
-         glm_normalize(cr); 
-         glm_vec3_scale(cr, -cam_speed, cr); 
-         glm_vec3_add(cam_pos, cr, cam_pos); 
-     } 
-     if (state[SDL_SCANCODE_F12]) { 
-         gDebugCamera_active = !gDebugCamera_active; 
-         // if (!gDebugCamera_active) { 
-         //     printf("DEBUGCAMERAACTIVE\n"); 
-         //     gDebugCamera_active = 1; 
-         // } 
-     } 
-   
-     int xpos, ypos; 
-     SDL_GetMouseState(&xpos, &ypos); 
-   
-     if (firstMouse) { 
-         lastX = xpos; 
-         lastY = ypos; 
-         firstMouse = false; 
-     } 
-   
-     float xoffset = xpos - lastX; 
-     float yoffset = lastY - ypos; 
-     lastX = xpos; 
-     lastY = ypos; 
-   
-     float sensitivity = 0.7f; 
-     xoffset *= sensitivity; 
-     yoffset *= sensitivity; 
-   
-     yaw += xoffset; 
-     pitch += yoffset; 
-   
-     if (pitch > 89.0f) 
-         pitch = 89.0f; 
-     if (pitch < -89.0f) 
-         pitch = -89.0f; 
-   
-     vec3 direction; 
-     direction [0] = cos(- glm_rad (- yaw )) * cos(- glm_rad (- pitch ));
-     direction [1] = sin(- glm_rad (- pitch ));
-     direction [2] = sin(- glm_rad (- yaw )) * cos(- glm_rad (- pitch ));
-     glm_normalize_to(direction, cam_front); 
- } 
-   
- extern float gCamera_hither; 
- extern float gCamera_yon; 
-   
- float* DebugCamera_Projection(void) { 
-     glm_perspective(glm_rad(55.55), 320.0f / 200.0f /*4.0f / 3.0f*/, gCamera_hither, gCamera_yon, projection); 
-     return (float*)&projection; 
- } 
-   
- float* DebugCamera_View(void) { 
-     vec3 look; 
-     glm_vec3_add(cam_pos, cam_front, look); 
-     glm_lookat(cam_pos, look, cam_up, view); 
-     return (float*)&view; 
- } 
-   
- void DebugCamera_SetPosition(float x, float y, float z) { 
-     if (cam_pos[0] == 0) { 
-         cam_pos[0] = x; 
-         cam_pos[1] = y; 
-         cam_pos[2] = z; 
-     } 
- } 
-   
- #endif // 0 
-