Test conversion from view matrix to yaw pitch roll.
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@@ -1960,7 +1960,14 @@ void b3ComputeYawPitchRollFromPosition(const float cameraPosition[3], const floa
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eyeInitPos.normalize();
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eyePos.normalize();
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eyeInitPos[0] = 0.0;
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eyeInitPos[1] = -1.0;
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eyeInitPos[2] = 0.0;
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b3Quaternion rot = b3ShortestArcQuat(eyeInitPos, eyePos);
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//rot[0] = 0.571393847;
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//rot[1] = 0.0499904789;
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//rot[2] = 0.0713938028;
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//rot[3] = 0.816034972;
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btScalar yawRad;
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btScalar pitchRad;
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btScalar rollRad;
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@@ -2088,7 +2095,9 @@ void b3ComputeViewMatrixFromYawPitchRoll(const float cameraTargetPosition[3], fl
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camForward.normalize();
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}
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eyePos = b3Matrix3x3(eyeRot)*eyePos;
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eyePos[3] = 1.0;
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//eyePos = b3Matrix3x3(eyeRot)*eyePos;
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eyePos = b3QuatRotate(eyeRot, eyePos);
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camUpVector = b3Matrix3x3(eyeRot)*camUpVector;
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camPos = eyePos;
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