Remove debug code.
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@@ -1930,65 +1930,6 @@ void b3RequestCameraImageSetShadow(b3SharedMemoryCommandHandle commandHandle, in
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command->m_updateFlags |= REQUEST_PIXEL_ARGS_SET_SHADOW;
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}
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void b3ComputeYawPitchRollFromPosition(const float cameraPosition[3], const float cameraTargetPosition[3], const float cameraUp[3], int upAxis, float& cameraDistance, float& cameraYaw, float& cameraPitch)
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{
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b3Vector3 camPos = b3MakeVector3(cameraPosition[0], cameraPosition[1], cameraPosition[2]);
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b3Vector3 camTargetPos = b3MakeVector3(cameraTargetPosition[0], cameraTargetPosition[1], cameraTargetPosition[2]);
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b3Vector3 camUpVector = b3MakeVector3(cameraUp[0], cameraUp[1], cameraUp[2]);
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camUpVector.normalize();
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cameraDistance = (camPos - camTargetPos).length();
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b3Vector3 eyePos = camPos - camTargetPos;
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b3Vector3 eyeInitPos = b3MakeVector3(0, 0, 0);
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int forwardAxis = -1;
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switch (upAxis)
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{
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case 1:
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forwardAxis = 2;
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break;
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case 2:
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forwardAxis = 1;
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break;
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default:
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return;
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};
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eyeInitPos[forwardAxis] = -cameraDistance;
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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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switch (upAxis)
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{
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case 1:
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rot.getEulerZYX(rollRad, yawRad, pitchRad);
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pitchRad = -pitchRad;
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break;
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case 2:
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rot.getEulerZYX(yawRad, rollRad, pitchRad);
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break;
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default:
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return;
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};
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cameraYaw = yawRad/b3Scalar(0.01745329251994329547);
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cameraPitch = pitchRad/b3Scalar(0.01745329251994329547);
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}
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void b3ComputePositionFromViewMatrix(const float viewMatrix[16], float cameraPosition[3], float cameraTargetPosition[3], float cameraUp[3])
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{
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b3Matrix3x3 r(viewMatrix[0], viewMatrix[4], viewMatrix[8], viewMatrix[1], viewMatrix[5], viewMatrix[9], viewMatrix[2], viewMatrix[6], viewMatrix[10]);
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@@ -2013,14 +1954,6 @@ void b3ComputePositionFromViewMatrix(const float viewMatrix[16], float cameraPos
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cameraUp[2] = u[2];
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}
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void b3ComputeYawPitchRollFromViewMatrix(const float viewMatrix[16], int upAxis, float& cameraDistance, float& cameraYaw, float& cameraPitch, float cameraTargetPosition[3])
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{
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float cameraPosition[3];
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float cameraUp[3];
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b3ComputePositionFromViewMatrix(viewMatrix, cameraPosition, cameraTargetPosition, cameraUp);
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b3ComputeYawPitchRollFromPosition(cameraPosition, cameraTargetPosition, cameraUp, upAxis, cameraDistance, cameraYaw, cameraPitch);
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}
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void b3ComputeViewMatrixFromPositions(const float cameraPosition[3], const float cameraTargetPosition[3], const float cameraUp[3], float viewMatrix[16])
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{
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b3Vector3 eye = b3MakeVector3(cameraPosition[0], cameraPosition[1], cameraPosition[2]);
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@@ -2095,9 +2028,7 @@ void b3ComputeViewMatrixFromYawPitchRoll(const float cameraTargetPosition[3], fl
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camForward.normalize();
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}
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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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eyePos = b3Matrix3x3(eyeRot)*eyePos;
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camUpVector = b3Matrix3x3(eyeRot)*camUpVector;
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camPos = eyePos;
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