Swap yaw and pitch in camera computation. Add functions to convert view matrix to camera position, and camera position to camera yaw pitch roll.
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@@ -143,8 +143,8 @@ public:
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virtual void resetCamera()
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{
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float dist = 3.5;
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float pitch = 136;
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float yaw = 32;
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float pitch = -32;
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float yaw = 136;
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float targetPos[3]={0,0,0};
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if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
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{
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@@ -121,8 +121,8 @@ public:
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virtual void resetCamera()
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{
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float dist = 1.15;
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float pitch = 396;
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float yaw = 33.7;
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float pitch = -33.7;
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float yaw = 396;
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float targetPos[3]={-0.5,0.7,1.45};
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if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
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{
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@@ -128,8 +128,8 @@ public:
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virtual void resetCamera()
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{
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float dist = 13;
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float pitch = 50;
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float yaw = 13;
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float pitch = -13;
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float yaw = 50;
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float targetPos[3]={-1,0,-0.3};
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if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
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{
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@@ -137,10 +137,10 @@ struct TinyRendererSetup : public CommonExampleInterface
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void resetCamera()
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{
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float dist = 11;
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float pitch = 52;
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float yaw = 35;
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float pitch = -35;
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float yaw = 52;
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float targetPos[3]={0,0.46,0};
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m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
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m_guiHelper->resetCamera(dist,yaw,pitch,targetPos[0],targetPos[1],targetPos[2]);
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}
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};
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