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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@@ -161,6 +161,8 @@ void b3GetCameraImageData(b3PhysicsClientHandle physClient, struct b3CameraImage
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///compute a view matrix, helper function for b3RequestCameraImageSetCameraMatrices
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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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void b3ComputeViewMatrixFromYawPitchRoll(const float cameraTargetPosition[3], float distance, float yaw, float pitch, float roll, int upAxis, float viewMatrix[16]);
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void b3ComputePositionFromViewMatrix(const float viewMatrix[16], float cameraPosition[3], float cameraTargetPosition[3], float cameraUp[3]);
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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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///compute a projection matrix, helper function for b3RequestCameraImageSetCameraMatrices
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void b3ComputeProjectionMatrix(float left, float right, float bottom, float top, float nearVal, float farVal, float projectionMatrix[16]);
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