Add utility function to convert view matrix to camera yaw pitch roll.
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@@ -1930,14 +1930,14 @@ 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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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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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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@@ -1956,7 +1956,7 @@ void b3ComputeYawPitchRollFromPosition(const float cameraPosition[3], const floa
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return;
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};
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eyeInitPos[forwardAxis] = -(*cameraDistance);
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eyeInitPos[forwardAxis] = -cameraDistance;
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eyeInitPos.normalize();
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eyePos.normalize();
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@@ -1978,10 +1978,8 @@ void b3ComputeYawPitchRollFromPosition(const float cameraPosition[3], const floa
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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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float cameraRoll = rollRad/b3Scalar(0.01745329251994329547);
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printf("camera roll: %f\n", cameraRoll);
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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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@@ -1992,8 +1990,6 @@ void b3ComputePositionFromViewMatrix(const float viewMatrix[16], float cameraPos
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b3Transform tinv = t.inverse();
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b3Matrix3x3 basis = tinv.getBasis();
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b3Vector3 origin = tinv.getOrigin();
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printf("basis: %f, %f, %f, %f, %f, %f, %f, %f, %f\n", basis[0][0], basis[0][1], basis[0][2], basis[1][0], basis[1][1], basis[1][2], basis[2][0], basis[2][1], basis[2][2]);
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printf("origin: %f, %f, %f\n", origin[0], origin[1], origin[2]);
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b3Vector3 s = b3MakeVector3(basis[0][0], basis[1][0], basis[2][0]);
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b3Vector3 u = b3MakeVector3(basis[0][1], basis[1][1], basis[2][1]);
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b3Vector3 f = b3MakeVector3(-basis[0][2], -basis[1][2], -basis[2][2]);
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@@ -2010,6 +2006,14 @@ 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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