Add utility function to convert view matrix to camera yaw pitch roll.
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@@ -273,33 +273,25 @@ void PhysicsClientExample::prepareAndSubmitCommand(int commandId)
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///request an image from a simulated camera, using a software renderer.
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b3SharedMemoryCommandHandle commandHandle = b3InitRequestCameraImage(m_physicsClientHandle);
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float cameraPos[3] = {1.0, 1.0, 1.0};
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float cameraTarget[3] = {2.0, 1.0, 1.0};
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float cameraUp[3] = {0.0, 0.0, 1.0};
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float viewMat[16];
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b3ComputeViewMatrixFromPositions(cameraPos, cameraTarget, cameraUp, viewMat);
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printf("viewMat: %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f\n", viewMat[0], viewMat[1], viewMat[2], viewMat[3], viewMat[4], viewMat[5], viewMat[6], viewMat[7], viewMat[8], viewMat[9], viewMat[10], viewMat[11], viewMat[12], viewMat[13], viewMat[14], viewMat[15]);
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float cameraPos2[3];
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float cameraTarget2[3];
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float cameraUp2[3];
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b3ComputePositionFromViewMatrix(viewMat, cameraPos2, cameraTarget2, cameraUp2);
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printf("cameraPos2: %f, %f, %f\n", cameraPos2[0], cameraPos2[1], cameraPos2[2]);
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printf("cameraTarget2: %f, %f, %f\n", cameraTarget2[0], cameraTarget2[1], cameraTarget2[2]);
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printf("cameraUp2: %f, %f, %f\n", cameraUp2[0], cameraUp2[1], cameraUp2[2]);
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float cameraDistance;
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float cameraYaw;
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float cameraPitch;
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b3ComputeYawPitchRollFromPosition(cameraPos2, cameraTarget2, cameraUp2, 2, &cameraDistance, &cameraYaw, &cameraPitch);
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printf("camera distance: %f\n", cameraDistance);
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printf("camera yaw: %f\n", cameraYaw);
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printf("camera pitch: %f\n", cameraPitch);
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b3ComputeViewMatrixFromYawPitchRoll(cameraTarget2, 1.0, -90.0, 0.0, 0.0, 2, viewMat);
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//b3RequestCameraImageSelectRenderer(commandHandle,ER_BULLET_HARDWARE_OPENGL);
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float viewMatrix[16];
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float cameraTargetPosition[3] = {1.0, 2.0, 3.0};
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float distance = 1.0;
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float yaw = 10.0;
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float pitch = 70.0;
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float roll = 0.0;
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int upAxis = 2;
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float cameraDistance;
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float cameraYaw;
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float cameraPitch;
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float cameraTargetPositionNew[3];
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b3ComputeViewMatrixFromYawPitchRoll(cameraTargetPosition, distance, yaw, pitch, roll, upAxis, viewMatrix);
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b3ComputeYawPitchRollFromViewMatrix(viewMatrix, upAxis, cameraDistance, cameraYaw, cameraPitch, cameraTargetPositionNew);
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b3ComputeViewMatrixFromYawPitchRoll(cameraTargetPositionNew, cameraDistance, cameraYaw, cameraPitch, 0.0, upAxis, viewMatrix);
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float projectionMatrix[16];
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m_guiHelper->getRenderInterface()->getActiveCamera()->getCameraProjectionMatrix(projectionMatrix);
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m_guiHelper->getRenderInterface()->getActiveCamera()->getCameraViewMatrix(viewMatrix);
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