Don't transform/translate vectors with an invalid listener orientation

This commit is contained in:
Chris Robinson 2011-10-30 05:47:14 -07:00
parent a5c02556e6
commit 50913948a0

View File

@ -57,18 +57,19 @@ static __inline ALfloat aluDotproduct(const ALfloat *inVector1, const ALfloat *i
inVector1[2]*inVector2[2];
}
static __inline ALvoid aluNormalize(ALfloat *inVector)
static __inline ALfloat aluNormalize(ALfloat *inVector)
{
ALfloat length, inverse_length;
length = aluSqrt(aluDotproduct(inVector, inVector));
if(length != 0.0f)
if(length > 0.0f)
{
inverse_length = 1.0f/length;
inVector[0] *= inverse_length;
inVector[1] *= inverse_length;
inVector[2] *= inverse_length;
}
return length;
}
static __inline ALvoid aluMatrixVector(ALfloat *vector,ALfloat w,ALfloat matrix[4][4])
@ -462,29 +463,32 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
N[0] = ALContext->Listener.Forward[0]; // At-vector
N[1] = ALContext->Listener.Forward[1];
N[2] = ALContext->Listener.Forward[2];
aluNormalize(N); // Normalized At-vector
V[0] = ALContext->Listener.Up[0]; // Up-vector
V[1] = ALContext->Listener.Up[1];
V[2] = ALContext->Listener.Up[2];
aluNormalize(V); // Normalized Up-vector
aluCrossproduct(N, V, U); // Right-vector
aluNormalize(U); // Normalized Right-vector
Matrix[0][0] = U[0]; Matrix[0][1] = V[0]; Matrix[0][2] = -N[0]; Matrix[0][3] = 0.0f;
Matrix[1][0] = U[1]; Matrix[1][1] = V[1]; Matrix[1][2] = -N[1]; Matrix[1][3] = 0.0f;
Matrix[2][0] = U[2]; Matrix[2][1] = V[2]; Matrix[2][2] = -N[2]; Matrix[2][3] = 0.0f;
Matrix[3][0] = 0.0f; Matrix[3][1] = 0.0f; Matrix[3][2] = 0.0f; Matrix[3][3] = 1.0f;
if(aluNormalize(N) > 0.0f && aluNormalize(V) > 0.0f)
{
/* Build and normalize right-vector */
aluCrossproduct(N, V, U);
if(aluNormalize(U) > 0.0f)
{
Matrix[0][0]=U[0]; Matrix[0][1]=V[0]; Matrix[0][2]=-N[0]; Matrix[0][3]=0.0f;
Matrix[1][0]=U[1]; Matrix[1][1]=V[1]; Matrix[1][2]=-N[1]; Matrix[1][3]=0.0f;
Matrix[2][0]=U[2]; Matrix[2][1]=V[2]; Matrix[2][2]=-N[2]; Matrix[2][3]=0.0f;
Matrix[3][0]=0.0f; Matrix[3][1]=0.0f; Matrix[3][2]= 0.0f; Matrix[3][3]=1.0f;
// Translate position
Position[0] -= ALContext->Listener.Position[0];
Position[1] -= ALContext->Listener.Position[1];
Position[2] -= ALContext->Listener.Position[2];
/* Translate position */
Position[0] -= ALContext->Listener.Position[0];
Position[1] -= ALContext->Listener.Position[1];
Position[2] -= ALContext->Listener.Position[2];
// Transform source position and direction into listener space
aluMatrixVector(Position, 1.0f, Matrix);
aluMatrixVector(Direction, 0.0f, Matrix);
// Transform source and listener velocity into listener space
aluMatrixVector(Velocity, 0.0f, Matrix);
aluMatrixVector(ListenerVel, 0.0f, Matrix);
/* Transform source vectors into listener space */
aluMatrixVector(Position, 1.0f, Matrix);
aluMatrixVector(Direction, 0.0f, Matrix);
aluMatrixVector(Velocity, 0.0f, Matrix);
aluMatrixVector(ListenerVel, 0.0f, Matrix);
}
}
}
else
ListenerVel[0] = ListenerVel[1] = ListenerVel[2] = 0.0f;