Don't transform/translate vectors with an invalid listener orientation
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a5c02556e6
commit
50913948a0
44
Alc/ALu.c
44
Alc/ALu.c
@ -57,18 +57,19 @@ static __inline ALfloat aluDotproduct(const ALfloat *inVector1, const ALfloat *i
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inVector1[2]*inVector2[2];
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}
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static __inline ALvoid aluNormalize(ALfloat *inVector)
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static __inline ALfloat aluNormalize(ALfloat *inVector)
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{
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ALfloat length, inverse_length;
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length = aluSqrt(aluDotproduct(inVector, inVector));
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if(length != 0.0f)
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if(length > 0.0f)
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{
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inverse_length = 1.0f/length;
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inVector[0] *= inverse_length;
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inVector[1] *= inverse_length;
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inVector[2] *= inverse_length;
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}
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return length;
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}
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static __inline ALvoid aluMatrixVector(ALfloat *vector,ALfloat w,ALfloat matrix[4][4])
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@ -462,29 +463,32 @@ ALvoid CalcSourceParams(ALsource *ALSource, const ALCcontext *ALContext)
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N[0] = ALContext->Listener.Forward[0]; // At-vector
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N[1] = ALContext->Listener.Forward[1];
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N[2] = ALContext->Listener.Forward[2];
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aluNormalize(N); // Normalized At-vector
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V[0] = ALContext->Listener.Up[0]; // Up-vector
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V[1] = ALContext->Listener.Up[1];
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V[2] = ALContext->Listener.Up[2];
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aluNormalize(V); // Normalized Up-vector
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aluCrossproduct(N, V, U); // Right-vector
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aluNormalize(U); // Normalized Right-vector
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Matrix[0][0] = U[0]; Matrix[0][1] = V[0]; Matrix[0][2] = -N[0]; Matrix[0][3] = 0.0f;
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Matrix[1][0] = U[1]; Matrix[1][1] = V[1]; Matrix[1][2] = -N[1]; Matrix[1][3] = 0.0f;
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Matrix[2][0] = U[2]; Matrix[2][1] = V[2]; Matrix[2][2] = -N[2]; Matrix[2][3] = 0.0f;
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Matrix[3][0] = 0.0f; Matrix[3][1] = 0.0f; Matrix[3][2] = 0.0f; Matrix[3][3] = 1.0f;
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if(aluNormalize(N) > 0.0f && aluNormalize(V) > 0.0f)
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{
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/* Build and normalize right-vector */
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aluCrossproduct(N, V, U);
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if(aluNormalize(U) > 0.0f)
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{
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Matrix[0][0]=U[0]; Matrix[0][1]=V[0]; Matrix[0][2]=-N[0]; Matrix[0][3]=0.0f;
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Matrix[1][0]=U[1]; Matrix[1][1]=V[1]; Matrix[1][2]=-N[1]; Matrix[1][3]=0.0f;
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Matrix[2][0]=U[2]; Matrix[2][1]=V[2]; Matrix[2][2]=-N[2]; Matrix[2][3]=0.0f;
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Matrix[3][0]=0.0f; Matrix[3][1]=0.0f; Matrix[3][2]= 0.0f; Matrix[3][3]=1.0f;
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// Translate position
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Position[0] -= ALContext->Listener.Position[0];
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Position[1] -= ALContext->Listener.Position[1];
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Position[2] -= ALContext->Listener.Position[2];
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/* Translate position */
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Position[0] -= ALContext->Listener.Position[0];
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Position[1] -= ALContext->Listener.Position[1];
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Position[2] -= ALContext->Listener.Position[2];
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// Transform source position and direction into listener space
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aluMatrixVector(Position, 1.0f, Matrix);
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aluMatrixVector(Direction, 0.0f, Matrix);
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// Transform source and listener velocity into listener space
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aluMatrixVector(Velocity, 0.0f, Matrix);
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aluMatrixVector(ListenerVel, 0.0f, Matrix);
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/* Transform source vectors into listener space */
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aluMatrixVector(Position, 1.0f, Matrix);
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aluMatrixVector(Direction, 0.0f, Matrix);
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aluMatrixVector(Velocity, 0.0f, Matrix);
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aluMatrixVector(ListenerVel, 0.0f, Matrix);
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}
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}
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}
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else
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ListenerVel[0] = ListenerVel[1] = ListenerVel[2] = 0.0f;
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