Loading lib_com/options.h +0 −1 Original line number Diff line number Diff line Loading @@ -152,7 +152,6 @@ #define EUALER2QUAT_FIX /* Dlb :fix for issue 430 issue in euler2quat, sign of quat y is inverted */ #define HR_METADATA /* Nok: Contribution #45: encode directional MASA metadata with more bits at 384k and 512k */ #define SBA_TD_RESIDUAL /* Dlb : Issue 426: SBA encoder complexity optimization */ Loading lib_rend/ivas_rotation.c +0 −11 Original line number Diff line number Diff line Loading @@ -165,24 +165,13 @@ void Euler2Quat( float cr = cosf( roll * 0.5f ); float sr = sinf( roll * 0.5f ); float cp = cosf( pitch * 0.5f ); #ifdef EUALER2QUAT_FIX float sp = sinf( pitch * 0.5f ); #else float sp = sinf( -pitch * 0.5f ); #endif float cy = cosf( yaw * 0.5f ); float sy = sinf( yaw * 0.5f ); #ifdef EUALER2QUAT_FIX quat->w = cr * cp * cy + sr * sp * sy; quat->x = sr * cp * cy - cr * sp * sy; quat->y = sr * cp * sy + cr * sp * cy; quat->z = cr * cp * sy - sr * sp * cy; #else quat->w = cr * cp * cy - sr * sp * sy; quat->x = sr * cp * cy + cr * sp * sy; quat->y = cr * sp * cy - sr * cp * sy; quat->z = cr * cp * sy + sr * sp * cy; #endif return; } Loading Loading
lib_com/options.h +0 −1 Original line number Diff line number Diff line Loading @@ -152,7 +152,6 @@ #define EUALER2QUAT_FIX /* Dlb :fix for issue 430 issue in euler2quat, sign of quat y is inverted */ #define HR_METADATA /* Nok: Contribution #45: encode directional MASA metadata with more bits at 384k and 512k */ #define SBA_TD_RESIDUAL /* Dlb : Issue 426: SBA encoder complexity optimization */ Loading
lib_rend/ivas_rotation.c +0 −11 Original line number Diff line number Diff line Loading @@ -165,24 +165,13 @@ void Euler2Quat( float cr = cosf( roll * 0.5f ); float sr = sinf( roll * 0.5f ); float cp = cosf( pitch * 0.5f ); #ifdef EUALER2QUAT_FIX float sp = sinf( pitch * 0.5f ); #else float sp = sinf( -pitch * 0.5f ); #endif float cy = cosf( yaw * 0.5f ); float sy = sinf( yaw * 0.5f ); #ifdef EUALER2QUAT_FIX quat->w = cr * cp * cy + sr * sp * sy; quat->x = sr * cp * cy - cr * sp * sy; quat->y = sr * cp * sy + cr * sp * cy; quat->z = cr * cp * sy - sr * sp * cy; #else quat->w = cr * cp * cy - sr * sp * sy; quat->x = sr * cp * cy + cr * sp * sy; quat->y = cr * sp * cy - sr * cp * sy; quat->z = cr * cp * sy + sr * sp * cy; #endif return; } Loading