Commit 78c8394c authored by Marek Szczerba's avatar Marek Szczerba
Browse files

Fix for OTR in ISM. Local function declarations added.

parent 86909c17
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+7 −4
Original line number Diff line number Diff line
@@ -245,10 +245,13 @@ void ObjRenderIVASFrame(
    {
        /* Update the listener's location/orientation */
#ifdef FIX_I109_ORIENTATION_TRACKING
        if ( st_ivas->hHeadTrackData != NULL )
        {
            ivas_orient_trk_Process( st_ivas->hHeadTrackData->OrientationTracker,
                                     st_ivas->hHeadTrackData->Quaternions[subframe_idx],
                                     FRAMES_PER_SEC * MAX_PARAM_SPATIAL_SUBFRAMES,
                                     &trackedHeadOrientation );
        }
        TDREND_Update_listener_orientation( st_ivas->hBinRendererTd,
                                            st_ivas->hDecoderConfig->Opt_Headrotation,
                                            ( st_ivas->hHeadTrackData != NULL ) ? &trackedHeadOrientation : NULL );
+13 −5
Original line number Diff line number Diff line
@@ -58,6 +58,14 @@
 *------------------------------------------------------------------------------------------*/

#ifdef FIX_I109_ORIENTATION_TRACKING
Quaternion QuaternionProduct( const Quaternion q1, const Quaternion q2 );
float QuaternionDotProduct( const Quaternion q1, const Quaternion q2 );
Quaternion QuaternionDivision( const Quaternion q, const float d );
Quaternion QuaternionNormalize( const Quaternion q );
Quaternion QuaternionSlerp( const Quaternion q1, const Quaternion q2, const float t );
Quaternion QuaternionConjugate( const Quaternion q );
float QuaternionAngle( const Quaternion q1, const Quaternion q2 );
Quaternion QuaternionInverse( const Quaternion q );

Quaternion QuaternionProduct(
    const Quaternion q1,
@@ -74,17 +82,17 @@ Quaternion QuaternionProduct(
}

float QuaternionDotProduct(
    const Quaternion a,
    const Quaternion b )
    const Quaternion q1,
    const Quaternion q2 )
{
    return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
    return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
}

Quaternion QuaternionDivision(
    const Quaternion q1,
    const Quaternion q,
    const float d )
{
    Quaternion r = q1;
    Quaternion r = q;
    r.w = r.w / d;
    r.x = r.x / d;
    r.y = r.y / d;