Loading lib_com/options.h +2 −0 Original line number Diff line number Diff line Loading @@ -179,6 +179,8 @@ /*#define LBR_SBA_PLANAR*/ /* Converting low bitrate SBA modes to Planar */ #define LBR_ADAP_SMOOTHING #endif #define EUALER2QUAT_FIX /*Dlb :fix for issue 430 issue in euler2quat, sign of quat y is inverted*/ /* ################## End DEVELOPMENT switches ######################### */ /* clang-format on */ #endif lib_rend/ivas_rotation.c +11 −1 Original line number Diff line number Diff line Loading @@ -165,14 +165,24 @@ 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 +2 −0 Original line number Diff line number Diff line Loading @@ -179,6 +179,8 @@ /*#define LBR_SBA_PLANAR*/ /* Converting low bitrate SBA modes to Planar */ #define LBR_ADAP_SMOOTHING #endif #define EUALER2QUAT_FIX /*Dlb :fix for issue 430 issue in euler2quat, sign of quat y is inverted*/ /* ################## End DEVELOPMENT switches ######################### */ /* clang-format on */ #endif
lib_rend/ivas_rotation.c +11 −1 Original line number Diff line number Diff line Loading @@ -165,14 +165,24 @@ 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