void CSoundSystem::setListenerMatrix(const NLMISC::CMatrix &m) { if (_AudioMixer) { static CMatrix oldMatrix; if(m.getPos() != oldMatrix.getPos() || m.getJ() != oldMatrix.getJ() || m.getK() != oldMatrix.getK()) { UListener *l = _AudioMixer->getListener(); l->setPos(m.getPos()); l->setOrientation(m.getJ(), m.getK()); oldMatrix = m; } } }
// *************************************************************************** void CMaterial::decompUserTexMat(uint stage, float &uTrans, float &vTrans, float &wRot, float &uScale, float &vScale) { nlassert(stage < IDRV_MAT_MAXTEXTURES); nlassert(isUserTexMatEnabled(stage)); // must activate animated texture matrix for this stage CMatrix convMat; // exported v are already inverted (todo: optim this...) convMat.setRot(CVector::I, -CVector::J, CVector::K); convMat.setPos(CVector::J); const NLMISC::CMatrix texMat = convMat * _TexUserMat->TexMat[stage] * convMat; /// find the rotation around w NLMISC::CVector i = texMat.getI(); NLMISC::CVector j = texMat.getJ(); uScale = sqrtf(i.x * i.x + j.x * j.x); vScale = sqrtf(i.y * i.y + j.y * j.y); // i.normalize(); // float angle = acosf(i.x / i.norm()); if (i.y < 0) { angle = 2.f * (float) NLMISC::Pi - angle; } wRot = angle; // compute position CMatrix InvSR; InvSR.setRot(texMat.getI(), texMat.getJ(), texMat.getK()); InvSR.invert(); CVector half(0.5f, 0.5f, 0.f); CVector offset = half + InvSR * (texMat.getPos() -half); uTrans = - offset.x; vTrans = - offset.y; }