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FS#109 - Fix sf::Listener's target being actually a relative direction
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1176 4e206d99-4929-0410-ac5d-dfc041789085
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@ -4,8 +4,8 @@ EXPORTS
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sfListener_GetGlobalVolume
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sfListener_SetPosition
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sfListener_GetPosition
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sfListener_SetTarget
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sfListener_GetTarget
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sfListener_SetDirection
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sfListener_GetDirection
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sfMusic_CreateFromFile
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sfMusic_CreateFromMemory
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sfMusic_Destroy
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@ -4,8 +4,8 @@ EXPORTS
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sfListener_GetGlobalVolume
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sfListener_SetPosition
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sfListener_GetPosition
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sfListener_SetTarget
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sfListener_GetTarget
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sfListener_SetDirection
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sfListener_GetDirection
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sfMusic_CreateFromFile
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sfMusic_CreateFromMemory
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sfMusic_Destroy
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@ -68,26 +68,24 @@ CSFML_API void sfListener_SetPosition(float x, float y, float z);
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CSFML_API void sfListener_GetPosition(float* x, float* y, float* z);
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////////////////////////////////////////////////////////////
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/// Change the orientation of the listener (the point
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/// he must look at)
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/// Change the orientation of the listener
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///
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/// \param x : X position of the point the listener must look at
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/// \param y : X position of the point the listener must look at
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/// \param z : X position of the point the listener must look at
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/// \param x : X component of the listener's direction
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/// \param y : Y component of the listener's direction
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/// \param z : Z component of the listener's direction
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfListener_SetTarget(float x, float y, float z);
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CSFML_API void sfListener_SetDirection(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Get the current orientation of the listener (the point
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/// he's looking at)
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/// Get the current orientation of the listener
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///
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/// \param x : X position of the point the listener is looking at
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/// \param y : X position of the point the listener is looking at
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/// \param z : X position of the point the listener is looking at
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/// \param x : X component of the listener's direction
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/// \param y : Y component of the listener's direction
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/// \param z : Z component of the listener's direction
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfListener_GetTarget(float* x, float* y, float* z);
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CSFML_API void sfListener_GetDirection(float* x, float* y, float* z);
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#endif // SFML_LISTENER_H
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@ -51,9 +51,9 @@ float sfListener_GetGlobalVolume()
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////////////////////////////////////////////////////////////
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/// Change the position of the listener
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////////////////////////////////////////////////////////////
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void sfListener_SetPosition(float x, float y, float PosZ)
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void sfListener_SetPosition(float x, float y, float z)
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{
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sf::Listener::SetPosition(sf::Vector3f(x, y, PosZ));
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sf::Listener::SetPosition(x, y, z);
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}
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@ -73,26 +73,24 @@ void sfListener_GetPosition(float* x, float* y, float* z)
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////////////////////////////////////////////////////////////
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/// Change the orientation of the listener (the point
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/// he must look at)
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/// Change the orientation of the listener
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////////////////////////////////////////////////////////////
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void sfListener_SetTarget(float x, float y, float z)
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void sfListener_SetDirection(float x, float y, float z)
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{
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sf::Listener::SetTarget(sf::Vector3f(x, y, z));
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sf::Listener::SetDirection(x, y, z);
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}
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////////////////////////////////////////////////////////////
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/// Get the current orientation of the listener (the point
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/// he's looking at)
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/// Get the current orientation of the listener
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////////////////////////////////////////////////////////////
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void sfListener_GetTarget(float* x, float* y, float* z)
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void sfListener_GetDirection(float* x, float* y, float* z)
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{
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if (x && y && z)
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{
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sf::Vector3f target = sf::Listener::GetTarget();
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*x = target.x;
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*y = target.y;
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*z = target.z;
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sf::Vector3f direction = sf::Listener::GetDirection();
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*x = direction.x;
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*y = direction.y;
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*z = direction.z;
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}
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}
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@ -39,14 +39,13 @@ namespace SFML
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////////////////////////////////////////////////////////////
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/// <summary>
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/// 3D position of the target, ie. the point the listener is looking at
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/// (default is (0, 0, -1))
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/// 3D direction of the listener (default is (0, 0, -1))
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/// </summary>
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////////////////////////////////////////////////////////////
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public static Vector3 Target
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public static Vector3 Direction
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{
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get {Vector3 v; sfListener_GetTarget(out v.X, out v.Y, out v.Z); return v;}
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set {sfListener_SetTarget(value.X, value.Y, value.Z);}
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get {Vector3 v; sfListener_GetDirection(out v.X, out v.Y, out v.Z); return v;}
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set {sfListener_SetDirection(value.X, value.Y, value.Z);}
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}
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#region Imports
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@ -57,16 +56,16 @@ namespace SFML
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static extern float sfListener_GetGlobalVolume();
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[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
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static extern void sfListener_SetPosition(float PosX, float PosY, float PosZ);
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static extern void sfListener_SetPosition(float X, float Y, float Z);
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[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
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static extern void sfListener_GetPosition(out float PosX, out float PosY, out float PosZ);
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static extern void sfListener_GetPosition(out float X, out float Y, out float Z);
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[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
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static extern void sfListener_SetTarget(float TargetX, float TargetY, float TargetZ);
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static extern void sfListener_GetDirection(float X, float Y, float Z);
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[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
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static extern void sfListener_GetTarget(out float TargetX, out float TargetY, out float TargetZ);
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static extern void sfListener_SetDirection(out float X, out float Y, out float Z);
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#endregion
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}
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}
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@ -87,33 +87,32 @@ public :
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static Vector3f GetPosition();
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////////////////////////////////////////////////////////////
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/// Change the orientation of the listener (the point
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/// he must look at) (take 3 values).
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/// The default target is (0, 0, -1)
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/// Change the orientation of the listener (take 3 values);
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/// the direction does not need to be normalized.
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/// The default direction is (0, 0, -1)
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///
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/// \param x, y, z : Position of the point the listener must look at
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/// \param x, y, z : Orientation of the listener
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///
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////////////////////////////////////////////////////////////
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static void SetTarget(float x, float y, float z);
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static void SetDirection(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Change the orientation of the listener (the point
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/// he must look at) (take a 3D vector).
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/// The default target is (0, 0, -1)
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/// Change the orientation of the listener (take a 3D vector);
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/// the direction does not need to be normalized.
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/// The default direction is (0, 0, -1)
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///
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/// \param target : Position of the point the listener must look at
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/// \param direction : Orientation of the listener
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///
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////////////////////////////////////////////////////////////
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static void SetTarget(const Vector3f& target);
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static void SetDirection(const Vector3f& direction);
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////////////////////////////////////////////////////////////
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/// Get the current orientation of the listener (the point
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/// he's looking at)
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/// Get the current orientation of the listener.
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///
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/// \return : Position of the point the listener is looking at
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/// \return Current direction of the listener
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///
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////////////////////////////////////////////////////////////
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static Vector3f GetTarget();
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static Vector3f GetDirection();
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};
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} // namespace sf
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@ -65,7 +65,7 @@ AudioDevice::AudioDevice()
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// Initialize the listener, located at the origin and looking along the Z axis
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Listener::SetPosition(0.f, 0.f, 0.f);
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Listener::SetTarget(0.f, 0.f, -1.f);
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Listener::SetDirection(0.f, 0.f, -1.f);
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}
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else
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{
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@ -83,10 +83,9 @@ Vector3f Listener::GetPosition()
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////////////////////////////////////////////////////////////
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/// Change the orientation of the listener (the point
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/// he must look at) (take 3 values)
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/// Change the orientation of the listener (take 3 values)
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////////////////////////////////////////////////////////////
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void Listener::SetTarget(float x, float y, float z)
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void Listener::SetDirection(float x, float y, float z)
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{
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float orientation[] = {x, y, z, 0.f, 1.f, 0.f};
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ALCheck(alListenerfv(AL_ORIENTATION, orientation));
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@ -94,20 +93,18 @@ void Listener::SetTarget(float x, float y, float z)
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////////////////////////////////////////////////////////////
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/// Change the orientation of the listener (the point
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/// he must look at) (take a 3D vector)
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/// Change the orientation of the listener (take a 3D vector)
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////////////////////////////////////////////////////////////
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void Listener::SetTarget(const Vector3f& target)
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void Listener::SetDirection(const Vector3f& direction)
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{
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SetTarget(target.x, target.y, target.z);
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SetDirection(direction.x, direction.y, direction.z);
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}
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////////////////////////////////////////////////////////////
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/// Get the current orientation of the listener (the point
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/// he's looking at)
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/// Get the current orientation of the listener.
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////////////////////////////////////////////////////////////
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Vector3f Listener::GetTarget()
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Vector3f Listener::GetDirection()
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{
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float orientation[6];
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ALCheck(alGetListenerfv(AL_ORIENTATION, orientation));
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