Hi,
Just curious, which cases does this fix? The ones when fabs(cos)>1 due to rounding errors? Or is acos broken for arguments near but not exceeding ±1?
Regards, Ruslan
On 23/07/2018, Andrew Eikum aeikum@codeweavers.com wrote:
Signed-off-by: Andrew Eikum aeikum@codeweavers.com
v2: Remove old calculation, thanks Nikolay.
dlls/dsound/sound3d.c | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-)
diff --git a/dlls/dsound/sound3d.c b/dlls/dsound/sound3d.c index 03fd3d4678..6ca79c1bbc 100644 --- a/dlls/dsound/sound3d.c +++ b/dlls/dsound/sound3d.c @@ -111,7 +111,13 @@ static inline D3DVALUE AngleBetweenVectorsRad (const D3DVECTOR *a, const D3DVECT return 0;
cos = product/(la*lb);
- angle = acos(cos);
- if(fabs(1 - cos) < 0.0001f){
angle = 0;
- }else if(fabs(-1 - cos) < 0.0001f){
angle = M_PI;
- }else{
angle = acos(cos);
- } TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians (%f
degrees)\n", a->x, a->y, a->z, b->x, b->y, b->z, angle, RadToDeg(angle)); return angle; -- 2.18.0