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https://github.com/scummvm/scummvm.git
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219 lines
5.8 KiB
C++
219 lines
5.8 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/common/px_rcutypes.h"
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#include "engines/icb/gfx/rab_api.h"
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namespace ICB {
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// Decompress the FrameData into the CurrentFrame data storage
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// e.g. undo the delta compression or replace the zero ignored
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// values with zero
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Bone_Frame *rab_API::GetFrame(const int f) {
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Bone_Frame *curFrm = GetCurrentFrame();
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Bone_Frame *prevFrm = NULL;
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if (f != currentFrame) {
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// Decode and decompress the data from the animation frame into
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// the current frame
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FrameData *frm = GetFrameData(f);
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uint32 b, i;
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uint32 nt = frm->nThings;
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int8 *data = frm->data;
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// For deltas we need the previous frame
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if ((frm->typeSize & DataTypeDeltas) != 0) {
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prevFrm = GetFrame(f - 1);
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int dcvx;
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int dcvy;
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int dcvz;
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int prevVx;
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int prevVy;
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int prevVz;
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int curVx;
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int curVy;
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int curVz;
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int temp;
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int prevCrot;
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int nBits = 0;
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int min;
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int mask;
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int storeZero;
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int dataSize;
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// So just need to add on the deltas to the previous frame !
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{
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dataSize = (frm->typeSize & DataSizeBitMask);
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switch (dataSize) {
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case 3: {
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nBits = DELTA_24_NBITS;
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break;
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}
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case 2: {
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nBits = DELTA_16_NBITS;
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break;
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}
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case 1: {
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nBits = DELTA_8_NBITS;
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break;
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}
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}
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min = (1 << (nBits - 1));
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mask = (1 << nBits) - 1;
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storeZero = frm->typeSize & DataStoreZero;
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for (i = 0; i < nt; i++) {
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// The data is not aligned so need to do memcpy
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temp = 0;
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if (storeZero == 0) {
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b = (int)(*data);
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data++;
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} else {
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b = i;
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}
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memcpy(&temp, (data), dataSize);
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// The previous compressed angles
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prevCrot = prevFrm->bones[b].crot;
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prevVx = (prevCrot >> COMP_VX_SHIFT) & COMP_VX_MASK;
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prevVy = (prevCrot >> COMP_VY_SHIFT) & COMP_VY_MASK;
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prevVz = (prevCrot >> COMP_VZ_SHIFT) & COMP_VZ_MASK;
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// The signed deltas
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dcvz = (temp & mask) << COMP_EXTRA_SHIFT;
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dcvz = dcvz - min;
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temp = temp >> nBits;
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dcvy = (temp & mask) << COMP_EXTRA_SHIFT;
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dcvy = dcvy - min;
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temp = temp >> nBits;
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dcvx = (temp & mask) << COMP_EXTRA_SHIFT;
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dcvx = dcvx - min;
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// Add on the deltas
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curVx = prevVx + dcvx;
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curVy = prevVy + dcvy;
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curVz = prevVz + dcvz;
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// Correct for being -ve !
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if (curVx < 0)
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curVx += (COMP_DELTA_RANGE);
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if (curVy < 0)
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curVy += (COMP_DELTA_RANGE);
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if (curVz < 0)
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curVz += (COMP_DELTA_RANGE);
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if (curVx >= (COMP_DELTA_RANGE))
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curVx -= (COMP_DELTA_RANGE);
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if (curVy >= (COMP_DELTA_RANGE))
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curVy -= (COMP_DELTA_RANGE);
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if (curVz >= (COMP_DELTA_RANGE))
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curVz -= (COMP_DELTA_RANGE);
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// Pack up the deltas
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temp = 0;
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temp = (curVx << COMP_VX_SHIFT);
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// y = 10-bits into middle rot
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temp |= (curVy << COMP_VY_SHIFT);
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// z = 10-bits into lower rot
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temp |= (curVz << COMP_VZ_SHIFT);
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// Store the deltas in the currentFrame structure
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curFrm->bones[b].crot = temp;
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data += dataSize;
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}
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}
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} else {
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// switch type stuff on the type of the compressed data
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switch (frm->typeSize) {
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case ALL_ANGLES_32_TYPESIZE: {
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for (b = 0; b < nt; b++) {
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// The data is not aligned so need to do memcpy
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memcpy(&(curFrm->bones[b].crot), (data), sizeof(CompTriplet));
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data += ALL_ANGLES_32_BYTE_SIZE;
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}
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break;
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}
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case NONZERO_ANGLES_32_TYPESIZE: {
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// Zero out the angles first
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for (b = 0; b < nBones; b++) {
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curFrm->bones[b].crot = ZERO_ANGLE;
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}
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// Then update the angles which are non-zero
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for (i = 0; i < nt; i++) {
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b = (int)(*data);
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memcpy(&(curFrm->bones[b].crot), (data + 1), sizeof(CompTriplet));
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data += NONZERO_ANGLES_32_BYTE_SIZE;
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}
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break;
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}
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default: { return NULL; }
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}
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}
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curFrm->poseBone = frm->poseBone;
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currentFrame = (u_char)f;
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}
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return curFrm;
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}
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// Compress an SVECTOR ( uint16 vx,vy,vz, pad; ) -> uint32
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// by dividing the angles (12-bits 0-4095) by four to make them 10-bits
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int CompressSVECTOR(SVECTOR rotin, CompTriplet *rotout) {
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int16 vx = rotin.vx;
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int16 vy = rotin.vy;
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int16 vz = rotin.vz;
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// Make the angles +ve
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if (vx < 0)
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vx += 4096;
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if (vy < 0)
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vy += 4096;
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if (vz < 0)
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vz += 4096;
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// Reduce to 10-bits
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vx = (short)((vx >> COMP_ANGLE_SHIFT) & COMP_VX_MASK);
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vy = (short)((vy >> COMP_ANGLE_SHIFT) & COMP_VY_MASK);
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vz = (short)((vz >> COMP_ANGLE_SHIFT) & COMP_VZ_MASK);
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// Pack into a single int32
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// x = 10-bits into upper rot
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int temp = (vx << COMP_VX_SHIFT);
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// y = 10-bits into middle rot
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temp |= (vy << COMP_VY_SHIFT);
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// z = 10-bits into lower rot
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temp |= (vz << COMP_VZ_SHIFT);
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*rotout = temp;
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return 1;
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}
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} // End of namespace ICB
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