summaryrefslogtreecommitdiff
path: root/src/rend2/tr_animation.c
diff options
context:
space:
mode:
authorTim Angus <tim@ngus.net>2013-02-15 23:46:37 +0000
committerTim Angus <tim@ngus.net>2013-02-16 21:55:58 +0000
commit1fba10104e76e937eeac60bc207a74012ab936dc (patch)
tree7bcb5507cd1aa13e6f07b74c008e9391abbf26ae /src/rend2/tr_animation.c
parentc1ad10c57be23f89f658a13729e4349b400a8734 (diff)
renderer -> renderergl1, rend2 -> renderergl2
Diffstat (limited to 'src/rend2/tr_animation.c')
-rw-r--r--src/rend2/tr_animation.c658
1 files changed, 0 insertions, 658 deletions
diff --git a/src/rend2/tr_animation.c b/src/rend2/tr_animation.c
deleted file mode 100644
index 794111c6..00000000
--- a/src/rend2/tr_animation.c
+++ /dev/null
@@ -1,658 +0,0 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Quake III Arena source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-#include "tr_local.h"
-
-/*
-
-All bones should be an identity orientation to display the mesh exactly
-as it is specified.
-
-For all other frames, the bones represent the transformation from the
-orientation of the bone in the base frame to the orientation in this
-frame.
-
-*/
-
-/*
-==============
-R_AddAnimSurfaces
-==============
-*/
-void R_AddAnimSurfaces( trRefEntity_t *ent ) {
- md4Header_t *header;
- md4Surface_t *surface;
- md4LOD_t *lod;
- shader_t *shader;
- int i;
-
- header = (md4Header_t *) tr.currentModel->modelData;
- lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
-
- surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
- for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
- shader = R_GetShaderByHandle( surface->shaderIndex );
- R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse, qfalse );
- surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
- }
-}
-
-/*
-==============
-RB_SurfaceAnim
-==============
-*/
-void RB_SurfaceAnim( md4Surface_t *surface ) {
- int i, j, k;
- float frontlerp, backlerp;
- int *triangles;
- int indexes;
- int baseIndex, baseVertex;
- int numVerts;
- md4Vertex_t *v;
- md4Bone_t bones[MD4_MAX_BONES];
- md4Bone_t *bonePtr, *bone;
- md4Header_t *header;
- md4Frame_t *frame;
- md4Frame_t *oldFrame;
- int frameSize;
-
-
- if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
- backlerp = 0;
- frontlerp = 1;
- } else {
- backlerp = backEnd.currentEntity->e.backlerp;
- frontlerp = 1.0f - backlerp;
- }
- header = (md4Header_t *)((byte *)surface + surface->ofsHeader);
-
- frameSize = (size_t)( &((md4Frame_t *)0)->bones[ header->numBones ] );
-
- frame = (md4Frame_t *)((byte *)header + header->ofsFrames +
- backEnd.currentEntity->e.frame * frameSize );
- oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames +
- backEnd.currentEntity->e.oldframe * frameSize );
-
- RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 );
-
- triangles = (int *) ((byte *)surface + surface->ofsTriangles);
- indexes = surface->numTriangles * 3;
- baseIndex = tess.numIndexes;
- baseVertex = tess.numVertexes;
- for (j = 0 ; j < indexes ; j++) {
- tess.indexes[baseIndex + j] = baseIndex + triangles[j];
- }
- tess.numIndexes += indexes;
-
- //
- // lerp all the needed bones
- //
- if ( !backlerp ) {
- // no lerping needed
- bonePtr = frame->bones;
- } else {
- bonePtr = bones;
- for ( i = 0 ; i < header->numBones*12 ; i++ ) {
- ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
- + backlerp * ((float *)oldFrame->bones)[i];
- }
- }
-
- //
- // deform the vertexes by the lerped bones
- //
- numVerts = surface->numVerts;
- // FIXME
- // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
- // in for reference.
- //v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12);
- v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts);
- for ( j = 0; j < numVerts; j++ ) {
- vec3_t tempVert, tempNormal;
- md4Weight_t *w;
-
- VectorClear( tempVert );
- VectorClear( tempNormal );
- w = v->weights;
- for ( k = 0 ; k < v->numWeights ; k++, w++ ) {
- bone = bonePtr + w->boneIndex;
-
- tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
- tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
- tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
-
- tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
- tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
- tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
- }
-
- tess.xyz[baseVertex + j][0] = tempVert[0];
- tess.xyz[baseVertex + j][1] = tempVert[1];
- tess.xyz[baseVertex + j][2] = tempVert[2];
-
- tess.normal[baseVertex + j][0] = tempNormal[0];
- tess.normal[baseVertex + j][1] = tempNormal[1];
- tess.normal[baseVertex + j][2] = tempNormal[2];
-
- tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
- tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
-
- // FIXME
- // This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
- // in for reference.
- //v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
- v = (md4Vertex_t *)&v->weights[v->numWeights];
- }
-
- tess.numVertexes += surface->numVerts;
-}
-
-
-#ifdef RAVENMD4
-
-// copied and adapted from tr_mesh.c
-
-/*
-=============
-R_MDRCullModel
-=============
-*/
-
-static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) {
- vec3_t bounds[2];
- mdrFrame_t *oldFrame, *newFrame;
- int i, frameSize;
-
- frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
-
- // compute frame pointers
- newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
- oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.oldframe);
-
- // cull bounding sphere ONLY if this is not an upscaled entity
- if ( !ent->e.nonNormalizedAxes )
- {
- if ( ent->e.frame == ent->e.oldframe )
- {
- switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
- {
- // Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend
- // we do. After all, the purpose of md4s are not that different, are they?
-
- case CULL_OUT:
- tr.pc.c_sphere_cull_md3_out++;
- return CULL_OUT;
-
- case CULL_IN:
- tr.pc.c_sphere_cull_md3_in++;
- return CULL_IN;
-
- case CULL_CLIP:
- tr.pc.c_sphere_cull_md3_clip++;
- break;
- }
- }
- else
- {
- int sphereCull, sphereCullB;
-
- sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
- if ( newFrame == oldFrame ) {
- sphereCullB = sphereCull;
- } else {
- sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
- }
-
- if ( sphereCull == sphereCullB )
- {
- if ( sphereCull == CULL_OUT )
- {
- tr.pc.c_sphere_cull_md3_out++;
- return CULL_OUT;
- }
- else if ( sphereCull == CULL_IN )
- {
- tr.pc.c_sphere_cull_md3_in++;
- return CULL_IN;
- }
- else
- {
- tr.pc.c_sphere_cull_md3_clip++;
- }
- }
- }
- }
-
- // calculate a bounding box in the current coordinate system
- for (i = 0 ; i < 3 ; i++) {
- bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
- bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
- }
-
- switch ( R_CullLocalBox( bounds ) )
- {
- case CULL_IN:
- tr.pc.c_box_cull_md3_in++;
- return CULL_IN;
- case CULL_CLIP:
- tr.pc.c_box_cull_md3_clip++;
- return CULL_CLIP;
- case CULL_OUT:
- default:
- tr.pc.c_box_cull_md3_out++;
- return CULL_OUT;
- }
-}
-
-/*
-=================
-R_MDRComputeFogNum
-
-=================
-*/
-
-int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) {
- int i, j;
- fog_t *fog;
- mdrFrame_t *mdrFrame;
- vec3_t localOrigin;
- int frameSize;
-
- if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
- return 0;
- }
-
- frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
-
- // FIXME: non-normalized axis issues
- mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
- VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin );
- for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
- fog = &tr.world->fogs[i];
- for ( j = 0 ; j < 3 ; j++ ) {
- if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) {
- break;
- }
- if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) {
- break;
- }
- }
- if ( j == 3 ) {
- return i;
- }
- }
-
- return 0;
-}
-
-
-/*
-==============
-R_MDRAddAnimSurfaces
-==============
-*/
-
-// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c
-
-void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
- mdrHeader_t *header;
- mdrSurface_t *surface;
- mdrLOD_t *lod;
- shader_t *shader;
- skin_t *skin;
- int i, j;
- int lodnum = 0;
- int fogNum = 0;
- int cull;
- qboolean personalModel;
-
- header = (mdrHeader_t *) tr.currentModel->modelData;
-
- personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
-
- if ( ent->e.renderfx & RF_WRAP_FRAMES )
- {
- ent->e.frame %= header->numFrames;
- ent->e.oldframe %= header->numFrames;
- }
-
- //
- // Validate the frames so there is no chance of a crash.
- // This will write directly into the entity structure, so
- // when the surfaces are rendered, they don't need to be
- // range checked again.
- //
- if ((ent->e.frame >= header->numFrames)
- || (ent->e.frame < 0)
- || (ent->e.oldframe >= header->numFrames)
- || (ent->e.oldframe < 0) )
- {
- ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: no such frame %d to %d for '%s'\n",
- ent->e.oldframe, ent->e.frame, tr.currentModel->name );
- ent->e.frame = 0;
- ent->e.oldframe = 0;
- }
-
- //
- // cull the entire model if merged bounding box of both frames
- // is outside the view frustum.
- //
- cull = R_MDRCullModel (header, ent);
- if ( cull == CULL_OUT ) {
- return;
- }
-
- // figure out the current LOD of the model we're rendering, and set the lod pointer respectively.
- lodnum = R_ComputeLOD(ent);
- // check whether this model has as that many LODs at all. If not, try the closest thing we got.
- if(header->numLODs <= 0)
- return;
- if(header->numLODs <= lodnum)
- lodnum = header->numLODs - 1;
-
- lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs);
- for(i = 0; i < lodnum; i++)
- {
- lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd);
- }
-
- // set up lighting
- if ( !personalModel || r_shadows->integer > 1 )
- {
- R_SetupEntityLighting( &tr.refdef, ent );
- }
-
- // fogNum?
- fogNum = R_MDRComputeFogNum( header, ent );
-
- surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );
-
- for ( i = 0 ; i < lod->numSurfaces ; i++ )
- {
-
- if(ent->e.customShader)
- shader = R_GetShaderByHandle(ent->e.customShader);
- else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins)
- {
- skin = R_GetSkinByHandle(ent->e.customSkin);
- shader = tr.defaultShader;
-
- for(j = 0; j < skin->numSurfaces; j++)
- {
- if (!strcmp(skin->surfaces[j]->name, surface->name))
- {
- shader = skin->surfaces[j]->shader;
- break;
- }
- }
- }
- else if(surface->shaderIndex > 0)
- shader = R_GetShaderByHandle( surface->shaderIndex );
- else
- shader = tr.defaultShader;
-
- // we will add shadows even if the main object isn't visible in the view
-
- // stencil shadows can't do personal models unless I polyhedron clip
- if ( !personalModel
- && r_shadows->integer == 2
- && fogNum == 0
- && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
- && shader->sort == SS_OPAQUE )
- {
- R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse, qfalse );
- }
-
- // projection shadows work fine with personal models
- if ( r_shadows->integer == 3
- && fogNum == 0
- && (ent->e.renderfx & RF_SHADOW_PLANE )
- && shader->sort == SS_OPAQUE )
- {
- R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse, qfalse );
- }
-
- if (!personalModel)
- R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse, qfalse );
-
- surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
- }
-}
-
-/*
-==============
-RB_MDRSurfaceAnim
-==============
-*/
-void RB_MDRSurfaceAnim( md4Surface_t *surface )
-{
- int i, j, k;
- float frontlerp, backlerp;
- int *triangles;
- int indexes;
- int baseIndex, baseVertex;
- int numVerts;
- mdrVertex_t *v;
- mdrHeader_t *header;
- mdrFrame_t *frame;
- mdrFrame_t *oldFrame;
- mdrBone_t bones[MD4_MAX_BONES], *bonePtr, *bone;
-
- int frameSize;
-
- // don't lerp if lerping off, or this is the only frame, or the last frame...
- //
- if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame)
- {
- backlerp = 0; // if backlerp is 0, lerping is off and frontlerp is never used
- frontlerp = 1;
- }
- else
- {
- backlerp = backEnd.currentEntity->e.backlerp;
- frontlerp = 1.0f - backlerp;
- }
-
- header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader);
-
- frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
-
- frame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
- backEnd.currentEntity->e.frame * frameSize );
- oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
- backEnd.currentEntity->e.oldframe * frameSize );
-
- RB_CheckOverflow( surface->numVerts, surface->numTriangles );
-
- triangles = (int *) ((byte *)surface + surface->ofsTriangles);
- indexes = surface->numTriangles * 3;
- baseIndex = tess.numIndexes;
- baseVertex = tess.numVertexes;
-
- // Set up all triangles.
- for (j = 0 ; j < indexes ; j++)
- {
- tess.indexes[baseIndex + j] = baseVertex + triangles[j];
- }
- tess.numIndexes += indexes;
-
- //
- // lerp all the needed bones
- //
- if ( !backlerp )
- {
- // no lerping needed
- bonePtr = frame->bones;
- }
- else
- {
- bonePtr = bones;
-
- for ( i = 0 ; i < header->numBones*12 ; i++ )
- {
- ((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i];
- }
- }
-
- //
- // deform the vertexes by the lerped bones
- //
- numVerts = surface->numVerts;
- v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts);
- for ( j = 0; j < numVerts; j++ )
- {
- vec3_t tempVert, tempNormal;
- mdrWeight_t *w;
-
- VectorClear( tempVert );
- VectorClear( tempNormal );
- w = v->weights;
- for ( k = 0 ; k < v->numWeights ; k++, w++ )
- {
- bone = bonePtr + w->boneIndex;
-
- tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
- tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
- tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
-
- tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
- tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
- tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
- }
-
- tess.xyz[baseVertex + j][0] = tempVert[0];
- tess.xyz[baseVertex + j][1] = tempVert[1];
- tess.xyz[baseVertex + j][2] = tempVert[2];
-
- tess.normal[baseVertex + j][0] = tempNormal[0];
- tess.normal[baseVertex + j][1] = tempNormal[1];
- tess.normal[baseVertex + j][2] = tempNormal[2];
-
- tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
- tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
-
- v = (mdrVertex_t *)&v->weights[v->numWeights];
- }
-
- tess.numVertexes += surface->numVerts;
-}
-
-
-#define MC_MASK_X ((1<<(MC_BITS_X))-1)
-#define MC_MASK_Y ((1<<(MC_BITS_Y))-1)
-#define MC_MASK_Z ((1<<(MC_BITS_Z))-1)
-#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1)
-
-#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2))
-
-#define MC_POS_X (0)
-#define MC_SHIFT_X (0)
-
-#define MC_POS_Y ((((MC_BITS_X))/8))
-#define MC_SHIFT_Y ((((MC_BITS_X)%8)))
-
-#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8))
-#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8)))
-
-#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8))
-#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8)))
-
-#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8))
-#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8)))
-
-#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8))
-#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8)))
-
-#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8))
-#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8)))
-
-#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8))
-#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8)))
-
-#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8))
-#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8)))
-
-#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8))
-#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8)))
-
-#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8))
-#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8)))
-
-#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8))
-#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8)))
-
-void MC_UnCompress(float mat[3][4],const unsigned char * comp)
-{
- int val;
-
- val=(int)((unsigned short *)(comp))[0];
- val-=1<<(MC_BITS_X-1);
- mat[0][3]=((float)(val))*MC_SCALE_X;
-
- val=(int)((unsigned short *)(comp))[1];
- val-=1<<(MC_BITS_Y-1);
- mat[1][3]=((float)(val))*MC_SCALE_Y;
-
- val=(int)((unsigned short *)(comp))[2];
- val-=1<<(MC_BITS_Z-1);
- mat[2][3]=((float)(val))*MC_SCALE_Z;
-
- val=(int)((unsigned short *)(comp))[3];
- val-=1<<(MC_BITS_VECT-1);
- mat[0][0]=((float)(val))*MC_SCALE_VECT;
-
- val=(int)((unsigned short *)(comp))[4];
- val-=1<<(MC_BITS_VECT-1);
- mat[0][1]=((float)(val))*MC_SCALE_VECT;
-
- val=(int)((unsigned short *)(comp))[5];
- val-=1<<(MC_BITS_VECT-1);
- mat[0][2]=((float)(val))*MC_SCALE_VECT;
-
-
- val=(int)((unsigned short *)(comp))[6];
- val-=1<<(MC_BITS_VECT-1);
- mat[1][0]=((float)(val))*MC_SCALE_VECT;
-
- val=(int)((unsigned short *)(comp))[7];
- val-=1<<(MC_BITS_VECT-1);
- mat[1][1]=((float)(val))*MC_SCALE_VECT;
-
- val=(int)((unsigned short *)(comp))[8];
- val-=1<<(MC_BITS_VECT-1);
- mat[1][2]=((float)(val))*MC_SCALE_VECT;
-
-
- val=(int)((unsigned short *)(comp))[9];
- val-=1<<(MC_BITS_VECT-1);
- mat[2][0]=((float)(val))*MC_SCALE_VECT;
-
- val=(int)((unsigned short *)(comp))[10];
- val-=1<<(MC_BITS_VECT-1);
- mat[2][1]=((float)(val))*MC_SCALE_VECT;
-
- val=(int)((unsigned short *)(comp))[11];
- val-=1<<(MC_BITS_VECT-1);
- mat[2][2]=((float)(val))*MC_SCALE_VECT;
-}
-#endif