//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #if !defined( STUDIO_UTIL_H ) #define STUDIO_UTIL_H #if defined( WIN32 ) #pragma once #endif #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif #ifndef PITCH // MOVEMENT INFO // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 #endif #define FDotProduct( a, b ) (fabs((a[0])*(b[0])) + fabs((a[1])*(b[1])) + fabs((a[2])*(b[2]))) void AngleMatrix (const float *angles, float (*matrix)[4] ); int VectorCompare (const float *v1, const float *v2); void CrossProduct (const float *v1, const float *v2, float *cross); void VectorTransform (const float *in1, float in2[3][4], float *out); void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]); void MatrixCopy( float in[3][4], float out[3][4] ); void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] ); void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt ); void AngleQuaternion( float *angles, vec4_t quaternion ); #endif // STUDIO_UTIL_H