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//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#pragma once
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#if !defined( STUDIO_UTIL_H )
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#define STUDIO_UTIL_H
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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#ifndef PITCH
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// MOVEMENT INFO
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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#endif
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#define FDotProduct( a, b ) ( fabs( ( a[0] ) * ( b[0] ) ) + fabs( ( a[1] ) * ( b[1] ) ) + fabs( ( a[2] ) * ( b[2] ) ) )
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void AngleMatrix( const float *angles, float (*matrix)[4] );
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int VectorCompare( const float *v1, const float *v2 );
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void CrossProduct( const float *v1, const float *v2, float *cross );
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void VectorTransform( const float *in1, float in2[3][4], float *out );
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void ConcatTransforms( float in1[3][4], float in2[3][4], float out[3][4] );
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void MatrixCopy( float in[3][4], float out[3][4] );
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void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] );
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void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt );
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void AngleQuaternion( float *angles, vec4_t quaternion );
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#endif // STUDIO_UTIL_H
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