//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================
#pragma once
#if !defined(STUDIO_UTIL_H)
#define STUDIO_UTIL_H

#if !defined(M_PI)
#define M_PI		3.14159265358979323846	// matches value in gcc v2 math.h
#endif

#if !defined(M_PI_F)
#define M_PI_F          (float)M_PI
#endif

#if !defined(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
