///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref gtc_matrix_transform
/// @file glm/gtc/matrix_transform.hpp
/// @date 2009-04-29 / 2011-05-16
/// @author Christophe Riccio
///
/// @see core (dependence)
/// @see gtx_transform
/// @see gtx_transform2
///
/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform: Matrix transform functions
/// @ingroup gtc
///
/// @brief Defines functions that generate common transformation matrices.
///
/// The matrices generated by this extension use standard OpenGL fixed-function
/// conventions. For example, the lookAt function generates a transform from world
/// space into the specific eye space that the projective matrix functions
/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
/// specifications defines the particular layout of this eye space.
///
/// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////

#ifndef GLM_GTC_matrix_transform
#define GLM_GTC_matrix_transform GLM_VERSION

// Dependency:
#include "../glm.hpp"

#if (defined(GLM_MESSAGES) && !defined(glm_ext))
#pragma message("GLM: GLM_GTC_matrix_transform extension included")
#endif

namespace glm {
/// @addtogroup gtc_matrix_transform
/// @{

/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
///
/// @param m Input matrix multiplied by this translation matrix.
/// @param v Coordinates of a translation vector.
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @code
/// #include <glm/glm.hpp>
/// #include <glm/gtc/matrix_transform.hpp>
/// ...
/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
/// @endcode
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - translate(T x, T y, T z)
/// @see - translate(detail::tmat4x4<T> const & m, T x, T y, T z)
/// @see - translate(detail::tvec3<T> const & v)
template<typename T>
detail::tmat4x4<T> translate(
  detail::tmat4x4<T> const & m,
  detail::tvec3<T> const & v);

/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
///
/// @param m Input matrix multiplied by this rotation matrix.
/// @param angle Rotation angle expressed in degrees.
/// @param axis Rotation axis, recommanded to be normalized.
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - rotate(T angle, T x, T y, T z)
/// @see - rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z)
/// @see - rotate(T angle, detail::tvec3<T> const & v)
template<typename T>
detail::tmat4x4<T> rotate(
  detail::tmat4x4<T> const & m,
  T const & angle,
  detail::tvec3<T> const & axis);

/// Builds a scale 4 * 4 matrix created from 3 scalars.
///
/// @param m Input matrix multiplied by this scale matrix.
/// @param v Ratio of scaling for each axis.
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
/// @see - scale(detail::tmat4x4<T> const & m, T x, T y, T z)
/// @see - scale(detail::tvec3<T> const & v)
template<typename T>
detail::tmat4x4<T> scale(
  detail::tmat4x4<T> const & m,
  detail::tvec3<T> const & v);

/// Creates a matrix for an orthographic parallel viewing volume.
///
/// @param left
/// @param right
/// @param bottom
/// @param top
/// @param zNear
/// @param zFar
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
template<typename T>
detail::tmat4x4<T> ortho(
  T const & left,
  T const & right,
  T const & bottom,
  T const & top,
  T const & zNear,
  T const & zFar);

/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
///
/// @param left
/// @param right
/// @param bottom
/// @param top
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
template<typename T>
detail::tmat4x4<T> ortho(
  T const & left,
  T const & right,
  T const & bottom,
  T const & top);

/// Creates a frustum matrix.
///
/// @param left
/// @param right
/// @param bottom
/// @param top
/// @param near
/// @param far
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template<typename T>
detail::tmat4x4<T> frustum(
  T const & left,
  T const & right,
  T const & bottom,
  T const & top,
  T const & near,
  T const & far);

/// Creates a matrix for a symetric perspective-view frustum.
///
/// @param fovy
/// @param aspect
/// @param near
/// @param far
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template<typename T>
detail::tmat4x4<T> perspective(
  T const & fovy,
  T const & aspect,
  T const & near,
  T const & far);

/// Builds a perspective projection matrix based on a field of view.
///
/// @param fov
/// @param width
/// @param height
/// @param near
/// @param far
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template<typename valType>
detail::tmat4x4<valType> perspectiveFov(
  valType const & fov,
  valType const & width,
  valType const & height,
  valType const & near,
  valType const & far);

/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
///
/// @param fovy
/// @param aspect
/// @param near
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template<typename T>
detail::tmat4x4<T> infinitePerspective(
  T fovy, T aspect, T near);

/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
///
/// @param fovy
/// @param aspect
/// @param near
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template<typename T>
detail::tmat4x4<T> tweakedInfinitePerspective(
  T fovy, T aspect, T near);

/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
///
/// @param obj
/// @param model
/// @param proj
/// @param viewport
/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
/// @tparam U Currently supported: Floating-point types and integer types.
/// @see gtc_matrix_transform
template<typename T, typename U>
detail::tvec3<T> project(
  detail::tvec3<T> const & obj,
  detail::tmat4x4<T> const & model,
  detail::tmat4x4<T> const & proj,
  detail::tvec4<U> const & viewport);

/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
///
/// @param win
/// @param model
/// @param proj
/// @param viewport
/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
/// @tparam U Currently supported: Floating-point types and integer types.
/// @see gtc_matrix_transform
template<typename T, typename U>
detail::tvec3<T> unProject(
  detail::tvec3<T> const & win,
  detail::tmat4x4<T> const & model,
  detail::tmat4x4<T> const & proj,
  detail::tvec4<U> const & viewport);

/// Define a picking region
///
/// @param center
/// @param delta
/// @param viewport
/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
/// @tparam U Currently supported: Floating-point types and integer types.
/// @see gtc_matrix_transform
template<typename T, typename U>
detail::tmat4x4<T> pickMatrix(
  detail::tvec2<T> const & center,
  detail::tvec2<T> const & delta,
  detail::tvec4<U> const & viewport);

/// Build a look at view matrix.
///
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// @see gtc_matrix_transform
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
template<typename T>
detail::tmat4x4<T> lookAt(
  detail::tvec3<T> const & eye,
  detail::tvec3<T> const & center,
  detail::tvec3<T> const & up);

/// @}
} //namespace glm

#include "matrix_transform.inl"

#endif //GLM_GTC_matrix_transform
