text: //
  //  Mat4.cpp
  //  libraries/script-engine/src
  //
  //  Created by Anthony Thibault on 3/7/16.
  //  Copyright 2016 High Fidelity, Inc.
  //
  //  Distributed under the Apache License, Version 2.0.
  //  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
  //
  
  #include "Mat4.h"
  
  #include <glm/glm.hpp>
  #include <glm/gtx/string_cast.hpp>
  #include <glm/gtc/type_ptr.hpp>
  
  #include <QDebug>
  #include <GLMHelpers.h>
  
  #include "ScriptEngineLogging.h"
  #include "ScriptEngine.h"
  
  glm::mat4 Mat4::multiply(const glm::mat4& m1, const glm::mat4& m2) const {
      return m1 * m2;
  }
  
  glm::mat4 Mat4::createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const {
      return ::createMatFromQuatAndPos(rot, trans);
  }
  
  glm::mat4 Mat4::createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const {
      return createMatFromScaleQuatAndPos(scale, rot, trans);
  }
  
  glm::mat4 Mat4::createFromColumns(const glm::vec4& col0, const glm::vec4& col1, const glm::vec4& col2, const glm::vec4& col3) const {
      return glm::mat4(col0, col1, col2, col3);
  }
  
  glm::mat4 Mat4::createFromArray(const QVector<float>& floats) const {
      if (floats.size() != 16 && floats.size() != 9) {
          context()->throwError("createFromVector requires 16 floats for mat4 (or 9 if providing a mat3)");
          return glm::mat4();
      }
      return floats.size() == 9 ? glm::mat4(glm::make_mat3(floats.constData())) : glm::make_mat4(floats.constData());
  }
  
  glm::vec3 Mat4::extractTranslation(const glm::mat4& m) const {
      return ::extractTranslation(m);
  }
  
  glm::quat Mat4::extractRotation(const glm::mat4& m) const {
      return ::glmExtractRotation(m);
  }
  
  glm::vec3 Mat4::extractScale(const glm::mat4& m) const {
      return ::extractScale(m);
  }
  
  glm::vec3 Mat4::transformPoint(const glm::mat4& m, const glm::vec3& point) const {
      return ::transformPoint(m, point);
  }
  
  glm::vec3 Mat4::transformVector(const glm::mat4& m, const glm::vec3& vector) const {
      return ::transformVectorFast(m, vector);
  }
  
  glm::mat4 Mat4::inverse(const glm::mat4& m) const {
      return glm::inverse(m);
  }
  
  glm::vec3 Mat4::getForward(const glm::mat4& m) const {
      // -z is forward
      return -glm::normalize(glm::vec3(m[2]));
  }
  
  glm::vec3 Mat4::getRight(const glm::mat4& m) const {
      return glm::normalize(glm::vec3(m[0]));
  }
  
  glm::vec3 Mat4::getUp(const glm::mat4& m) const {
      return glm::normalize(glm::vec3(m[1]));
  }
  
  void Mat4::print(const QString& label, const glm::mat4& m, bool transpose) const {
      glm::dmat4 out = transpose ? glm::transpose(m) : m;
      QString message = QString("%1 %2").arg(qPrintable(label));
      message = message.arg(glm::to_string(out).c_str());
      qCDebug(scriptengine) << message;
      if (ScriptEngine* scriptEngine = qobject_cast<ScriptEngine*>(engine())) {
          scriptEngine->print(message);
      }
  }
  