text: ///////////////////////////////////////////////////////////////////////////////////
  /// OpenGL Mathematics (glm.g-truc.net)
  ///
  /// Copyright (c) 2005 - 2015 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
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  /// 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.
  /// 
  /// Restrictions:
  ///		By making use of the Software for military purposes, you choose to make
  ///		a Bunny unhappy.
  /// 
  /// 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
  /// @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.
  ///////////////////////////////////////////////////////////////////////////////////
  
  #pragma once
  
  // Dependencies
  #include "../mat4x4.hpp"
  #include "../vec2.hpp"
  #include "../vec3.hpp"
  #include "../vec4.hpp"
  #include "../gtc/constants.hpp"
  
  #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
  #	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 - translate(tmat4x4<T, P> const & m, T x, T y, T z)
  	/// @see - translate(tvec3<T, P> const & v)
  	template <typename T, precision P>
  	GLM_FUNC_DECL tmat4x4<T, P> translate(
  		tmat4x4<T, P> const & m,
  		tvec3<T, P> const & v);
  		
  	/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. 
  	/// 
  	/// @param m Input matrix multiplied by this rotation matrix.
  	/// @param angle Rotation angle expressed in radians.
  	/// @param axis Rotation axis, recommended to be normalized.
  	/// @tparam T Value type used to build the matrix. Supported: half, float or double.
  	/// @see gtc_matrix_transform
  	/// @see - rotate(tmat4x4<T, P> const & m, T angle, T x, T y, T z) 
  	/// @see - rotate(T angle, tvec3<T, P> const & v) 
  	template <typename T, precision P>
  	GLM_FUNC_DECL tmat4x4<T, P> rotate(
  		tmat4x4<T, P> const & m,
  		T angle,
  		tvec3<T, P> 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 - scale(tmat4x4<T, P> const & m, T x, T y, T z)
  	/// @see - scale(tvec3<T, P> const & v)
  	template <typename T, precision P>
  	GLM_FUNC_DECL tmat4x4<T, P> scale(
  		tmat4x4<T, P> const & m,
  		tvec3<T, P> 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>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
  		T left,
  		T right,
  		T bottom,
  		T top,
  		T zNear,
  		T 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>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
  		T left,
  		T right,
  		T bottom,
  		T 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>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> frustum(
  		T left,
  		T right,
  		T bottom,
  		T top,
  		T near,
  		T far);
  
  	/// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
  	/// 
  	/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
  	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> perspective(
  		T fovy,
  		T aspect,
  		T near,
  		T far);
  
  
  	/// Creates a matrix for a right handed, symetric perspective-view frustum.
  	/// 
  	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
  	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
  		T fovy,
  		T aspect,
  		T near,
  		T far);
  
  	/// Creates a matrix for a left handed, symetric perspective-view frustum.
  	/// 
  	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
  	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
  		T fovy,
  		T aspect,
  		T near,
  		T far);
  
  	/// Builds a perspective projection matrix based on a field of view and the default handedness.
  	/// 
  	/// @param fov Expressed in radians.
  	/// @param width 
  	/// @param height 
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov(
  		T fov,
  		T width,
  		T height,
  		T near,
  		T far);
  
  	/// Builds a right handed perspective projection matrix based on a field of view.
  	/// 
  	/// @param fov Expressed in radians.
  	/// @param width 
  	/// @param height 
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH(
  		T fov,
  		T width,
  		T height,
  		T near,
  		T far);
  
  	/// Builds a left handed perspective projection matrix based on a field of view.
  	/// 
  	/// @param fov Expressed in radians.
  	/// @param width 
  	/// @param height 
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
  		T fov,
  		T width,
  		T height,
  		T near,
  		T far);
  
  	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
  	/// 
  	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
  	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> 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 Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
  	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
  		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 Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
  	/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
  	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
  	/// @param ep 
  	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
  	/// @see gtc_matrix_transform
  	template <typename T>
  	GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
  		T fovy, T aspect, T near, T ep);
  
  	/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
  	/// 
  	/// @param obj Specify the object coordinates.
  	/// @param model Specifies the current modelview matrix
  	/// @param proj Specifies the current projection matrix
  	/// @param viewport Specifies the current viewport
  	/// @return Return the computed window coordinates.
  	/// @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, precision P>
  	GLM_FUNC_DECL tvec3<T, P> project(
  		tvec3<T, P> const & obj,
  		tmat4x4<T, P> const & model,
  		tmat4x4<T, P> const & proj,
  		tvec4<U, P> const & viewport);
  
  	/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
  	///
  	/// @param win Specify the window coordinates to be mapped.
  	/// @param model Specifies the modelview matrix
  	/// @param proj Specifies the projection matrix
  	/// @param viewport Specifies the viewport
  	/// @return Returns the computed object coordinates.
  	/// @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, precision P>
  	GLM_FUNC_DECL tvec3<T, P> unProject(
  		tvec3<T, P> const & win,
  		tmat4x4<T, P> const & model,
  		tmat4x4<T, P> const & proj,
  		tvec4<U, P> 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, precision P, typename U>
  	GLM_FUNC_DECL tmat4x4<T, P> pickMatrix(
  		tvec2<T, P> const & center,
  		tvec2<T, P> const & delta,
  		tvec4<U, P> const & viewport);
  
  	/// Build a look at view matrix based on the default handedness.
  	///
  	/// @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, precision P>
  	GLM_FUNC_DECL tmat4x4<T, P> lookAt(
  		tvec3<T, P> const & eye,
  		tvec3<T, P> const & center,
  		tvec3<T, P> const & up);
  
  	/// Build a right handed 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, precision P>
  	GLM_FUNC_DECL tmat4x4<T, P> lookAtRH(
  		tvec3<T, P> const & eye,
  		tvec3<T, P> const & center,
  		tvec3<T, P> const & up);
  
  	/// Build a left handed 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, precision P>
  	GLM_FUNC_DECL tmat4x4<T, P> lookAtLH(
  		tvec3<T, P> const & eye,
  		tvec3<T, P> const & center,
  		tvec3<T, P> const & up);
  
  	/// @}
  }//namespace glm
  
  #include "matrix_transform.inl"
  