text: /// @ref ext_matrix_transform
  /// @file glm/ext/matrix_transform.hpp
  ///
  /// @defgroup ext_matrix_transform GLM_EXT_matrix_transform
  /// @ingroup ext
  ///
  /// 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.
  ///
  /// Include <glm/ext/matrix_transform.hpp> to use the features of this extension.
  ///
  /// @see ext_matrix_projection
  /// @see ext_matrix_clip_space
  
  #pragma once
  
  // Dependencies
  #include "glm/gtc/constants.hpp"
  #include "glm/geometric.hpp"
  #include "glm/trigonometric.hpp"
  #include "glm/matrix.hpp"
  
  #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
  #	pragma message("GLM: GLM_EXT_matrix_transform extension included")
  #endif
  
  namespace glm
  {
  	/// @addtogroup ext_matrix_transform
  	/// @{
  
  	/// Builds an identity matrix.
  	template<typename genType>
  	GLM_FUNC_DECL GLM_CONSTEXPR genType identity();
  
  	/// 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 A floating-point scalar type
  	/// @tparam Q A value from qualifier enum
  	///
  	/// @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 - translate(mat<4, 4, T, Q> const& m, T x, T y, T z)
  	/// @see - translate(vec<3, T, Q> const& v)
  	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
  	template<typename T, qualifier Q>
  	GLM_FUNC_DECL mat<4, 4, T, Q> translate(
  		mat<4, 4, T, Q> const& m, vec<3, T, Q> 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 A floating-point scalar type
  	/// @tparam Q A value from qualifier enum
  	///
  	/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
  	/// @see - rotate(T angle, vec<3, T, Q> const& v)
  	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
  	template<typename T, qualifier Q>
  	GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
  		mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> 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 A floating-point scalar type
  	/// @tparam Q A value from qualifier enum
  	///
  	/// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z)
  	/// @see - scale(vec<3, T, Q> const& v)
  	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
  	template<typename T, qualifier Q>
  	GLM_FUNC_DECL mat<4, 4, T, Q> scale(
  		mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
  
  	/// 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)
  	///
  	/// @tparam T A floating-point scalar type
  	/// @tparam Q A value from qualifier enum
  	///
  	/// @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, qualifier Q>
  	GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
  		vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> 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)
  	///
  	/// @tparam T A floating-point scalar type
  	/// @tparam Q A value from qualifier enum
  	///
  	/// @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, qualifier Q>
  	GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
  		vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
  
  	/// 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)
  	///
  	/// @tparam T A floating-point scalar type
  	/// @tparam Q A value from qualifier enum
  	///
  	/// @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)
  	/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>
  	template<typename T, qualifier Q>
  	GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
  		vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
  
  	/// @}
  }//namespace glm
  
  #include "matrix_transform.inl"
  