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"
