namespace glm
{
	/// @addtogroup gtx_rotate_normalized_axis
	/// @{

	/// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.
	///
	/// @param m Input matrix multiplied by this rotation matrix.
	/// @param angle Rotation angle expressed in radians.
	/// @param axis Rotation axis, must be normalized.
	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
	///
	/// @see gtx_rotate_normalized_axis
	/// @see - rotate(T angle, T x, T y, T z)
	/// @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)
	template<typename T, qualifier Q>
	GLM_FUNC_DECL mat<4, 4, T, Q> rotateNormalizedAxis(
		mat<4, 4, T, Q> const& m,
		T const& angle,
		vec<3, T, Q> const& axis);

	/// Rotates a quaternion from a vector of 3 components normalized axis and an angle.
	///
	/// @param q Source orientation
	/// @param angle Angle expressed in radians.
	/// @param axis Normalized axis of the rotation, must be normalized.
	///
	/// @see gtx_rotate_normalized_axis
	template<typename T, qualifier Q>
	GLM_FUNC_DECL qua<T, Q> rotateNormalizedAxis(
		qua<T, Q> const& q,
		T const& angle,
		vec<3, T, Q> const& axis);

	/// @}
}//namespace glm

#include "rotate_normalized_axis.inl"
