///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2009-04-29
// Updated : 2009-04-29
// Licence : This source is under MIT License
// File    : glm/gtc/matrix_transform.inl
///////////////////////////////////////////////////////////////////////////////////////////////////

namespace glm{
namespace gtc{
namespace matrix_transform
{
    template <typename T> 
    inline detail::tmat4x4<T> translate
	(
		detail::tmat4x4<T> const & m,
		detail::tvec3<T> const & v
	)
    {
		detail::tmat4x4<T> Result(m);
		Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
		return Result;
    }
		
    template <typename T> 
    inline detail::tmat4x4<T> rotate
	(
		detail::tmat4x4<T> const & m,
		T const & angle, 
		detail::tvec3<T> const & v
	)
    {
        T a = radians(angle);
        T c = cos(a);
        T s = sin(a);

        detail::tvec3<T> axis = normalize(v);

		detail::tvec3<T> temp = (T(1) - c) * axis;

        detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null);
		Rotate[0][0] = c + temp[0] * axis[0];
	    Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
	    Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];

	    Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
	    Rotate[1][1] = c + temp[1] * axis[1];
	    Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];

	    Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
	    Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
	    Rotate[2][2] = c + temp[2] * axis[2];

		detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
		Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
		Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
		Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
		Result[3] = m[3];
		return Result;
    }

    template <typename T> 
    inline detail::tmat4x4<T> scale
	(
		detail::tmat4x4<T> const & m,
		detail::tvec3<T> const & v
	)
    {
        detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
		Result[0] = m[0] * v[0];
		Result[1] = m[1] * v[1];
		Result[2] = m[2] * v[2];
		Result[3] = m[3];
		return Result;
    }

    template <typename T> 
    inline detail::tmat4x4<T> translate_slow
	(
		detail::tmat4x4<T> const & m,
		detail::tvec3<T> const & v
	)
    {
        detail::tmat4x4<T> Result(T(1));
        Result[3] = detail::tvec4<T>(v, T(1));
        return m * Result;

		//detail::tmat4x4<valType> Result(m);
		Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
		//Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0];
		//Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1];
		//Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
		//Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
		//return Result;
    }
		
    template <typename T> 
    inline detail::tmat4x4<T> rotate_slow
	(
		detail::tmat4x4<T> const & m,
		T const & angle, 
		detail::tvec3<T> const & v
	)
    {
        T a = radians(angle);
        T c = cos(a);
        T s = sin(a);
        detail::tmat4x4<T> Result;

        detail::tvec3<T> axis = normalize(v);

        Result[0][0] = c + (1 - c)      * axis.x     * axis.x;
	    Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z;
	    Result[0][2] = (1 - c) * axis.x * axis.z - s * axis.y;
	    Result[0][3] = 0;

	    Result[1][0] = (1 - c) * axis.y * axis.x - s * axis.z;
	    Result[1][1] = c + (1 - c) * axis.y * axis.y;
	    Result[1][2] = (1 - c) * axis.y * axis.z + s * axis.x;
	    Result[1][3] = 0;

	    Result[2][0] = (1 - c) * axis.z * axis.x + s * axis.y;
	    Result[2][1] = (1 - c) * axis.z * axis.y - s * axis.x;
	    Result[2][2] = c + (1 - c) * axis.z * axis.z;
	    Result[2][3] = 0;

        Result[3] = detail::tvec4<T>(0, 0, 0, 1);
        return m * Result;
    }

    template <typename T> 
    inline detail::tmat4x4<T> scale_slow
	(
		detail::tmat4x4<T> const & m,
		detail::tvec3<T> const & v
	)
    {
        detail::tmat4x4<T> Result(T(1));
        Result[0][0] = v.x;
        Result[1][1] = v.y;
        Result[2][2] = v.z;
        return m * Result;
    }

}//namespace matrix_transform
}//namespace gtc
}//namespace glm
