///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
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/// @ref gtx_rotate_vector
/// @file glm/gtx/rotate_vector.hpp
/// @date 2006-11-02 / 2011-06-07
/// @author Christophe Riccio
///
/// @see core (dependence)
/// @see gtx_transform (dependence)
///
/// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector
/// @ingroup gtx
///
/// @brief Function to directly rotate a vector
///
/// <glm/gtx/rotate_vector.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////

#pragma once

// Dependency:
#include "../glm.hpp"
#include "../gtx/transform.hpp"

#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
#       pragma message("GLM: GLM_GTX_rotate_vector extension included")
#endif

namespace glm
{
        /// @addtogroup gtx_rotate_vector
        /// @{

        /// Returns Spherical interpolation between two vectors
        ///
        /// @param x A first vector
        /// @param y A second vector
        /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
        ///
        /// @see gtx_rotate_vector
        template <typename T, precision P>
        GLM_FUNC_DECL tvec3<T, P> slerp(
                tvec3<T, P> const & x,
                tvec3<T, P> const & y,
                T const & a);

        //! Rotate a two dimensional vector.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec2<T, P> rotate(
                tvec2<T, P> const & v,
                T const & angle);
               
        //! Rotate a three dimensional vector around an axis.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec3<T, P> rotate(
                tvec3<T, P> const & v,
                T const & angle,
                tvec3<T, P> const & normal);
               
        //! Rotate a four dimensional vector around an axis.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec4<T, P> rotate(
                tvec4<T, P> const & v,
                T const & angle,
                tvec3<T, P> const & normal);
               
        //! Rotate a three dimensional vector around the X axis.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec3<T, P> rotateX(
                tvec3<T, P> const & v,
                T const & angle);

        //! Rotate a three dimensional vector around the Y axis.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec3<T, P> rotateY(
                tvec3<T, P> const & v,
                T const & angle);
               
        //! Rotate a three dimensional vector around the Z axis.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec3<T, P> rotateZ(
                tvec3<T, P> const & v,
                T const & angle);
               
        //! Rotate a four dimentionnals vector around the X axis.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec4<T, P> rotateX(
                tvec4<T, P> const & v,
                T const & angle);
               
        //! Rotate a four dimensional vector around the X axis.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec4<T, P> rotateY(
                tvec4<T, P> const & v,
                T const & angle);
               
        //! Rotate a four dimensional vector around the X axis.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tvec4<T, P> rotateZ(
                tvec4<T, P> const & v,
                T const & angle);
               
        //! Build a rotation matrix from a normal and a up vector.
        //! From GLM_GTX_rotate_vector extension.
        template <typename T, precision P>
        GLM_FUNC_DECL tmat4x4<T, P> orientation(
                tvec3<T, P> const & Normal,
                tvec3<T, P> const & Up);

        /// @}
}//namespace glm

#include "rotate_vector.inl"