///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
/// 
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
/// 
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @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: Rotate vector
/// @ingroup gtx
/// 
/// @brief Function to directly rotate a vector
/// 
/// <glm/gtx/rotate_vector.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////

#ifndef GLM_GTX_rotate_vector
#define GLM_GTX_rotate_vector GLM_VERSION

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

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

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

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

	//! Rotate a three dimensional vector around the Y axis.
	//! From GLM_GTX_rotate_vector extension.
	template <typename T> 
	detail::tvec3<T> rotateY(
		detail::tvec3<T> const & v, 
		T const & angle);
		
	//! Rotate a three dimensional vector around the Z axis.
	//! From GLM_GTX_rotate_vector extension.
	template <typename T> 
	detail::tvec3<T> rotateZ(
        detail::tvec3<T> const & v, 
		T const & angle);
		
	//! Rotate a four dimentionnals vector around the X axis.
	//! From GLM_GTX_rotate_vector extension.
	template <typename T> 
	detail::tvec4<T> rotateX(
        detail::tvec4<T> const & v, 
		T const & angle);
		
	//! Rotate a four dimensional vector around the X axis.
	//! From GLM_GTX_rotate_vector extension.
	template <typename T> 
	detail::tvec4<T> rotateY(
        detail::tvec4<T> const & v, 
		T const & angle);
		
	//! Rotate a four dimensional vector around the X axis. 
	//! From GLM_GTX_rotate_vector extension.
	template <typename T> 
	detail::tvec4<T> rotateZ(
        detail::tvec4<T> 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> 
	detail::tmat4x4<T> orientation(
        detail::tvec3<T> const & Normal, 
        detail::tvec3<T> const & Up);

	/// @}
}//namespace glm

#include "rotate_vector.inl"

#endif//GLM_GTX_rotate_vector
