/******************************************************************************
 * The MIT License (MIT)
 * 
 * Copyright (c) 2014 Crytek
 * 
 * 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.
 ******************************************************************************/


#pragma once

class Vec3f;
class Quatf;

#include <string.h>

class Matrix4f
{
	public:
		Matrix4f() {}

		//////////////////////////////////////////////////////
		// Matrix generation functions

		inline static Matrix4f Zero()
		{
			Matrix4f m;
			memset(&m, 0, sizeof(Matrix4f));
			return m;
		}

		inline static Matrix4f Identity()
		{
			Matrix4f m = Zero();
			m[0] = m[5] = m[10] = m[15] = 1.0f;
			return m;
		}

		static Matrix4f Translation(const Vec3f &t);
		static Matrix4f RotationX(const float r);
		static Matrix4f RotationY(const float r);
		static Matrix4f RotationZ(const float r);
		static Matrix4f RotationXYZ(const Vec3f &rot);
		static Matrix4f RotationZYX(const Vec3f &rot);
		static Matrix4f Orthographic(const float nearplane, const float farplane);
		static Matrix4f Perspective(const float degfov, const float nearplane, const float farplane, const float aspect);

		inline float operator[](const size_t i) const
		{
			return f[i];
		}

		inline float &operator[](const size_t i)
		{
			return f[i];
		}

		Matrix4f Inverse() const;
		Matrix4f Mul(const Matrix4f &o) const;

		Vec3f Transform(const Vec3f &v, const float w=1.0f) const;

		const float * const Data() const { return &f[0]; }
		
		const Vec3f GetPosition() const;
		const Vec3f GetForward() const;
		const Vec3f GetRight() const;
		const Vec3f GetUp() const;

	private:
		Matrix4f(const float *d) { memcpy(f, d, sizeof(Matrix4f)); }

		friend class Quatf;

		float f[16];
};
