#ifndef TRANSFORM_H
#define TRANSFORM_H

#include "Basis.hpp"

#include "AABB.hpp"
#include "Plane.hpp"

namespace godot {

class Transform {
public:
	static const Transform IDENTITY;
	static const Transform FLIP_X;
	static const Transform FLIP_Y;
	static const Transform FLIP_Z;

	Basis basis;
	Vector3 origin;

	void invert();
	Transform inverse() const;

	void affine_invert();
	Transform affine_inverse() const;

	Transform rotated(const Vector3 &p_axis, real_t p_phi) const;

	void rotate(const Vector3 &p_axis, real_t p_phi);
	void rotate_basis(const Vector3 &p_axis, real_t p_phi);

	void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
	Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;

	void scale(const Vector3 &p_scale);
	Transform scaled(const Vector3 &p_scale) const;
	void scale_basis(const Vector3 &p_scale);
	void translate(real_t p_tx, real_t p_ty, real_t p_tz);
	void translate(const Vector3 &p_translation);
	Transform translated(const Vector3 &p_translation) const;

	inline const Basis &get_basis() const { return basis; }
	inline void set_basis(const Basis &p_basis) { basis = p_basis; }

	inline const Vector3 &get_origin() const { return origin; }
	inline void set_origin(const Vector3 &p_origin) { origin = p_origin; }

	void orthonormalize();
	Transform orthonormalized() const;

	bool operator==(const Transform &p_transform) const;
	bool operator!=(const Transform &p_transform) const;

	Vector3 xform(const Vector3 &p_vector) const;
	Vector3 xform_inv(const Vector3 &p_vector) const;

	Plane xform(const Plane &p_plane) const;
	Plane xform_inv(const Plane &p_plane) const;

	AABB xform(const AABB &p_aabb) const;
	AABB xform_inv(const AABB &p_aabb) const;

	void operator*=(const Transform &p_transform);
	Transform operator*(const Transform &p_transform) const;

	inline Vector3 operator*(const Vector3 &p_vector) const {
		return Vector3(
				basis.elements[0].dot(p_vector) + origin.x,
				basis.elements[1].dot(p_vector) + origin.y,
				basis.elements[2].dot(p_vector) + origin.z);
	}

	Transform interpolate_with(const Transform &p_transform, real_t p_c) const;

	Transform inverse_xform(const Transform &t) const;

	void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz);

	operator String() const;

	inline Transform(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
		set(xx, xy, xz, yx, yy, yz, zx, zy, zz, tx, ty, tz);
	}

	Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
	inline Transform() {}
};

} // namespace godot

#endif // TRANSFORM_H