/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.math;

import java.io.Serializable;

/** Encapsulates a column major 4 by 4 matrix. You can access the linear array for use with OpenGL via the public
 * {@link Matrix4#val} member. Like the {@link Vector3} class it allows to chain methods by returning a reference to itself.
 * 
 * @author badlogicgames@gmail.com */
public class Matrix4 implements Serializable {
	private static final long serialVersionUID = -2717655254359579617L;
	public static final int M00 = 0;// 0;
	public static final int M01 = 4;// 1;
	public static final int M02 = 8;// 2;
	public static final int M03 = 12;// 3;
	public static final int M10 = 1;// 4;
	public static final int M11 = 5;// 5;
	public static final int M12 = 9;// 6;
	public static final int M13 = 13;// 7;
	public static final int M20 = 2;// 8;
	public static final int M21 = 6;// 9;
	public static final int M22 = 10;// 10;
	public static final int M23 = 14;// 11;
	public static final int M30 = 3;// 12;
	public static final int M31 = 7;// 13;
	public static final int M32 = 11;// 14;
	public static final int M33 = 15;// 15;

	public final float tmp[] = new float[16];
	public final float val[] = new float[16];

	/** Constructs an identity matrix */
	public Matrix4 () {
		val[M00] = 1f;
		val[M11] = 1f;
		val[M22] = 1f;
		val[M33] = 1f;
	}

	/** Constructs a matrix from the given matrix
	 * 
	 * @param matrix The matrix */
	public Matrix4 (Matrix4 matrix) {
		this.set(matrix);
	}

	/** Constructs a matrix from the given float array. The array must have at least 16 elements
	 * @param values The float array */
	public Matrix4 (float[] values) {
		this.set(values);
	}

	/** Constructs a rotation matrix from the given {@link Quaternion}
	 * @param quaternion The quaternion */
	public Matrix4 (Quaternion quaternion) {
		this.set(quaternion);
	}

	/** Sets the matrix to the given matrix.
	 * 
	 * @param matrix The matrix
	 * @return This matrix for chaining */
	public Matrix4 set (Matrix4 matrix) {
		return this.set(matrix.val);
	}

	/** Sets the matrix to the given matrix as a float array. The float array must have at least 16 elements.
	 * 
	 * @param values The matrix
	 * @return This matrix for chaining */
	public Matrix4 set (float[] values) {
		val[M00] = values[M00];
		val[M10] = values[M10];
		val[M20] = values[M20];
		val[M30] = values[M30];
		val[M01] = values[M01];
		val[M11] = values[M11];
		val[M21] = values[M21];
		val[M31] = values[M31];
		val[M02] = values[M02];
		val[M12] = values[M12];
		val[M22] = values[M22];
		val[M32] = values[M32];
		val[M03] = values[M03];
		val[M13] = values[M13];
		val[M23] = values[M23];
		val[M33] = values[M33];
		return this;
	}

	/** Sets the matrix to a rotation matrix representing the quaternion.
	 * 
	 * @param quaternion The quaternion
	 * @return This matrix for chaining */
	public Matrix4 set (Quaternion quaternion) {
		// Compute quaternion factors
		float l_xx = quaternion.x * quaternion.x;
		float l_xy = quaternion.x * quaternion.y;
		float l_xz = quaternion.x * quaternion.z;
		float l_xw = quaternion.x * quaternion.w;
		float l_yy = quaternion.y * quaternion.y;
		float l_yz = quaternion.y * quaternion.z;
		float l_yw = quaternion.y * quaternion.w;
		float l_zz = quaternion.z * quaternion.z;
		float l_zw = quaternion.z * quaternion.w;
		// Set matrix from quaternion
		val[M00] = 1 - 2 * (l_yy + l_zz);
		val[M01] = 2 * (l_xy - l_zw);
		val[M02] = 2 * (l_xz + l_yw);
		val[M03] = 0;
		val[M10] = 2 * (l_xy + l_zw);
		val[M11] = 1 - 2 * (l_xx + l_zz);
		val[M12] = 2 * (l_yz - l_xw);
		val[M13] = 0;
		val[M20] = 2 * (l_xz - l_yw);
		val[M21] = 2 * (l_yz + l_xw);
		val[M22] = 1 - 2 * (l_xx + l_yy);
		val[M23] = 0;
		val[M30] = 0;
		val[M31] = 0;
		val[M32] = 0;
		val[M33] = 1;
		return this;
	}

	/** Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as
	 * well as the 4th column representing the translation of any point that is multiplied by this matrix.
	 * 
	 * @param xAxis The x-axis
	 * @param yAxis The y-axis
	 * @param zAxis The z-axis
	 * @param pos The translation vector */
	public void set (Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 pos) {
		val[M00] = xAxis.x;
		val[M01] = xAxis.y;
		val[M02] = xAxis.z;
		val[M10] = yAxis.x;
		val[M11] = yAxis.y;
		val[M12] = yAxis.z;
		val[M20] = -zAxis.x;
		val[M21] = -zAxis.y;
		val[M22] = -zAxis.z;
		val[M03] = pos.x;
		val[M13] = pos.y;
		val[M23] = pos.z;
		val[M30] = 0;
		val[M31] = 0;
		val[M32] = 0;
		val[M33] = 1;
	}

	/** @return a copy of this matrix */
	public Matrix4 cpy () {
		return new Matrix4(this);
	}

	/** Adds a translational component to the matrix in the 4th column. The other columns are untouched.
	 * 
	 * @param vector The translation vector
	 * @return This matrix for chaining */
	public Matrix4 trn (Vector3 vector) {
		val[M03] += vector.x;
		val[M13] += vector.y;
		val[M23] += vector.z;
		return this;
	}

	/** Adds a translational component to the matrix in the 4th column. The other columns are untouched.
	 * 
	 * @param x The x-component of the translation vector
	 * @param y The y-component of the translation vector
	 * @param z The z-component of the translation vector
	 * @return This matrix for chaining */
	public Matrix4 trn (float x, float y, float z) {
		val[M03] += x;
		val[M13] += y;
		val[M23] += z;
		return this;
	}

	/** @return the backing float array */
	public float[] getValues () {
		return val;
	}

	/** Multiplies this matrix with the given matrix, storing the result in this matrix.
	 * 
	 * @param matrix The other matrix
	 * @return This matrix for chaining. */
	public Matrix4 mul (Matrix4 matrix) {
		tmp[M00] = val[M00] * matrix.val[M00] + val[M01] * matrix.val[M10] + val[M02] * matrix.val[M20] + val[M03]
			* matrix.val[M30];
		tmp[M01] = val[M00] * matrix.val[M01] + val[M01] * matrix.val[M11] + val[M02] * matrix.val[M21] + val[M03]
			* matrix.val[M31];
		tmp[M02] = val[M00] * matrix.val[M02] + val[M01] * matrix.val[M12] + val[M02] * matrix.val[M22] + val[M03]
			* matrix.val[M32];
		tmp[M03] = val[M00] * matrix.val[M03] + val[M01] * matrix.val[M13] + val[M02] * matrix.val[M23] + val[M03]
			* matrix.val[M33];
		tmp[M10] = val[M10] * matrix.val[M00] + val[M11] * matrix.val[M10] + val[M12] * matrix.val[M20] + val[M13]
			* matrix.val[M30];
		tmp[M11] = val[M10] * matrix.val[M01] + val[M11] * matrix.val[M11] + val[M12] * matrix.val[M21] + val[M13]
			* matrix.val[M31];
		tmp[M12] = val[M10] * matrix.val[M02] + val[M11] * matrix.val[M12] + val[M12] * matrix.val[M22] + val[M13]
			* matrix.val[M32];
		tmp[M13] = val[M10] * matrix.val[M03] + val[M11] * matrix.val[M13] + val[M12] * matrix.val[M23] + val[M13]
			* matrix.val[M33];
		tmp[M20] = val[M20] * matrix.val[M00] + val[M21] * matrix.val[M10] + val[M22] * matrix.val[M20] + val[M23]
			* matrix.val[M30];
		tmp[M21] = val[M20] * matrix.val[M01] + val[M21] * matrix.val[M11] + val[M22] * matrix.val[M21] + val[M23]
			* matrix.val[M31];
		tmp[M22] = val[M20] * matrix.val[M02] + val[M21] * matrix.val[M12] + val[M22] * matrix.val[M22] + val[M23]
			* matrix.val[M32];
		tmp[M23] = val[M20] * matrix.val[M03] + val[M21] * matrix.val[M13] + val[M22] * matrix.val[M23] + val[M23]
			* matrix.val[M33];
		tmp[M30] = val[M30] * matrix.val[M00] + val[M31] * matrix.val[M10] + val[M32] * matrix.val[M20] + val[M33]
			* matrix.val[M30];
		tmp[M31] = val[M30] * matrix.val[M01] + val[M31] * matrix.val[M11] + val[M32] * matrix.val[M21] + val[M33]
			* matrix.val[M31];
		tmp[M32] = val[M30] * matrix.val[M02] + val[M31] * matrix.val[M12] + val[M32] * matrix.val[M22] + val[M33]
			* matrix.val[M32];
		tmp[M33] = val[M30] * matrix.val[M03] + val[M31] * matrix.val[M13] + val[M32] * matrix.val[M23] + val[M33]
			* matrix.val[M33];
		return this.set(tmp);
	}

	/** Transposes the matrix
	 * 
	 * @return This matrix for chaining */
	public Matrix4 tra () {
		tmp[M00] = val[M00];
		tmp[M01] = val[M10];
		tmp[M02] = val[M20];
		tmp[M03] = val[M30];
		tmp[M10] = val[M01];
		tmp[M11] = val[M11];
		tmp[M12] = val[M21];
		tmp[M13] = val[M31];
		tmp[M20] = val[M02];
		tmp[M21] = val[M12];
		tmp[M22] = val[M22];
		tmp[M23] = val[M32];
		tmp[M30] = val[M03];
		tmp[M31] = val[M13];
		tmp[M32] = val[M23];
		tmp[M33] = val[M33];
		return this.set(tmp);
	}

	/** Sets the matrix to an identity matrix
	 * 
	 * @return This matrix for chaining */
	public Matrix4 idt () {
		val[M00] = 1;
		val[M01] = 0;
		val[M02] = 0;
		val[M03] = 0;
		val[M10] = 0;
		val[M11] = 1;
		val[M12] = 0;
		val[M13] = 0;
		val[M20] = 0;
		val[M21] = 0;
		val[M22] = 1;
		val[M23] = 0;
		val[M30] = 0;
		val[M31] = 0;
		val[M32] = 0;
		val[M33] = 1;
		return this;
	}

	/** Inverts the matrix. Throws a RuntimeException in case the matrix is not invertible. Stores the result in this matrix
	 * 
	 * @return This matrix for chaining */
	public Matrix4 inv () {
		float l_det = val[M30] * val[M21] * val[M12] * val[M03] - val[M20] * val[M31] * val[M12] * val[M03] - val[M30] * val[M11]
			* val[M22] * val[M03] + val[M10] * val[M31] * val[M22] * val[M03] + val[M20] * val[M11] * val[M32] * val[M03] - val[M10]
			* val[M21] * val[M32] * val[M03] - val[M30] * val[M21] * val[M02] * val[M13] + val[M20] * val[M31] * val[M02] * val[M13]
			+ val[M30] * val[M01] * val[M22] * val[M13] - val[M00] * val[M31] * val[M22] * val[M13] - val[M20] * val[M01] * val[M32]
			* val[M13] + val[M00] * val[M21] * val[M32] * val[M13] + val[M30] * val[M11] * val[M02] * val[M23] - val[M10] * val[M31]
			* val[M02] * val[M23] - val[M30] * val[M01] * val[M12] * val[M23] + val[M00] * val[M31] * val[M12] * val[M23] + val[M10]
			* val[M01] * val[M32] * val[M23] - val[M00] * val[M11] * val[M32] * val[M23] - val[M20] * val[M11] * val[M02] * val[M33]
			+ val[M10] * val[M21] * val[M02] * val[M33] + val[M20] * val[M01] * val[M12] * val[M33] - val[M00] * val[M21] * val[M12]
			* val[M33] - val[M10] * val[M01] * val[M22] * val[M33] + val[M00] * val[M11] * val[M22] * val[M33];
		if (l_det == 0f) throw new RuntimeException("non-invertible matrix");
		float inv_det = 1.0f / l_det;
		tmp[M00] = val[M12] * val[M23] * val[M31] - val[M13] * val[M22] * val[M31] + val[M13] * val[M21] * val[M32] - val[M11]
			* val[M23] * val[M32] - val[M12] * val[M21] * val[M33] + val[M11] * val[M22] * val[M33];
		tmp[M01] = val[M03] * val[M22] * val[M31] - val[M02] * val[M23] * val[M31] - val[M03] * val[M21] * val[M32] + val[M01]
			* val[M23] * val[M32] + val[M02] * val[M21] * val[M33] - val[M01] * val[M22] * val[M33];
		tmp[M02] = val[M02] * val[M13] * val[M31] - val[M03] * val[M12] * val[M31] + val[M03] * val[M11] * val[M32] - val[M01]
			* val[M13] * val[M32] - val[M02] * val[M11] * val[M33] + val[M01] * val[M12] * val[M33];
		tmp[M03] = val[M03] * val[M12] * val[M21] - val[M02] * val[M13] * val[M21] - val[M03] * val[M11] * val[M22] + val[M01]
			* val[M13] * val[M22] + val[M02] * val[M11] * val[M23] - val[M01] * val[M12] * val[M23];
		tmp[M10] = val[M13] * val[M22] * val[M30] - val[M12] * val[M23] * val[M30] - val[M13] * val[M20] * val[M32] + val[M10]
			* val[M23] * val[M32] + val[M12] * val[M20] * val[M33] - val[M10] * val[M22] * val[M33];
		tmp[M11] = val[M02] * val[M23] * val[M30] - val[M03] * val[M22] * val[M30] + val[M03] * val[M20] * val[M32] - val[M00]
			* val[M23] * val[M32] - val[M02] * val[M20] * val[M33] + val[M00] * val[M22] * val[M33];
		tmp[M12] = val[M03] * val[M12] * val[M30] - val[M02] * val[M13] * val[M30] - val[M03] * val[M10] * val[M32] + val[M00]
			* val[M13] * val[M32] + val[M02] * val[M10] * val[M33] - val[M00] * val[M12] * val[M33];
		tmp[M13] = val[M02] * val[M13] * val[M20] - val[M03] * val[M12] * val[M20] + val[M03] * val[M10] * val[M22] - val[M00]
			* val[M13] * val[M22] - val[M02] * val[M10] * val[M23] + val[M00] * val[M12] * val[M23];
		tmp[M20] = val[M11] * val[M23] * val[M30] - val[M13] * val[M21] * val[M30] + val[M13] * val[M20] * val[M31] - val[M10]
			* val[M23] * val[M31] - val[M11] * val[M20] * val[M33] + val[M10] * val[M21] * val[M33];
		tmp[M21] = val[M03] * val[M21] * val[M30] - val[M01] * val[M23] * val[M30] - val[M03] * val[M20] * val[M31] + val[M00]
			* val[M23] * val[M31] + val[M01] * val[M20] * val[M33] - val[M00] * val[M21] * val[M33];
		tmp[M22] = val[M01] * val[M13] * val[M30] - val[M03] * val[M11] * val[M30] + val[M03] * val[M10] * val[M31] - val[M00]
			* val[M13] * val[M31] - val[M01] * val[M10] * val[M33] + val[M00] * val[M11] * val[M33];
		tmp[M23] = val[M03] * val[M11] * val[M20] - val[M01] * val[M13] * val[M20] - val[M03] * val[M10] * val[M21] + val[M00]
			* val[M13] * val[M21] + val[M01] * val[M10] * val[M23] - val[M00] * val[M11] * val[M23];
		tmp[M30] = val[M12] * val[M21] * val[M30] - val[M11] * val[M22] * val[M30] - val[M12] * val[M20] * val[M31] + val[M10]
			* val[M22] * val[M31] + val[M11] * val[M20] * val[M32] - val[M10] * val[M21] * val[M32];
		tmp[M31] = val[M01] * val[M22] * val[M30] - val[M02] * val[M21] * val[M30] + val[M02] * val[M20] * val[M31] - val[M00]
			* val[M22] * val[M31] - val[M01] * val[M20] * val[M32] + val[M00] * val[M21] * val[M32];
		tmp[M32] = val[M02] * val[M11] * val[M30] - val[M01] * val[M12] * val[M30] - val[M02] * val[M10] * val[M31] + val[M00]
			* val[M12] * val[M31] + val[M01] * val[M10] * val[M32] - val[M00] * val[M11] * val[M32];
		tmp[M33] = val[M01] * val[M12] * val[M20] - val[M02] * val[M11] * val[M20] + val[M02] * val[M10] * val[M21] - val[M00]
			* val[M12] * val[M21] - val[M01] * val[M10] * val[M22] + val[M00] * val[M11] * val[M22];
		val[M00] = tmp[M00] * inv_det;
		val[M01] = tmp[M01] * inv_det;
		val[M02] = tmp[M02] * inv_det;
		val[M03] = tmp[M03] * inv_det;
		val[M10] = tmp[M10] * inv_det;
		val[M11] = tmp[M11] * inv_det;
		val[M12] = tmp[M12] * inv_det;
		val[M13] = tmp[M13] * inv_det;
		val[M20] = tmp[M20] * inv_det;
		val[M21] = tmp[M21] * inv_det;
		val[M22] = tmp[M22] * inv_det;
		val[M23] = tmp[M23] * inv_det;
		val[M30] = tmp[M30] * inv_det;
		val[M31] = tmp[M31] * inv_det;
		val[M32] = tmp[M32] * inv_det;
		val[M33] = tmp[M33] * inv_det;
		return this;
	}

	/** @return The determinant of this matrix */
	public float det () {
		return val[M30] * val[M21] * val[M12] * val[M03] - val[M20] * val[M31] * val[M12] * val[M03] - val[M30] * val[M11]
			* val[M22] * val[M03] + val[M10] * val[M31] * val[M22] * val[M03] + val[M20] * val[M11] * val[M32] * val[M03] - val[M10]
			* val[M21] * val[M32] * val[M03] - val[M30] * val[M21] * val[M02] * val[M13] + val[M20] * val[M31] * val[M02] * val[M13]
			+ val[M30] * val[M01] * val[M22] * val[M13] - val[M00] * val[M31] * val[M22] * val[M13] - val[M20] * val[M01] * val[M32]
			* val[M13] + val[M00] * val[M21] * val[M32] * val[M13] + val[M30] * val[M11] * val[M02] * val[M23] - val[M10] * val[M31]
			* val[M02] * val[M23] - val[M30] * val[M01] * val[M12] * val[M23] + val[M00] * val[M31] * val[M12] * val[M23] + val[M10]
			* val[M01] * val[M32] * val[M23] - val[M00] * val[M11] * val[M32] * val[M23] - val[M20] * val[M11] * val[M02] * val[M33]
			+ val[M10] * val[M21] * val[M02] * val[M33] + val[M20] * val[M01] * val[M12] * val[M33] - val[M00] * val[M21] * val[M12]
			* val[M33] - val[M10] * val[M01] * val[M22] * val[M33] + val[M00] * val[M11] * val[M22] * val[M33];
	}

	/** Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.
	 * 
	 * @param near The near plane
	 * @param far The far plane
	 * @param fov The field of view in degrees
	 * @param aspectRatio The aspect ratio
	 * @return This matrix for chaining */
	public Matrix4 setToProjection (float near, float far, float fov, float aspectRatio) {
		this.idt();
		float l_fd = (float)(1.0 / Math.tan((fov * (Math.PI / 180)) / 2.0));
		float l_a1 = (far + near) / (near - far);
		float l_a2 = (2 * far * near) / (near - far);
		val[M00] = l_fd / aspectRatio;
		val[M10] = 0;
		val[M20] = 0;
		val[M30] = 0;
		val[M01] = 0;
		val[M11] = l_fd;
		val[M21] = 0;
		val[M31] = 0;
		val[M02] = 0;
		val[M12] = 0;
		val[M22] = l_a1;
		val[M32] = -1;
		val[M03] = 0;
		val[M13] = 0;
		val[M23] = l_a2;
		val[M33] = 0;

		return this;
	}

	/** Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height. The near plane
	 * is set to 0, the far plane is set to 1.
	 * 
	 * @param x The x-coordinate of the origin
	 * @param y The y-coordinate of the origin
	 * @param width The width
	 * @param height The height
	 * @return This matrix for chaining */
	public Matrix4 setToOrtho2D (float x, float y, float width, float height) {
		setToOrtho(x, x + width, y, y + height, 0, 1);
		return this;
	}

	/** Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near
	 * and far plane.
	 * 
	 * @param x The x-coordinate of the origin
	 * @param y The y-coordinate of the origin
	 * @param width The width
	 * @param height The height
	 * @param near The near plane
	 * @param far The far plane
	 * @return This matrix for chaining */
	public Matrix4 setToOrtho2D (float x, float y, float width, float height, float near, float far) {
		setToOrtho(x, x + width, y, y + height, near, far);
		return this;
	}

	/** Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following
	 * the OpenGL equivalent
	 * 
	 * @param left The left clipping plane
	 * @param right The right clipping plane
	 * @param bottom The bottom clipping plane
	 * @param top The top clipping plane
	 * @param near The near clipping plane
	 * @param far The far clipping plane
	 * @return This matrix for chaining */
	public Matrix4 setToOrtho (float left, float right, float bottom, float top, float near, float far) {

		this.idt();
		float x_orth = 2 / (right - left);
		float y_orth = 2 / (top - bottom);
		float z_orth = -2 / (far - near);

		float tx = -(right + left) / (right - left);
		float ty = -(top + bottom) / (top - bottom);
		float tz = -(far + near) / (far - near);

		val[M00] = x_orth;
		val[M10] = 0;
		val[M20] = 0;
		val[M30] = 0;
		val[M01] = 0;
		val[M11] = y_orth;
		val[M21] = 0;
		val[M31] = 0;
		val[M02] = 0;
		val[M12] = 0;
		val[M22] = z_orth;
		val[M32] = 0;
		val[M03] = tx;
		val[M13] = ty;
		val[M23] = tz;
		val[M33] = 1;

		return this;
	}

	/** Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
	 * translation vector.
	 * 
	 * @param vector The translation vector
	 * @return This matrix for chaining */
	public Matrix4 setToTranslation (Vector3 vector) {
		this.idt();
		val[M03] = vector.x;
		val[M13] = vector.y;
		val[M23] = vector.z;
		return this;
	}

	/** Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
	 * translation vector.
	 * 
	 * @param x The x-component of the translation vector
	 * @param y The y-component of the translation vector
	 * @param z The z-component of the translation vector
	 * @return This matrix for chaining */
	public Matrix4 setToTranslation (float x, float y, float z) {
		idt();
		val[M03] = x;
		val[M13] = y;
		val[M23] = z;
		return this;
	}

	/** Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
	 * translation vector in the 4th column and the scaling vector in the diagonal.
	 * 
	 * @param translation The translation vector
	 * @param scaling The scaling vector
	 * @return This matrix for chaining */
	public Matrix4 setToTranslationAndScaling (Vector3 translation, Vector3 scaling) {
		idt();
		val[M03] = translation.x;
		val[M13] = translation.y;
		val[M23] = translation.z;
		val[M00] = scaling.x;
		val[M11] = scaling.y;
		val[M22] = scaling.z;
		return this;
	}

	/** Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
	 * translation vector in the 4th column and the scaling vector in the diagonal.
	 * 
	 * @param translationX The x-component of the translation vector
	 * @param translationY The y-component of the translation vector
	 * @param translationZ The z-component of the translation vector
	 * @param scalingX The x-component of the scaling vector
	 * @param scalingY The x-component of the scaling vector
	 * @param scalingZ The x-component of the scaling vector
	 * @return This matrix for chaining */
	public Matrix4 setToTranslationAndScaling (float translationX, float translationY, float translationZ, float scalingX,
		float scalingY, float scalingZ) {
		this.idt();
		val[M03] = translationX;
		val[M13] = translationY;
		val[M23] = translationZ;
		val[M00] = scalingX;
		val[M11] = scalingY;
		val[M22] = scalingZ;
		return this;
	}

	static Quaternion quat = new Quaternion();

	/** Sets the matrix to a rotation matrix around the given axis.
	 * 
	 * @param axis The axis
	 * @param angle The angle in degrees
	 * @return This matrix for chaining */
	public Matrix4 setToRotation (Vector3 axis, float angle) {
		idt();
		if (angle == 0) return this;
		return this.set(quat.set(axis, angle));
	}

	/** Sets the matrix to a rotation matrix around the given axis.
	 * 
	 * @param axisX The x-component of the axis
	 * @param axisY The y-component of the axis
	 * @param axisZ The z-component of the axis
	 * @param angle The angle in degrees
	 * @return This matrix for chaining */
	public Matrix4 setToRotation (float axisX, float axisY, float axisZ, float angle) {
		idt();
		if (angle == 0) return this;
		return this.set(quat.set(tmpV.set(axisX, axisY, axisZ), angle));
	}

	static final Vector3 tmpV = new Vector3();

	/** Sets this matrix to a rotation matrix from the given euler angles.
	 * @param yaw the yaw in degrees
	 * @param pitch the pitch in degress
	 * @param roll the roll in degrees
	 * @return this matrix */
	public Matrix4 setFromEulerAngles (float yaw, float pitch, float roll) {
		idt();
		quat.setEulerAngles(yaw, pitch, roll);
		return this.set(quat);
	}

	/** Sets this matrix to a scaling matrix
	 * 
	 * @param vector The scaling vector
	 * @return This matrix for chaining. */
	public Matrix4 setToScaling (Vector3 vector) {
		idt();
		val[M00] = vector.x;
		val[M11] = vector.y;
		val[M22] = vector.z;
		return this;
	}

	/** Sets this matrix to a scaling matrix
	 * 
	 * @param x The x-component of the scaling vector
	 * @param y The y-component of the scaling vector
	 * @param z The z-component of the scaling vector
	 * @return This matrix for chaining. */
	public Matrix4 setToScaling (float x, float y, float z) {
		idt();
		val[M00] = x;
		val[M11] = y;
		val[M22] = z;
		return this;
	}

	static Vector3 l_vez = new Vector3();
	static Vector3 l_vex = new Vector3();
	static Vector3 l_vey = new Vector3();

	/** Sets the matrix to a look at matrix with a direction and an up vector. Multiply with a translation matrix to get a camera
	 * model view matrix.
	 * 
	 * @param direction The direction vector
	 * @param up The up vector
	 * @return This matrix for chaining */
	public Matrix4 setToLookAt (Vector3 direction, Vector3 up) {
		l_vez.set(direction).nor();
		l_vex.set(direction).nor();
		l_vex.crs(up).nor();
		l_vey.set(l_vex).crs(l_vez).nor();
		idt();
		val[M00] = l_vex.x;
		val[M01] = l_vex.y;
		val[M02] = l_vex.z;
		val[M10] = l_vey.x;
		val[M11] = l_vey.y;
		val[M12] = l_vey.z;
		val[M20] = -l_vez.x;
		val[M21] = -l_vez.y;
		val[M22] = -l_vez.z;

		return this;
	}

	static final Vector3 tmpVec = new Vector3();
	static final Matrix4 tmpMat = new Matrix4();

	/** Sets this matrix to a look at matrix with the given position, target and up vector.
	 * 
	 * @param position the position
	 * @param target the target
	 * @param up the up vector
	 * @return this matrix */
	public Matrix4 setToLookAt (Vector3 position, Vector3 target, Vector3 up) {
		tmpVec.set(target).sub(position);
		setToLookAt(tmpVec, up);
		this.mul(tmpMat.setToTranslation(position.tmp().mul(-1)));

		return this;
	}

	static Vector3 right = new Vector3();
	static Vector3 tmpForward = new Vector3();
	static Vector3 tmpUp = new Vector3();

	public Matrix4 setToWorld (Vector3 position, Vector3 forward, Vector3 up) {
		tmpForward.set(forward).nor();
		right.set(tmpForward).crs(up).nor();
		tmpUp.set(right).crs(tmpForward).nor();

		this.set(right, tmpUp, tmpForward, position);
		return this;
	}

	/** {@inheritDoc} */
	public String toString () {
		return "[" + val[M00] + "|" + val[M01] + "|" + val[M02] + "|" + val[M03] + "]\n" + "[" + val[M10] + "|" + val[M11] + "|"
			+ val[M12] + "|" + val[M13] + "]\n" + "[" + val[M20] + "|" + val[M21] + "|" + val[M22] + "|" + val[M23] + "]\n" + "["
			+ val[M30] + "|" + val[M31] + "|" + val[M32] + "|" + val[M33] + "]\n";
	}

	/** Linearly interpolates between this matrix and the given matrix mixing by alpha
	 * @param matrix the matrix
	 * @param alpha the alpha value in the range [0,1] */
	public void lerp (Matrix4 matrix, float alpha) {
		for (int i = 0; i < 16; i++)
			this.val[i] = this.val[i] * (1 - alpha) + matrix.val[i] * alpha;
	}

	/** Sets this matrix to the given 3x3 matrix. The third column of this matrix is set to (0,0,1,0).
	 * @param mat the matrix */
	public Matrix4 set (Matrix3 mat) {
		val[0] = mat.val[0];
		val[1] = mat.val[1];
		val[2] = mat.val[2];
		val[3] = 0;
		val[4] = mat.val[3];
		val[5] = mat.val[4];
		val[6] = mat.val[5];
		val[7] = 0;
		val[8] = 0;
		val[9] = 0;
		val[10] = 1;
		val[11] = 0;
		val[12] = mat.val[6];
		val[13] = mat.val[7];
		val[14] = 0;
		val[15] = mat.val[8];
		return this;
	}

	public Matrix4 scl (Vector3 scale) {
		val[M00] *= scale.x;
		val[M11] *= scale.y;
		val[M22] *= scale.z;
		return this;
	}
	
	public Matrix4 scl (float scale) {
		val[M00] *= scale;
		val[M11] *= scale;
		val[M22] *= scale;
		return this;
	}

	public void getTranslation (Vector3 position) {
		position.x = val[M03];
		position.y = val[M13];
		position.z = val[M23];
	}

	public void getRotation (Quaternion rotation) {
		rotation.setFromMatrix(this);
	}

	/** removes the translational part and transposes the matrix. */
	public Matrix4 toNormalMatrix () {
		val[M03] = 0;
		val[M13] = 0;
		val[M23] = 0;
		inv();
		return tra();
	}
	
	/*JNI
	#include <memory.h>
	#include <stdio.h>
	#include <string.h>
	
	#define M00 0
	#define M01 4
	#define M02 8
	#define M03 12
	#define M10 1
	#define M11 5
	#define M12 9
	#define M13 13
	#define M20 2
	#define M21 6
	#define M22 10
	#define M23 14
	#define M30 3
	#define M31 7
	#define M32 11
	#define M33 15
	
	static inline void matrix4_mul(float* mata, float* matb) {
		float tmp[16];
		tmp[M00] = mata[M00] * matb[M00] + mata[M01] * matb[M10] + mata[M02] * matb[M20] + mata[M03] * matb[M30];
		tmp[M01] = mata[M00] * matb[M01] + mata[M01] * matb[M11] + mata[M02] * matb[M21] + mata[M03] * matb[M31];
		tmp[M02] = mata[M00] * matb[M02] + mata[M01] * matb[M12] + mata[M02] * matb[M22] + mata[M03] * matb[M32];
		tmp[M03] = mata[M00] * matb[M03] + mata[M01] * matb[M13] + mata[M02] * matb[M23] + mata[M03] * matb[M33];
		tmp[M10] = mata[M10] * matb[M00] + mata[M11] * matb[M10] + mata[M12] * matb[M20] + mata[M13] * matb[M30];
		tmp[M11] = mata[M10] * matb[M01] + mata[M11] * matb[M11] + mata[M12] * matb[M21] + mata[M13] * matb[M31];
		tmp[M12] = mata[M10] * matb[M02] + mata[M11] * matb[M12] + mata[M12] * matb[M22] + mata[M13] * matb[M32];
		tmp[M13] = mata[M10] * matb[M03] + mata[M11] * matb[M13] + mata[M12] * matb[M23] + mata[M13] * matb[M33];
		tmp[M20] = mata[M20] * matb[M00] + mata[M21] * matb[M10] + mata[M22] * matb[M20] + mata[M23] * matb[M30];
		tmp[M21] = mata[M20] * matb[M01] + mata[M21] * matb[M11] + mata[M22] * matb[M21] + mata[M23] * matb[M31];
		tmp[M22] = mata[M20] * matb[M02] + mata[M21] * matb[M12] + mata[M22] * matb[M22] + mata[M23] * matb[M32];
		tmp[M23] = mata[M20] * matb[M03] + mata[M21] * matb[M13] + mata[M22] * matb[M23] + mata[M23] * matb[M33];
		tmp[M30] = mata[M30] * matb[M00] + mata[M31] * matb[M10] + mata[M32] * matb[M20] + mata[M33] * matb[M30];
		tmp[M31] = mata[M30] * matb[M01] + mata[M31] * matb[M11] + mata[M32] * matb[M21] + mata[M33] * matb[M31];
		tmp[M32] = mata[M30] * matb[M02] + mata[M31] * matb[M12] + mata[M32] * matb[M22] + mata[M33] * matb[M32];
		tmp[M33] = mata[M30] * matb[M03] + mata[M31] * matb[M13] + mata[M32] * matb[M23] + mata[M33] * matb[M33];
		memcpy(mata, tmp, sizeof(float) *  16);
	}
	
	static inline float matrix4_det(float* val) {
		return val[M30] * val[M21] * val[M12] * val[M03] - val[M20] * val[M31] * val[M12] * val[M03] - val[M30] * val[M11]
				* val[M22] * val[M03] + val[M10] * val[M31] * val[M22] * val[M03] + val[M20] * val[M11] * val[M32] * val[M03] - val[M10]
				* val[M21] * val[M32] * val[M03] - val[M30] * val[M21] * val[M02] * val[M13] + val[M20] * val[M31] * val[M02] * val[M13]
				+ val[M30] * val[M01] * val[M22] * val[M13] - val[M00] * val[M31] * val[M22] * val[M13] - val[M20] * val[M01] * val[M32]
				* val[M13] + val[M00] * val[M21] * val[M32] * val[M13] + val[M30] * val[M11] * val[M02] * val[M23] - val[M10] * val[M31]
				* val[M02] * val[M23] - val[M30] * val[M01] * val[M12] * val[M23] + val[M00] * val[M31] * val[M12] * val[M23] + val[M10]
				* val[M01] * val[M32] * val[M23] - val[M00] * val[M11] * val[M32] * val[M23] - val[M20] * val[M11] * val[M02] * val[M33]
				+ val[M10] * val[M21] * val[M02] * val[M33] + val[M20] * val[M01] * val[M12] * val[M33] - val[M00] * val[M21] * val[M12]
				* val[M33] - val[M10] * val[M01] * val[M22] * val[M33] + val[M00] * val[M11] * val[M22] * val[M33];
	}
	
	static inline bool matrix4_inv(float* val) {
		float tmp[16];
		float l_det = matrix4_det(val);
		if (l_det == 0) return false;
		tmp[M00] = val[M12] * val[M23] * val[M31] - val[M13] * val[M22] * val[M31] + val[M13] * val[M21] * val[M32] - val[M11]
			* val[M23] * val[M32] - val[M12] * val[M21] * val[M33] + val[M11] * val[M22] * val[M33];
		tmp[M01] = val[M03] * val[M22] * val[M31] - val[M02] * val[M23] * val[M31] - val[M03] * val[M21] * val[M32] + val[M01]
			* val[M23] * val[M32] + val[M02] * val[M21] * val[M33] - val[M01] * val[M22] * val[M33];
		tmp[M02] = val[M02] * val[M13] * val[M31] - val[M03] * val[M12] * val[M31] + val[M03] * val[M11] * val[M32] - val[M01]
			* val[M13] * val[M32] - val[M02] * val[M11] * val[M33] + val[M01] * val[M12] * val[M33];
		tmp[M03] = val[M03] * val[M12] * val[M21] - val[M02] * val[M13] * val[M21] - val[M03] * val[M11] * val[M22] + val[M01]
			* val[M13] * val[M22] + val[M02] * val[M11] * val[M23] - val[M01] * val[M12] * val[M23];
		tmp[M10] = val[M13] * val[M22] * val[M30] - val[M12] * val[M23] * val[M30] - val[M13] * val[M20] * val[M32] + val[M10]
			* val[M23] * val[M32] + val[M12] * val[M20] * val[M33] - val[M10] * val[M22] * val[M33];
		tmp[M11] = val[M02] * val[M23] * val[M30] - val[M03] * val[M22] * val[M30] + val[M03] * val[M20] * val[M32] - val[M00]
			* val[M23] * val[M32] - val[M02] * val[M20] * val[M33] + val[M00] * val[M22] * val[M33];
		tmp[M12] = val[M03] * val[M12] * val[M30] - val[M02] * val[M13] * val[M30] - val[M03] * val[M10] * val[M32] + val[M00]
			* val[M13] * val[M32] + val[M02] * val[M10] * val[M33] - val[M00] * val[M12] * val[M33];
		tmp[M13] = val[M02] * val[M13] * val[M20] - val[M03] * val[M12] * val[M20] + val[M03] * val[M10] * val[M22] - val[M00]
			* val[M13] * val[M22] - val[M02] * val[M10] * val[M23] + val[M00] * val[M12] * val[M23];
		tmp[M20] = val[M11] * val[M23] * val[M30] - val[M13] * val[M21] * val[M30] + val[M13] * val[M20] * val[M31] - val[M10]
			* val[M23] * val[M31] - val[M11] * val[M20] * val[M33] + val[M10] * val[M21] * val[M33];
		tmp[M21] = val[M03] * val[M21] * val[M30] - val[M01] * val[M23] * val[M30] - val[M03] * val[M20] * val[M31] + val[M00]
			* val[M23] * val[M31] + val[M01] * val[M20] * val[M33] - val[M00] * val[M21] * val[M33];
		tmp[M22] = val[M01] * val[M13] * val[M30] - val[M03] * val[M11] * val[M30] + val[M03] * val[M10] * val[M31] - val[M00]
			* val[M13] * val[M31] - val[M01] * val[M10] * val[M33] + val[M00] * val[M11] * val[M33];
		tmp[M23] = val[M03] * val[M11] * val[M20] - val[M01] * val[M13] * val[M20] - val[M03] * val[M10] * val[M21] + val[M00]
			* val[M13] * val[M21] + val[M01] * val[M10] * val[M23] - val[M00] * val[M11] * val[M23];
		tmp[M30] = val[M12] * val[M21] * val[M30] - val[M11] * val[M22] * val[M30] - val[M12] * val[M20] * val[M31] + val[M10]
			* val[M22] * val[M31] + val[M11] * val[M20] * val[M32] - val[M10] * val[M21] * val[M32];
		tmp[M31] = val[M01] * val[M22] * val[M30] - val[M02] * val[M21] * val[M30] + val[M02] * val[M20] * val[M31] - val[M00]
			* val[M22] * val[M31] - val[M01] * val[M20] * val[M32] + val[M00] * val[M21] * val[M32];
		tmp[M32] = val[M02] * val[M11] * val[M30] - val[M01] * val[M12] * val[M30] - val[M02] * val[M10] * val[M31] + val[M00]
			* val[M12] * val[M31] + val[M01] * val[M10] * val[M32] - val[M00] * val[M11] * val[M32];
		tmp[M33] = val[M01] * val[M12] * val[M20] - val[M02] * val[M11] * val[M20] + val[M02] * val[M10] * val[M21] - val[M00]
			* val[M12] * val[M21] - val[M01] * val[M10] * val[M22] + val[M00] * val[M11] * val[M22];
	
		float inv_det = 1.0f / l_det;
		val[M00] = tmp[M00] * inv_det;
		val[M01] = tmp[M01] * inv_det;
		val[M02] = tmp[M02] * inv_det;
		val[M03] = tmp[M03] * inv_det;
		val[M10] = tmp[M10] * inv_det;
		val[M11] = tmp[M11] * inv_det;
		val[M12] = tmp[M12] * inv_det;
		val[M13] = tmp[M13] * inv_det;
		val[M20] = tmp[M20] * inv_det;
		val[M21] = tmp[M21] * inv_det;
		val[M22] = tmp[M22] * inv_det;
		val[M23] = tmp[M23] * inv_det;
		val[M30] = tmp[M30] * inv_det;
		val[M31] = tmp[M31] * inv_det;
		val[M32] = tmp[M32] * inv_det;
		val[M33] = tmp[M33] * inv_det;
		return true;
	}
	
	static inline void matrix4_mulVec(float* mat, float* vec) {
		float x = vec[0] * mat[M00] + vec[1] * mat[M01] + vec[2] * mat[M02] + mat[M03];
		float y = vec[0] * mat[M10] + vec[1] * mat[M11] + vec[2] * mat[M12] + mat[M13];
		float z = vec[0] * mat[M20] + vec[1] * mat[M21] + vec[2] * mat[M22] + mat[M23];
		vec[0] = x;
		vec[1] = y;
		vec[2] = z;
	}
	
	static inline void matrix4_proj(float* mat, float* vec) {
		float inv_w = 1.0f / (vec[0] * mat[M30] + vec[1] * mat[M31] + vec[2] * mat[M32] + mat[M33]);
		float x = (vec[0] * mat[M00] + vec[1] * mat[M01] + vec[2] * mat[M02] + mat[M03]) * inv_w;
		float y = (vec[0] * mat[M10] + vec[1] * mat[M11] + vec[2] * mat[M12] + mat[M13]) * inv_w; 
		float z = (vec[0] * mat[M20] + vec[1] * mat[M21] + vec[2] * mat[M22] + mat[M23]) * inv_w;
		vec[0] = x;
		vec[1] = y;
		vec[2] = z;
	}
	
	static inline void matrix4_rot(float* mat, float* vec) {
		float x = vec[0] * mat[M00] + vec[1] * mat[M01] + vec[2] * mat[M02];
		float y = vec[0] * mat[M10] + vec[1] * mat[M11] + vec[2] * mat[M12];
		float z = vec[0] * mat[M20] + vec[1] * mat[M21] + vec[2] * mat[M22];
		vec[0] = x;
		vec[1] = y;
		vec[2] = z;
	}
	 */

	/** Multiplies the matrix mata with matrix matb, storing the result in mata. The arrays are assumed to hold 4x4 column major
	 * matrices as you can get from {@link Matrix4#val}. This is the same as {@link Matrix4#mul(Matrix4)}.
	 * 
	 * @param mata the first matrix.
	 * @param matb the second matrix. */
	public static native void mul (float[] mata, float[] matb) /*-{ }-*/; /*
		matrix4_mul(mata, matb);
	*/

	/** Multiplies the vector with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
	 * from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being the first element, y being
	 * the second and z being the last component. The result is stored in the vector array. This is the same as
	 * {@link Vector3#mul(Matrix4)}.
	 * @param mat the matrix
	 * @param vec the vector. */
	public static native void mulVec (float[] mat, float[] vec) /*-{ }-*/; /*
		matrix4_mulVec(mat, vec);
	*/

	/** Multiplies the vectors with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
	 * from {@link Matrix4#val}. The vectors array is assumed to hold 3-component vectors. Offset specifies the offset into the
	 * array where the x-component of the first vector is located. The numVecs parameter specifies the number of vectors stored in
	 * the vectors array. The stride parameter specifies the number of floats between subsequent vectors and must be >= 3. This is
	 * the same as {@link Vector3#mul(Matrix4)} applied to multiple vectors.
	 * 
	 * @param mat the matrix
	 * @param vecs the vectors
	 * @param offset the offset into the vectors array
	 * @param numVecs the number of vectors
	 * @param stride the stride between vectors in floats */
	public static native void mulVec (float[] mat, float[] vecs, int offset, int numVecs, int stride) /*-{ }-*/; /*
		float* vecPtr = vecs + offset;
		for(int i = 0; i < numVecs; i++) {
			matrix4_mulVec(mat, vecPtr);
			vecPtr += stride;
		}
	*/

	/** Multiplies the vector with the given matrix, performing a division by w. The matrix array is assumed to hold a 4x4 column
	 * major matrix as you can get from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being
	 * the first element, y being the second and z being the last component. The result is stored in the vector array. This is the
	 * same as {@link Vector3#prj(Matrix4)}.
	 * @param mat the matrix
	 * @param vec the vector. */
	public static native void prj (float[] mat, float[] vec) /*-{ }-*/; /*
		matrix4_proj(mat, vec);
	*/

	/** Multiplies the vectors with the given matrix, , performing a division by w. The matrix array is assumed to hold a 4x4 column
	 * major matrix as you can get from {@link Matrix4#val}. The vectors array is assumed to hold 3-component vectors. Offset
	 * specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter specifies
	 * the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between subsequent
	 * vectors and must be >= 3. This is the same as {@link Vector3#prj(Matrix4)} applied to multiple vectors.
	 * 
	 * @param mat the matrix
	 * @param vecs the vectors
	 * @param offset the offset into the vectors array
	 * @param numVecs the number of vectors
	 * @param stride the stride between vectors in floats */
	public static native void prj (float[] mat, float[] vecs, int offset, int numVecs, int stride) /*-{ }-*/; /*
		float* vecPtr = vecs + offset;
		for(int i = 0; i < numVecs; i++) {
			matrix4_proj(mat, vecPtr);
			vecPtr += stride;
		}
	*/

	/** Multiplies the vector with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4 column
	 * major matrix as you can get from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being
	 * the first element, y being the second and z being the last component. The result is stored in the vector array. This is the
	 * same as {@link Vector3#rot(Matrix4)}.
	 * @param mat the matrix
	 * @param vec the vector. */
	public static native void rot (float[] mat, float[] vec) /*-{ }-*/; /*
		matrix4_rot(mat, vec);
	*/

	/** Multiplies the vectors with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4
	 * column major matrix as you can get from {@link Matrix4#val}. The vectors array is assumed to hold 3-component vectors.
	 * Offset specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter
	 * specifies the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between
	 * subsequent vectors and must be >= 3. This is the same as {@link Vector3#rot(Matrix4)} applied to multiple vectors.
	 * 
	 * @param mat the matrix
	 * @param vecs the vectors
	 * @param offset the offset into the vectors array
	 * @param numVecs the number of vectors
	 * @param stride the stride between vectors in floats */
	public static native void rot (float[] mat, float[] vecs, int offset, int numVecs, int stride) /*-{ }-*/; /*
		float* vecPtr = vecs + offset;
		for(int i = 0; i < numVecs; i++) {
			matrix4_rot(mat, vecPtr);
			vecPtr += stride;
		}
	*/

	/** Computes the inverse of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from
	 * {@link Matrix4#val}.
	 * @param values the matrix values.
	 * @return false in case the inverse could not be calculated, true otherwise. */
	public static native boolean inv (float[] values) /*-{ }-*/; /*
		return matrix4_inv(values);
	*/

	/** Computes the determinante of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
	 * from {@link Matrix4#val}.
	 * @param values the matrix values.
	 * @return the determinante. */
	public static native float det (float[] values) /*-{ }-*/; /*
		return matrix4_det(values);
	*/

	/** Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
	 * glTranslate/glRotate/glScale
	 * @param translation
	 * @return this matrix for chaining */
	public Matrix4 translate (Vector3 translation) {
		return translate(translation.x, translation.y, translation.z);
	}

	/** Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
	 * glTranslate/glRotate/glScale
	 * @param x
	 * @param y
	 * @param z
	 * @return this matrix for chaining */
	public Matrix4 translate (float x, float y, float z) {
		tmp[M00] = 1;
		tmp[M01] = 0;
		tmp[M02] = 0;
		tmp[M03] = x;
		tmp[M10] = 0;
		tmp[M11] = 1;
		tmp[M12] = 0;
		tmp[M13] = y;
		tmp[M20] = 0;
		tmp[M21] = 0;
		tmp[M22] = 1;
		tmp[M23] = z;
		tmp[M30] = 0;
		tmp[M31] = 0;
		tmp[M32] = 0;
		tmp[M33] = 1;

		mul(val, tmp);
		return this;
	}

	/** Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES'
	 * glTranslate/glRotate/glScale
	 * 
	 * @param axis
	 * @param angle the angle in degrees
	 * @return this matrix for chaining */
	public Matrix4 rotate (Vector3 axis, float angle) {
		if (angle == 0) return this;
		quat.set(axis, angle);
		return rotate(quat);
	}

	/** Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES'
	 * glTranslate/glRotate/glScale
	 * @param axisX
	 * @param axisY
	 * @param axisZ
	 * @param angle the angle in degrees
	 * @return this matrix for chaining */
	public Matrix4 rotate (float axisX, float axisY, float axisZ, float angle) {
		if (angle == 0) return this;
		quat.set(tmpV.set(axisX, axisY, axisZ), angle);
		return rotate(quat);
	}

	/** Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES'
	 * glTranslate/glRotate/glScale
	 * 
	 * @param rotation
	 * @return this matrix for chaining */
	public Matrix4 rotate (Quaternion rotation) {
		rotation.toMatrix(tmp);
		mul(val, tmp);
		return this;
	}

	/** Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' glTranslate/glRotate/glScale.
	 * @param scaleX
	 * @param scaleY
	 * @param scaleZ
	 * @return this matrix for chaining */
	public Matrix4 scale (float scaleX, float scaleY, float scaleZ) {
		tmp[M00] = scaleX;
		tmp[M01] = 0;
		tmp[M02] = 0;
		tmp[M03] = 0;
		tmp[M10] = 0;
		tmp[M11] = scaleY;
		tmp[M12] = 0;
		tmp[M13] = 0;
		tmp[M20] = 0;
		tmp[M21] = 0;
		tmp[M22] = scaleZ;
		tmp[M23] = 0;
		tmp[M30] = 0;
		tmp[M31] = 0;
		tmp[M32] = 0;
		tmp[M33] = 1;

		mul(val, tmp);
		return this;
	}
}
