using System.Numerics;
using System.Runtime.InteropServices;
using System.Security;

namespace Raylib_cs
{
    // NOTE: Helper types to be used instead of array return types for *ToFloat functions
    public unsafe struct float3
    {
        public fixed float v[3];
    }

    public unsafe struct float16
    {
        public fixed float v[16];
    }

    [SuppressUnmanagedCodeSecurity]
    public static unsafe partial class Raymath
    {
        /// <summary>
        /// Used by DllImport to load the native library
        /// </summary>
        public const string nativeLibName = "raylib";

        /// <summary>Clamp float value</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Clamp(float value, float min, float max);

        /// <summary>Calculate linear interpolation between two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Lerp(float start, float end, float amount);

        /// <summary>Normalize input value within input range</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Normalize(float value, float start, float end);

        /// <summary>Remap input value within input range to output range</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Remap(
            float value,
            float inputStart,
            float inputEnd,
            float outputStart,
            float outputEnd
        );

        /// <summary>Wrap input value from min to max</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Wrap(float value, float min, float max);

        /// <summary>Check whether two given floats are almost equal</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern int FloatEquals(float x, float y);

        /// <summary>Vector with components value 0.0f</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Zero();

        /// <summary>Vector with components value 1.0f</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2One();

        /// <summary>Add two vectors (v1 + v2)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Add(Vector2 v1, Vector2 v2);

        /// <summary>Add vector and float value</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2AddValue(Vector2 v, float add);

        /// <summary>Subtract two vectors (v1 - v2)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);

        /// <summary>Subtract vector by float value</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2SubtractValue(Vector2 v, float sub);

        /// <summary>Calculate vector length</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector2Length(Vector2 v);

        /// <summary>Calculate vector square length</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector2LengthSqr(Vector2 v);

        /// <summary>Calculate two vectors dot product</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector2DotProduct(Vector2 v1, Vector2 v2);

        /// <summary>Calculate distance between two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector2Distance(Vector2 v1, Vector2 v2);

        /// <summary>Calculate square distance between two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector2DistanceSqr(Vector2 v1, Vector2 v2);

        /// <summary>
        /// Calculate angle between two vectors
        /// NOTE: Angle is calculated from origin point (0, 0)
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector2Angle(Vector2 v1, Vector2 v2);

        /// <summary>
        /// Calculate angle defined by a two vectors line
        /// NOTE: Parameters need to be normalized
        /// Current implementation should be aligned with glm::angle
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector2LineAngle(Vector2 start, Vector2 end);

        /// <summary>Scale vector (multiply by value)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Scale(Vector2 v, float scale);

        /// <summary>Multiply vector by vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);

        /// <summary>Negate vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Negate(Vector2 v);

        /// <summary>Divide vector by vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Divide(Vector2 v1, Vector2 v2);

        /// <summary>Normalize provided vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Normalize(Vector2 v);

        /// <summary>Transforms a Vector2 by a given Matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Transform(Vector2 v, Matrix4x4 mat);

        /// <summary>Calculate linear interpolation between two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);

        /// <summary>Calculate reflected vector to normal</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Reflect(Vector2 v, Vector2 normal);

        /// <summary>Rotate vector by angle</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Rotate(Vector2 v, float angle);

        /// <summary>Move Vector towards target</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);

        /// <summary>Invert the given vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Invert(Vector2 v);

        /// <summary>
        /// Clamp the components of the vector between min and max values specified by the given vectors
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max);

        /// <summary>Clamp the magnitude of the vector between two min and max values</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector2ClampValue(Vector2 v, float min, float max);

        /// <summary>Check whether two given vectors are almost equal</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern int Vector2Equals(Vector2 p, Vector2 q);


        /// <summary>Vector with components value 0.0f</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Zero();

        /// <summary>Vector with components value 1.0f</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3One();

        /// <summary>Add two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Add(Vector3 v1, Vector3 v2);

        /// <summary>Add vector and float value</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3AddValue(Vector3 v, float add);

        /// <summary>Subtract two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);

        /// <summary>Subtract vector and float value</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3SubtractValue(Vector3 v, float sub);

        /// <summary>Multiply vector by scalar</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Scale(Vector3 v, float scalar);

        /// <summary>Multiply vector by vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);

        /// <summary>Calculate two vectors cross product</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);

        /// <summary>Calculate one vector perpendicular vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Perpendicular(Vector3 v);

        /// <summary>Calculate vector length</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector3Length(Vector3 v);

        /// <summary>Calculate vector square length</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector3LengthSqr(Vector3 v);

        /// <summary>Calculate two vectors dot product</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector3DotProduct(Vector3 v1, Vector3 v2);

        /// <summary>Calculate distance between two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector3Distance(Vector3 v1, Vector3 v2);

        /// <summary>Calculate square distance between two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float Vector3DistanceSqr(Vector3 v1, Vector3 v2);

        /// <summary>Calculate angle between two vectors in XY and XZ</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector2 Vector3Angle(Vector3 v1, Vector3 v2);

        /// <summary>Negate provided vector (invert direction)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Negate(Vector3 v);

        /// <summary>Divide vector by vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Divide(Vector3 v1, Vector3 v2);

        /// <summary>Normalize provided vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Normalize(Vector3 v);

        /// <summary>
        /// Orthonormalize provided vectors<br/>
        /// Makes vectors normalized and orthogonal to each other<br/>
        /// Gram-Schmidt function implementation
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern void Vector3OrthoNormalize(Vector3* v1, Vector3* v2);

        /// <summary>Transforms a Vector3 by a given Matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Transform(Vector3 v, Matrix4x4 mat);

        /// <summary>Transform a vector by quaternion rotation</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);

        /// <summary>Rotates a vector around an axis</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);

        /// <summary>Calculate linear interpolation between two vectors</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);

        /// <summary>Calculate reflected vector to normal</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Reflect(Vector3 v, Vector3 normal);

        /// <summary>Get min value for each pair of components</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Min(Vector3 v1, Vector3 v2);

        /// <summary>Get max value for each pair of components</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Max(Vector3 v1, Vector3 v2);

        /// <summary>
        /// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)<br/>
        /// NOTE: Assumes P is on the plane of the triangle
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);

        /// <summary>
        /// Projects a Vector3 from screen space into object space<br/>
        /// NOTE: We are avoiding calling other raymath functions despite available
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Unproject(Vector3 source, Matrix4x4 projection, Matrix4x4 view);

        /// <summary>Get Vector3 as float array</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float3 Vector3ToFloatV(Vector3 v);

        /// <summary>Invert the given vector</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Invert(Vector3 v);

        /// <summary>
        /// Clamp the components of the vector between
        /// min and max values specified by the given vectors
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max);

        /// <summary>Clamp the magnitude of the vector between two values</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3ClampValue(Vector3 v, float min, float max);

        /// <summary>Check whether two given vectors are almost equal</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern int Vector3Equals(Vector3 p, Vector3 q);

        /// <summary>
        /// Compute the direction of a refracted ray where v specifies the
        /// normalized direction of the incoming ray, n specifies the
        /// normalized normal vector of the interface of two optical media,
        /// and r specifies the ratio of the refractive index of the medium
        /// from where the ray comes to the refractive index of the medium
        /// on the other side of the surface
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 Vector3Refract(Vector3 v, Vector3 n, float r);


        /// <summary>Compute matrix determinant</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float MatrixDeterminant(Matrix4x4 mat);

        /// <summary>Get the trace of the matrix (sum of the values along the diagonal)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float MatrixTrace(Matrix4x4 mat);

        /// <summary>Transposes provided matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixTranspose(Matrix4x4 mat);

        /// <summary>Invert provided matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixInvert(Matrix4x4 mat);

        /// <summary>Get identity matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixIdentity();

        /// <summary>Add two matrices</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixAdd(Matrix4x4 left, Matrix4x4 right);

        /// <summary>Subtract two matrices (left - right)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixSubtract(Matrix4x4 left, Matrix4x4 right);

        /// <summary>
        /// Get two matrix multiplication<br/>
        /// NOTE: When multiplying matrices... the order matters!
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixMultiply(Matrix4x4 left, Matrix4x4 right);

        /// <summary>Get translation matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixTranslate(float x, float y, float z);

        /// <summary>
        /// Create rotation matrix from axis and angle<br/>
        /// NOTE: Angle should be provided in radians
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixRotate(Vector3 axis, float angle);

        /// <summary>Get x-rotation matrix (angle in radians)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixRotateX(float angle);

        /// <summary>Get y-rotation matrix (angle in radians)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixRotateY(float angle);

        /// <summary>Get z-rotation matrix (angle in radians)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixRotateZ(float angle);

        /// <summary>Get xyz-rotation matrix (angles in radians)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixRotateXYZ(Vector3 ang);

        /// <summary>Get zyx-rotation matrix (angles in radians)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixRotateZYX(Vector3 ang);

        /// <summary>Get scaling matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixScale(float x, float y, float z);

        /// <summary>Get perspective projection matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixFrustum(
            double left,
            double right,
            double bottom,
            double top,
            double near,
            double far
        );

        /// <summary>
        /// Get perspective projection matrix<br/>
        /// NOTE: Angle should be provided in radians
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixPerspective(double fovy, double aspect, double near, double far);

        /// <summary>Get orthographic projection matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixOrtho(
            double left,
            double right,
            double bottom,
            double top,
            double near,
            double far
        );

        /// <summary>Get camera look-at matrix (view matrix)</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);

        /// <summary>Get float array of matrix data</summary>
        [DllImport(Raylib.nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float16 MatrixToFloatV(Matrix4x4 m);


        /// <summary>Add 2 quaternions</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);

        /// <summary>Add quaternion and float value</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionAddValue(Quaternion q, float add);

        /// <summary>Subtract 2 quaternions</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);

        /// <summary>Subtract quaternion and float value</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionSubtractValue(Quaternion q, float add);

        /// <summary>Get identity quaternion</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionIdentity();

        /// <summary>Computes the length of a quaternion</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern float QuaternionLength(Quaternion q);

        /// <summary>Normalize provided quaternion</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionNormalize(Quaternion q);

        /// <summary>Invert provided quaternion</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionInvert(Quaternion q);

        /// <summary>Calculate two quaternion multiplication</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);

        /// <summary>Scale quaternion by float value</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionScale(Quaternion q, float mul);

        /// <summary>Divide two quaternions</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);

        /// <summary>Calculate linear interpolation between two quaternions</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);

        /// <summary>Calculate slerp-optimized interpolation between two quaternions</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);

        /// <summary>Calculates spherical linear interpolation between two quaternions</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);

        /// <summary>Calculate quaternion based on the rotation from one vector to another</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);

        /// <summary>Get a quaternion for a given rotation matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionFromMatrix(Matrix4x4 mat);

        /// <summary>Get a matrix for a given quaternion</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Matrix4x4 QuaternionToMatrix(Quaternion q);

        /// <summary>
        /// Get rotation quaternion for an angle and axis<br/>
        /// NOTE: angle must be provided in radians
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);

        /// <summary>Get the rotation angle and axis for a given quaternion</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern void QuaternionToAxisAngle(Quaternion q, Vector3* outAxis, float* outAngle);

        /// <summary>
        /// Get the quaternion equivalent to Euler angles<br/>
        /// NOTE: Rotation order is ZYX
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);

        /// <summary>
        /// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)<br/>
        /// NOTE: Angles are returned in a Vector3 struct in radians
        /// </summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Vector3 QuaternionToEuler(Quaternion q);

        /// <summary>Transform a quaternion given a transformation matrix</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern Quaternion QuaternionTransform(Quaternion q, Matrix4x4 mat);

        /// <summary>Check whether two given quaternions are almost equal</summary>
        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern int QuaternionEquals(Quaternion p, Quaternion q);
    }
}