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/*
   vector3f.cc
   This file is part of the Project::OSiRiON world editor 
   and is distributed under the terms and conditions of 
   the GNU General Public License version 2
*/

#include <cmath>
#include "vector3f.h"

namespace editor
{

Vector3f::Vector3f()
{
	clear();
}

Vector3f::Vector3f(const Vector3f &other)
{
	assign(other);
}

Vector3f::Vector3f(const float x, const float y, const float z)
{
	assign(x, y, z);
}

Vector3f::~Vector3f()
{
}

void Vector3f::clear()
{
	coord[0] = 0;
	coord[1] = 0;
	coord[2] = 0;
}

void Vector3f::assign(const float x, const float y, const float z)
{
	coord[0] = x;
	coord[1] = y;
	coord[2] = z;
}

void Vector3f::assign(const Vector3f & other)
{
	coord[0] = other.coord[0];
	coord[1] = other.coord[1];
	coord[2] = other.coord[2];
}

Vector3f & Vector3f::operator=(const Vector3f & other)
{
	assign(other);
	return (*this);
}

Vector3f & Vector3f::operator*=(const float scalar)
{
	for (int i = 0; i < 3; i++)
		coord[i] *= scalar;
	return (*this);
}

Vector3f & Vector3f::operator/=(const float scalar)
{
	for (int i = 0; i < 3; i++)
		coord[i] /= scalar;
	return (*this);
}

Vector3f &Vector3f::operator-=(const Vector3f & other)
{
	for (int i = 0; i < 3; i++)
		coord[i] -= other[i];
	return (*this);
}

Vector3f &Vector3f::operator+=(const Vector3f &other)
{
	for (int i = 0; i < 3; i++)
		coord[i] += other[i];
	return (*this);
}

bool Vector3f::operator==(const Vector3f& other) const
{
	for (int i = 0; i < 3; i++)
		if (coord[i] != other.coord[i])
			return (false);
	return (true);
}

float Vector3f::lengthsquared() const
{
	float r = 0;
	for (int i = 0; i < 3; i++)
		r += coord[i] * coord[i];
	return ((float) r);
}

float Vector3f::length() const
{
	float r = 0;
	for (int i = 0; i < 3; i++)
		r += coord[i] * coord[i];

	return (sqrtf(r));
}

void Vector3f::normalize()
{
	(*this) /= this->length();
}

Vector3f operator*(float scalar, const Vector3f &vector)
{
	return vector * scalar;
}

const Vector3f crossproduct(const Vector3f & first, const Vector3f &second)
{
	float vx = first[1] * second[2] - first[2] * second[1];
	float vy = first[2] * second[0] - first[0] * second[2];
	float vz = first[0] * second[1] - first[1] * second[0];

	return(Vector3f(vx, vy, vz));
}

float dotproduct(const Vector3f& first, const Vector3f& second)
{
	float r = 0;
	for (int i = 0; i < 3; i++)
		r += first[i] * second[i];
	return (r);
}

float distance(const Vector3f& first, const Vector3f& second)
{
	float r = 0;
	for (int i = 0; i < 3; i++)
		r += (first[i] - second[i]) * (first[i] - second[i]);

	return (sqrtf(r));
}

float distancesquared(const Vector3f& first, const Vector3f& second)
{
	float r = 0;
	for (int i = 0; i < 3; i++)
		r += (first[i] - second[i]) * (first[i] - second[i]);
	return (r);
}

} // namespace math