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/*
   math/vector3f.cc
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

// project headers
#include "math/vector3f.h"

// C++ headers
#include <cmath>

namespace math
{

Vector3f::Vector3f() :
	x(coord[0]), y(coord[1]), z(coord[2])
{
	clear();
}

Vector3f::Vector3f(const Vector3f &other)  :
		x(coord[0]), y(coord[1]), z(coord[2])
{
	assign(other);
}

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

Vector3f::~Vector3f()
{
}

void Vector3f::clear()
{
	memset(coord, 0, sizeof(coord));
}

void Vector3f::assign(const float vx, const float vy, const float vz)
{
	coord[0] = vx;
	coord[1] = vy;
	coord[2] = vz;
}

void Vector3f::assign(Vector3f const & 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);
}

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

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

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

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

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;
}

std::ostream &operator<<(std::ostream & os, Vector3f const & vector)
{
	os << vector[0] << " " << vector[1] << " " << vector[2];
	return os;
}

std::istream &operator>>(std::istream & is, Vector3f & vector)
{
	for (int i=0; i < 3; i++)
		is >> vector[i];
	return is;
}

const Vector3f crossproduct(Vector3f const & first, Vector3f const& 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