#include "vector3.h"

#include "math.h"

Vector3 Vector3::abs() const {
	Vector3 b;

	b.x = x >= 0 ? x : -x;
	b.y = y >= 0 ? y : -y;
	b.z = z >= 0 ? z : -z;

	return b;
}

float Vector3::angle_to(const Vector3 &b) const {
	return Math::atan2(cross(b).length(), dot(b));
}

Vector3 Vector3::cross(const Vector3 &b) const {
	Vector3 v;

	v.x = (y * b.z) - (z * b.y);
	v.y = (z * b.x) - (x * b.z);
	v.z = (x * b.y) - (y * b.x);

	return v;
}

Vector3 Vector3::clamped(float len) const {
	return normalized() * len;
}

Vector3 Vector3::direction_to(const Vector3 &b) const {
	return (b - *this).normalized();
}

float Vector3::distance_to_squared(const Vector3 &b) const {
	return (b - *this).length_squared();
}

float Vector3::distance_to(const Vector3 &b) const {
	return (b - *this).length();
}

float Vector3::dot(const Vector3 &b) const {
	return x * b.x + y * b.y + z * b.z;
}

bool Vector3::is_equal_approx(const Vector3 &b) const {
	if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y &&
			z + EPSILON < b.z && z - EPSILON > b.z) {
		return true;
	}

	return false;
}

float Vector3::length() const {
	return sqrt(x * x + y * y + z * z);
}

float Vector3::length_squared() const {
	return x * x + y * y + z * z;
}

Vector3 Vector3::lerp(const Vector3 &b, const float t) const {
	Vector3 v;

	v.x = x + (t * (b.x - x));
	v.y = y + (t * (b.y - y));
	v.z = z + (t * (b.z - z));

	return v;
}

Vector3 Vector3::normalized() const {
	Vector3 v;

	float l = length_squared();

	if (l != 0) {
		l = sqrt(l);

		v.x = x / l;
		v.y = y / l;
		v.z = z / l;
	}

	return v;
}

void Vector3::normalize() {
	float l = length_squared();

	if (l != 0) {
		l = sqrt(l);

		x = x / l;
		y = y / l;
		z = z / l;
	}
}

void Vector3::add(const Vector3 &b) {
	x += b.x;
	y += b.y;
	z += b.z;
}

void Vector3::sub(const Vector3 &b) {
	x -= b.x;
	y -= b.y;
	z -= b.z;
}

Vector3::Vector3() {
	x = 0;
	y = 0;
	z = 0;
}

Vector3::Vector3(const Vector3 &b) {
	x = b.x;
	y = b.y;
	z = b.z;
}

Vector3::Vector3(const float p_x, const float p_y, const float p_z) {
	x = p_x;
	y = p_y;
	z = p_z;
}

Vector3 &Vector3::operator+=(const Vector3 &b) {
	x += b.x;
	y += b.y;
	z += b.z;

	return *this;
}

Vector3 &Vector3::operator-=(const Vector3 &b) {
	x -= b.x;
	y -= b.y;
	z -= b.z;

	return *this;
}

Vector3 &Vector3::operator*=(const float b) {
	x *= b;
	y *= b;
	z *= b;

	return *this;
}

Vector3 operator*(Vector3 lhs, const float rhs) {
	lhs.x *= rhs;
	lhs.y *= rhs;
	lhs.z *= rhs;

	return lhs;
}

Vector3 operator+(Vector3 lhs, const Vector3 &rhs) {
	lhs.x += rhs.x;
	lhs.y += rhs.y;
	lhs.z += rhs.z;

	return lhs;
}

Vector3 operator-(Vector3 lhs, const Vector3 &rhs) {
	lhs.x -= rhs.x;
	lhs.y -= rhs.y;
	lhs.z -= rhs.z;

	return lhs;
}

bool operator==(const Vector3 &a, const Vector3 &b) {
	return a.is_equal_approx(b);
}

bool operator!=(const Vector3 &a, const Vector3 &b) {
	return !(a == b);
}
