// Aqsis
// Copyright © 1997 - 2001, Paul C. Gregory
//
// Contact: pgregory@aqsis.com
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA


/** \file
		\brief Declares the CqVector3D class which encapsulates a 3D vector/point/normal.
		\author Paul C. Gregory (pgregory@aqsis.com)
*/

//? Is .h included already?
#ifndef VECTOR3D_H_INCLUDED
#define VECTOR3D_H_INCLUDED 1

#include	<iostream>

#include	"aqsis.h"

#include	"vector2d.h"

START_NAMESPACE( Aqsis )

//-----------------------------------------------------------------------

class CqVector4D;
class CqColor;

//----------------------------------------------------------------------
/** \class CqVector3D
 * \brief Define class structure for 3D vector.
 */

class CqVector3D
{
public:
    CqVector3D()
    {}
    CqVector3D( const CqVector2D &From ) : m_x( From.x() ), m_y( From.y() ), m_z( 0 )
    {}
    CqVector3D( const CqColor &From );
    CqVector3D( TqFloat x, TqFloat y, TqFloat z ) : m_x( x ), m_y( y ), m_z( z )
    {}
    CqVector3D( TqFloat f ) : m_x( f ), m_y( f ), m_z( f )
    {}
    CqVector3D( const CqVector4D &From );
    CqVector3D( const TqFloat Array[ 3 ] ) : m_x( Array[ 0 ] ), m_y( Array[ 1 ] ), m_z( Array[ 2 ] )
    {}
    ~CqVector3D()
    {}

    /** Get the x component.
     */
    TqFloat	x() const
    {
        return ( m_x );
    }
    /** Set the x component.
     */
    void	x( TqFloat x )
    {
        m_x = x;
    }
    /** Get the y component.
     */
    TqFloat	y() const
    {
        return ( m_y );
    }
    /** Set the y component.
     */
    void	y( TqFloat y )
    {
        m_y = y;
    }
    /** Get the z component.
     */
    TqFloat	z() const
    {
        return ( m_z );
    }
    /** Set the z component.
     */
    void	z( TqFloat z )
    {
        m_z = z;
    }

    /** Array based component access.
     * \param i Integer component index, 0-2.
     * \return Appropriate component, or z if index is invalid.
     */
    TqFloat&	operator[] ( TqInt i )
    {
        switch ( i )
        {
        case 0:	return ( m_x );	break;
        case 1: return ( m_y );	break;
        case 2: return ( m_z );	break;
        default: return ( m_z );	break;
        }
    }

    /** Array based component access.
     * \param i Integer component index, 0-2.
     * \return Appropriate component, or z if index is invalid.
     */
    const TqFloat&	operator[] ( TqInt i ) const
    {
        switch ( i )
        {
        case 0:	return ( m_x );	break;
        case 1: return ( m_y );	break;
        case 2: return ( m_z );	break;
        default: return ( m_z );	break;
        }
    }

    /** Get the length squared.
     */
    TqFloat	Magnitude2() const
    {
        return ( ( m_x * m_x ) + ( m_y * m_y ) + ( m_z * m_z ) );
    }
    /** Get the length.
     */
    TqFloat	Magnitude() const
    {
		TqFloat mag2 = Magnitude2();
        return ( mag2<=0.0f? 0.0f : sqrt( mag2 ) );
    }
    CqVector3D&	Unit()
    {
        TqFloat Mag = Magnitude();
		if( Mag > 0.0f )
		{
			m_x /= Mag;
			m_y /= Mag;
			m_z /= Mag;
		}
		return(*this);
    }

    CqVector3D& operator= ( const CqVector4D &From );
    CqVector3D& operator= ( const CqColor &From );
    /** Addition assignment operator.
     */
    CqVector3D& operator+=( const CqVector3D &From )
    {
        m_x += From.m_x;	m_y += From.m_y;	m_z += From.m_z;	return ( *this );
    }
    /** Component wise addition assignment operator.
     */
    CqVector3D& operator+=( const TqFloat f )
    {
        m_x += f; m_y += f; m_z += f;	return ( *this );
    }
    /** Subtraction assignment operator.
     */
    CqVector3D& operator-=( const CqVector3D &From )
    {
        m_x -= From.m_x;	m_y -= From.m_y;	m_z -= From.m_z;	return ( *this );
    }
    /** Component wise subtraction assignment operator.
     */
    CqVector3D& operator-=( const TqFloat f )
    {
        m_x -= f; m_y -= f; m_z -= f;	return ( *this );
    }
    CqVector3D& operator%=( const CqVector3D &From );
    /** Component wise scale assignment operator.
     */
    CqVector3D& operator*=( const TqFloat Scale )
    {
        m_x *= Scale;	m_y *= Scale;	m_z *= Scale;	return ( *this );
    }
    /** Scale assignment operator.
     */
    CqVector3D& operator*=( const CqVector3D &Scale )
    {
        m_x *= Scale.m_x;m_y *= Scale.m_y;	m_z *= Scale.m_z;	return ( *this );
    }
    /** Inverse scale assignment operator.
     */
    CqVector3D& operator/=( const CqVector3D &Scale )
    {
        m_x /= Scale.m_x;m_y /= Scale.m_y;	m_z /= Scale.m_z;	return ( *this );
    }
    /** Component wise inverse scale assignment operator.
     */
    CqVector3D& operator/=( const TqFloat Scale )
    {
        m_x /= Scale;	m_y /= Scale;	m_z /= Scale;	return ( *this );
    }

    /** Component wise equality operator.
     */
    TqBool	operator==( const CqVector3D &Cmp ) const
    {
        return ( ( m_x == Cmp.m_x ) && ( m_y == Cmp.m_y ) && ( m_z == Cmp.m_z ) );
    }
    /** Component wise inequality operator.
     */
    TqBool	operator!=( const CqVector3D &Cmp ) const
    {
        return ( ( m_x != Cmp.m_x ) || ( m_y != Cmp.m_y ) || ( m_z != Cmp.m_z ) );
    }
    /** Component wise greater than or equal to operator.
     */
    TqBool	operator>=( const CqVector3D &Cmp ) const
    {
        return ( ( m_x >= Cmp.m_x ) && ( m_y >= Cmp.m_y ) && ( m_z >= Cmp.m_z ) );
    }
    /** Component wise less than or equal to operator.
     */
    TqBool	operator<=( const CqVector3D &Cmp ) const
    {
        return ( ( m_x <= Cmp.m_x ) && ( m_y <= Cmp.m_y ) && ( m_z <= Cmp.m_z ) );
    }
    /** Component wise greater than operator.
     */
    TqBool	operator>( const CqVector3D &Cmp ) const
    {
        return ( ( m_x > Cmp.m_x ) && ( m_y > Cmp.m_y ) && ( m_z > Cmp.m_z ) );
    }
    /** Component wise less than operator.
     */
    TqBool	operator<( const CqVector3D &Cmp ) const
    {
        return ( ( m_x < Cmp.m_x ) && ( m_y < Cmp.m_y ) && ( m_z < Cmp.m_z ) );
    }

    friend CqVector3D	operator+( const TqFloat f, const CqVector3D& v )
    {
        return CqVector3D( f + v.x(), f + v.y(), f + v.z() );
    }
    friend CqVector3D	operator+( const CqVector3D& v, const TqFloat f )
    {
        CqVector3D r( v ); return ( r += f );
    }
    friend CqVector3D	operator-( const TqFloat f, const CqVector3D& v )
    {
        return CqVector3D( f -v.x(), f - v.y(), f - v.z() );
    }
    friend CqVector3D	operator-( const CqVector3D& v, const TqFloat f )
    {
        CqVector3D r( v ); return ( r -= f );
    }
    friend CqVector3D	operator*( const TqFloat f, const CqVector3D& v )
    {
        return CqVector3D( f * v.x(), f * v.y(), f * v.z() );
    }
    friend CqVector3D	operator*( const CqVector3D& v, const TqFloat f )
    {
        CqVector3D r( v ); return ( r *= f );
    }
    friend CqVector3D	operator/( const TqFloat f, const CqVector3D& v )
    {
        return CqVector3D( f / v.x(), f / v.y(), f / v.z() );
    }
    friend CqVector3D	operator/( const CqVector3D& v, const TqFloat f )
    {
        CqVector3D r( v ); return ( r /= f );
    }

    friend CqVector3D	operator+( const CqVector3D& a, const CqVector3D& b )
    {
        CqVector3D r( a ); return ( r += b );
    }
    friend CqVector3D	operator-( const CqVector3D& a, const CqVector3D& b )
    {
        CqVector3D r( a ); return ( r -= b );
    }
    friend CqVector3D	operator/( const CqVector3D& a, const CqVector3D& b )
    {
        CqVector3D r( a ); return ( r /= b );
    }
    friend CqVector3D	operator-( const CqVector3D& v )
    {
        return ( CqVector3D( -v.m_x, -v.m_y, -v.m_z ) );
    } // Negation

    friend TqFloat	operator*( const CqVector3D& a, const CqVector3D& b )
    {
        return ( a.m_x * b.m_x + a.m_y * b.m_y + a.m_z * b.m_z );
    } // Dot product
    friend CqVector3D	operator%( const CqVector3D& a, const CqVector3D& b );	// X product
    friend std::ostream &operator<<( std::ostream &Stream, const CqVector3D &Vector );

protected:
    TqFloat	m_x;	///< X component.
    TqFloat	m_y;	///< Y component.
    TqFloat	m_z;	///< Z component.
}
;

//-----------------------------------------------------------------------

END_NAMESPACE( Aqsis )

#endif	// VECTOR3D_H_INCLUDED
