/*
  Copyright (c) 2014 Alex Diener
  
  This software is provided 'as-is', without any express or implied
  warranty. In no event will the authors be held liable for any damages
  arising from the use of this software.
  
  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:
  
  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
  
  Alex Diener adiener@sacredsoftware.net
*/

#include "Vector3f.h"
#include <math.h>

bool Vector3f_normalize(Vector3f * vector) {
	float magnitude;
	
	magnitude = sqrtf(vector->x * vector->x + vector->y * vector->y + vector->z * vector->z);
	if (magnitude > 0.0f) {
		vector->x = vector->x / magnitude;
		vector->y = vector->y / magnitude;
		vector->z = vector->z / magnitude;
		return true;
	}
	return false;
}

Vector3f Vector3f_normalized(Vector3f vector) {
	Vector3f_normalize(&vector);
	return vector;
}

float Vector3f_magnitude(Vector3f vector) {
	return sqrtf(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
}

float Vector3f_magnitudeSquared(Vector3f vector) {
	return vector.x * vector.x + vector.y * vector.y + vector.z * vector.z;
}

float Vector3f_distance(Vector3f vector1, Vector3f vector2) {
	return Vector3f_magnitude(Vector3f_subtract(vector1, vector2));
}

float Vector3f_distanceSquared(Vector3f vector1, Vector3f vector2) {
	return Vector3f_magnitudeSquared(Vector3f_subtract(vector1, vector2));
}

bool Vector3f_scaleTo(Vector3f * vector, float magnitude) {
	if (Vector3f_normalize(vector)) {
		*vector = Vector3f_multiplyScalar(*vector, magnitude);
		return true;
	}
	return false;
}

Vector3f Vector3f_scaledTo(Vector3f vector, float magnitude) {
	Vector3f_scaleTo(&vector, magnitude);
	return vector;
}

Vector3f Vector3f_add(Vector3f vector1, Vector3f vector2) {
	return VECTOR3f(vector1.x + vector2.x, vector1.y + vector2.y, vector1.z + vector2.z);
}

Vector3f Vector3f_subtract(Vector3f vector1, Vector3f vector2) {
	return VECTOR3f(vector1.x - vector2.x, vector1.y - vector2.y, vector1.z - vector2.z);
}

Vector3f Vector3f_multiplyScalar(Vector3f vector, float scalar) {
	return VECTOR3f(vector.x * scalar, vector.y * scalar, vector.z * scalar);
}

Vector3f Vector3f_divideScalar(Vector3f vector, float scalar) {
	return VECTOR3f(vector.x / scalar, vector.y / scalar, vector.z / scalar);
}

Vector3f Vector3f_interpolate(Vector3f left, Vector3f right, float value) {
	return VECTOR3f(left.x * (1.0f - value) + right.x * value,
	                left.y * (1.0f - value) + right.y * value,
	                left.z * (1.0f - value) + right.z * value);
}

Vector3f Vector3f_reflect(Vector3f vector, Vector3f normal) {
	Vector3f result;
	float dot;
	
	dot = Vector3f_dot(vector, normal);
	result.x = vector.x - 2.0f * dot * normal.x;
	result.y = vector.y - 2.0f * dot * normal.y;
	result.z = vector.z - 2.0f * dot * normal.z;
	return result;
}

Vector3f Vector3f_project(Vector3f vector, Vector3f normal) {
	float dot;
	
	dot = Vector3f_dot(vector, normal);
	vector.x -= normal.x * dot;
	vector.y -= normal.y * dot;
	vector.z -= normal.z * dot;
	return vector;
}

float Vector3f_dot(Vector3f vector1, Vector3f vector2) {
	return vector1.x * vector2.x + vector1.y * vector2.y + vector1.z * vector2.z;
}

Vector3f Vector3f_cross(Vector3f vector1, Vector3f vector2) {
	Vector3f result;
	
	result.x = vector1.y * vector2.z - vector1.z * vector2.y;
	result.y = vector1.z * vector2.x - vector1.x * vector2.z;
	result.z = vector1.x * vector2.y - vector1.y * vector2.x;
	return result;
}
