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// Copyright 2018 Tristam MacDonald
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

use std;

/// A 3 dimensional vector
///
/// Ideally we'd reuse an exiting geometry library, but in the interest both of minimising
/// dependencies, and of compatibility with multiple geometry libraries, we'll define our own.
#[derive(Debug, Copy, Clone, PartialEq, PartialOrd)]
pub struct Vec3 {
    pub x: f32,
    pub y: f32,
    pub z: f32,
}

impl Vec3 {
    /// Create a vector
    pub fn new(x: f32, y: f32, z: f32) -> Self {
        Self { x, y, z }
    }

    /// Create a vector with all coordinates set to zero
    pub fn zero() -> Self {
        Self {
            x: 0.0,
            y: 0.0,
            z: 0.0,
        }
    }

    /// Create a vector with all coordinates set to one
    pub fn one() -> Self {
        Self {
            x: 1.0,
            y: 1.0,
            z: 1.0,
        }
    }
}

impl std::ops::Add for Vec3 {
    type Output = Vec3;

    fn add(self, other: Vec3) -> Vec3 {
        Vec3::new(self.x + other.x, self.y + other.y, self.z + other.z)
    }
}

impl std::ops::Sub for Vec3 {
    type Output = Vec3;

    fn sub(self, other: Vec3) -> Vec3 {
        Vec3::new(self.x - other.x, self.y - other.y, self.z - other.z)
    }
}

impl std::ops::Mul for Vec3 {
    type Output = Vec3;

    fn mul(self, other: Vec3) -> Vec3 {
        Vec3::new(self.x * other.x, self.y * other.y, self.z * other.z)
    }
}

impl std::ops::Mul<f32> for Vec3 {
    type Output = Vec3;

    fn mul(self, other: f32) -> Vec3 {
        Vec3::new(self.x * other, self.y * other, self.z * other)
    }
}

impl std::ops::Div for Vec3 {
    type Output = Vec3;

    fn div(self, other: Vec3) -> Vec3 {
        Vec3::new(self.x / other.x, self.y / other.y, self.z / other.z)
    }
}