use derive_cmp_ops::CmpOps;
use glium::uniforms::AsUniformValue;
use crate::prelude::Mat4;
use super::vec3::{vec3, Vec3};
#[derive(Debug, Clone, Copy, PartialEq, PartialOrd, CmpOps)]
pub struct Vec4{
pub x: f32,
pub y: f32,
pub z: f32,
pub w: f32
}
impl Vec4{
pub const ZERO: Self = vec4(0.0, 0.0, 0.0, 0.0);
pub const ONE: Self = vec4(1.0, 1.0, 1.0, 1.0);
pub const X: Self = vec4(1.0, 0.0, 0.0, 0.0);
pub const Y: Self = vec4(0.0, 1.0, 0.0, 0.0);
pub const Z: Self = vec4(0.0, 0.0, 1.0, 0.0);
pub const W: Self = vec4(0.0, 0.0, 0.0, 1.0);
pub fn new(x: f32, y: f32, z: f32, w: f32) -> Self{
Self { x, y, z, w }
}
pub fn splat(value: f32) -> Self{
Self::new(value, value, value, value)
}
pub fn truncate(&self) -> Vec3{
vec3(self.x, self.y, self.z)
}
pub fn length_squared(self) -> f32{
self.x*self.x + self.y*self.y + self.z*self.z + self.w*self.w
}
pub fn length(self) -> f32{
self.length_squared().sqrt()
}
pub fn distance_squared(self, other: Vec4) -> f32{
(self - other).length_squared()
}
pub fn distance(self, other: Vec4) -> f32{
(self - other).length()
}
pub fn dot(self, other: Vec4) -> f32{
self.x * other.x + self.y * other.y + self.z * other.z + self.w * other.w
}
pub fn scale(self, scalar: f32) -> Vec4{
Self::new(self.x * scalar, self.y * scalar, self.z * scalar, self.w * scalar)
}
pub fn normalise(self) -> Self{
let length = self.length();
if length == 0.0 { return vec4(0.0, 0.0, 0.0, 0.0); }
self.scale(1.0 / length)
}
pub fn transform(self, matrix: &Mat4) -> Vec4{
let a: Vec4 = matrix.row(0).into();
let b: Vec4 = matrix.row(1).into();
let c: Vec4 = matrix.row(2).into();
let d: Vec4 = matrix.row(3).into();
vec4(a.dot(self), b.dot(self), c.dot(self), d.dot(self))
}
}
impl AsUniformValue for Vec4{
fn as_uniform_value(&self) -> glium::uniforms::UniformValue<'_> {
glium::uniforms::UniformValue::Vec4([self.x, self.y, self.z, self.w])
}
}
impl From<[f32; 4]> for Vec4 {
fn from(value: [f32; 4]) -> Self {
Self { x: value[0], y: value[1], z: value[2], w: value[3] }
}
}
pub const fn vec4(x: f32, y: f32, z: f32, w: f32) -> Vec4{
Vec4 { x, y, z, w }
}