use derive_cmp_ops::CmpOps;
use glium::uniforms::AsUniformValue;
use crate::prelude::Mat3;
use super::{vec2::{vec2, Vec2}, vec4::{vec4, Vec4}};
#[derive(Debug, Clone, Copy, PartialEq, PartialOrd, CmpOps)]
pub struct Vec3{
pub x: f32,
pub y: f32,
pub z: f32
}
impl Vec3{
pub const ZERO: Self = vec3(0.0, 0.0, 0.0);
pub const ONE: Self = vec3(1.0, 1.0, 1.0);
pub const X: Self = vec3(1.0, 0.0, 0.0);
pub const Y: Self = vec3(0.0, 1.0, 0.0);
pub const Z: Self = vec3(0.0, 0.0, 1.0);
pub fn new(x: f32, y: f32, z: f32) -> Self{
Self { x, y, z }
}
pub fn extend(self, w: f32) -> Vec4{
vec4(self.x, self.y, self.z, w)
}
pub fn truncate(self) -> Vec2{
vec2(self.x, self.y)
}
pub fn splat(value: f32) -> Self{
Self::new(value, value, value)
}
pub fn length_squared(self) -> f32{
self.x*self.x + self.y*self.y + self.z*self.z
}
pub fn length(self) -> f32{
self.length_squared().sqrt()
}
pub fn distance_squared(self, other: Vec3) -> f32{
(self - other).length_squared()
}
pub fn distance(self, other: Vec3) -> f32{
(self - other).length()
}
pub fn dot(self, other: Vec3) -> f32{
self.x * other.x + self.y * other.y + self.z * other.z
}
pub fn cross(&self, other: Vec3) -> Vec3{
vec3(
self.y*other.z - self.z*other.y,
self.z*other.x - self.x*other.z,
self.x*other.y - self.y*other.x
)
}
pub fn scale(self, scalar: f32) -> Vec3{
Self::new(self.x * scalar, self.y * scalar, self.z * scalar)
}
pub fn normalise(self) -> Self{
let length = self.length();
if length == 0.0 { return vec3(0.0, 0.0, 0.0); }
self.scale(1.0 / length)
}
pub fn transform(self, matrix: &Mat3) -> Self{
let a: Vec3 = matrix.row(0).into();
let b: Vec3 = matrix.row(1).into();
let c: Vec3 = matrix.row(2).into();
vec3(a.dot(self), b.dot(self), c.dot(self))
}
}
impl AsUniformValue for Vec3{
fn as_uniform_value(&self) -> glium::uniforms::UniformValue<'_> {
glium::uniforms::UniformValue::Vec3([self.x, self.y, self.z])
}
}
impl From<[f32; 3]> for Vec3 {
fn from(value: [f32; 3]) -> Self {
Self { x: value[0], y: value[1], z: value[2] }
}
}
impl From<(f32, f32, f32)> for Vec3 {
fn from(value: (f32, f32, f32)) -> Self {
Self { x: value.0, y: value.1, z: value.2 }
}
}
pub const fn vec3(x: f32, y: f32, z: f32) -> Vec3{
Vec3 { x, y, z }
}