// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

#pragma once

#include <cmath>
#include <cstdlib>

class Vec3
{
public:
  float x, y, z;

  Vec3() = default;
  explicit Vec3(float f) { x = y = z = f; }
  explicit Vec3(const float* f)
  {
    x = f[0];
    y = f[1];
    z = f[2];
  }

  Vec3(const float _x, const float _y, const float _z)
  {
    x = _x;
    y = _y;
    z = _z;
  }

  void set(const float _x, const float _y, const float _z)
  {
    x = _x;
    y = _y;
    z = _z;
  }

  Vec3 operator+(const Vec3& other) const { return Vec3(x + other.x, y + other.y, z + other.z); }
  void operator+=(const Vec3& other)
  {
    x += other.x;
    y += other.y;
    z += other.z;
  }

  Vec3 operator-(const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); }
  void operator-=(const Vec3& other)
  {
    x -= other.x;
    y -= other.y;
    z -= other.z;
  }

  Vec3 operator-() const { return Vec3(-x, -y, -z); }
  Vec3 operator*(const float f) const { return Vec3(x * f, y * f, z * f); }
  Vec3 operator/(const float f) const
  {
    float invf = (1.0f / f);
    return Vec3(x * invf, y * invf, z * invf);
  }

  void operator/=(const float f) { *this = *this / f; }
  float operator*(const Vec3& other) const { return (x * other.x) + (y * other.y) + (z * other.z); }
  void operator*=(const float f) { *this = *this * f; }
  Vec3 ScaledBy(const Vec3& other) const { return Vec3(x * other.x, y * other.y, z * other.z); }
  Vec3 operator%(const Vec3& v) const
  {
    return Vec3((y * v.z) - (z * v.y), (z * v.x) - (x * v.z), (x * v.y) - (y * v.x));
  }

  float Length2() const { return (x * x) + (y * y) + (z * z); }
  float Length() const { return sqrtf(Length2()); }
  float Distance2To(Vec3& other) { return (other - (*this)).Length2(); }
  Vec3 Normalized() const { return (*this) / Length(); }
  void Normalize() { (*this) /= Length(); }
  float& operator[](int i) { return *((&x) + i); }
  float operator[](const int i) const { return *((&x) + i); }
  bool operator==(const Vec3& other) const { return x == other.x && y == other.y && z == other.z; }
  void SetZero()
  {
    x = 0.0f;
    y = 0.0f;
    z = 0.0f;
  }
};
