/**
 * =========================================================================
 * File        : Vector3D.h
 * Project     : 0 A.D.
 * Description : Provides an interface for a vector in R3 and
 *               allows vector and scalar operations on it
 * =========================================================================
 */

#ifndef INCLUDED_VECTOR3D
#define INCLUDED_VECTOR3D

class CVector3D
{
    public:
        float X, Y, Z;

    public:
        CVector3D () : X(0.0f), Y(0.0f), Z(0.0f) {}
        CVector3D (float x, float y, float z) : X(x), Y(y), Z(z) {}

        int operator!() const;

        float& operator[](int index) { return *((&X)+index); }
        const float& operator[](int index) const { return *((&X)+index); }

        //vector equality (testing float equality, so please be careful if necessary)
        bool operator== (const CVector3D &vector) const;
        bool operator!= (const CVector3D &vector) const { return !operator==(vector); }

        //vector addition
        CVector3D operator + (const CVector3D &vector) const ;
        //vector addition/assignment
        CVector3D &operator += (const CVector3D &vector);

        //vector subtraction
        CVector3D operator -(const CVector3D &vector) const ;
        //vector subtraction/assignment
        CVector3D &operator -= (const CVector3D &vector);
        
        //scalar multiplication
        CVector3D operator * (float value) const ;
        //scalar multiplication/assignment
        CVector3D& operator *= (float value);

        // negation
        CVector3D operator-() const;

    public:
        void Set (float x, float y, float z);
        void Clear ();

        //Dot product
        float Dot (const CVector3D &vector) const;
        //Cross product
        CVector3D Cross (const CVector3D &vector) const;

        //Returns length of the vector
        float Length () const;
        float LengthSquared () const;
        void Normalize ();

        // Returns 3 element array of floats, e.g. for glVertex3fv
        const float* GetFloatArray() const { return &X; }
};

extern float MaxComponent(const CVector3D& v);

#endif