/**
 * =========================================================================
 * File        : Vector4D.h
 * Project     : 0 A.D.
 * Description : Provides an interface for a vector in R4 and
 *               allows vector and scalar operations on it
 * =========================================================================
 */

#ifndef INCLUDED_VECTOR4D
#define INCLUDED_VECTOR4D


#include <math.h>

///////////////////////////////////////////////////////////////////////////////
// CVector4D:
class CVector4D 
{
public:
    CVector4D() {}
    CVector4D(const float f[4]) { m_X=f[0]; m_Y=f[1]; m_Z=f[2]; m_W=f[3]; }
    CVector4D(float x,float y,float z,float w) { m_X=x; m_Y=y; m_Z=z; m_W=w; }
    CVector4D(const CVector4D& p) { m_X=p.m_X; m_Y=p.m_Y; m_Z=p.m_Z; m_W=p.m_W; }

    operator float*()
    {
        return &m_X;
    }

    operator const float*() const
    {
        return &m_X;
    }

    CVector4D operator-() const
    {
        return CVector4D(-m_X,-m_Y,-m_Z,-m_W);
    }

    CVector4D operator+(const CVector4D& t) const
    {
        return CVector4D(m_X+t.m_X,m_Y+t.m_Y,m_Z+t.m_Z,m_W+t.m_W);
    }

    CVector4D operator-(const CVector4D& t) const
    {
        return CVector4D(m_X-t.m_X,m_Y-t.m_Y,m_Z-t.m_Z,m_W-t.m_W);
    }

    CVector4D operator*(const CVector4D& t) const
    {
        return CVector4D(m_X*t.m_X,m_Y*t.m_Y,m_Z*t.m_Z,m_W*t.m_W);
    }

    CVector4D operator*(float f) const
    {
        return CVector4D(m_X*f,m_Y*f,m_Z*f,m_W*f);
    }

    CVector4D operator/(float f) const
    {
        float inv_f = 1.0f/f;
        return CVector4D(m_X*inv_f,m_Y*inv_f,m_Z*inv_f,m_W*inv_f);
    }

    CVector4D& operator+=(const CVector4D& t)
    {
        m_X += t.m_X; m_Y += t.m_Y; m_Z += t.m_Z; m_W += t.m_W;
        return *this;
    }

    CVector4D& operator-=(const CVector4D& t)
    {
        m_X -= t.m_X; m_Y -= t.m_Y; m_Z -= t.m_Z; m_W -= t.m_W;
        return *this;
    }

    CVector4D& operator*=(const CVector4D& t)
    {
        m_X *= t.m_X; m_Y *= t.m_Y; m_Z *= t.m_Z; m_W *= t.m_W;
        return *this;
    }

    CVector4D& operator*=(float f)
    {
        m_X *= f; m_Y *= f; m_Z *= f; m_W *= f;
        return *this;
    }

    CVector4D& operator/=(float f)
    {
        float inv_f = 1.0f / f;
        m_X *= inv_f; m_Y *= inv_f; m_Z *= inv_f; m_W *= inv_f;
        return *this;
    }

    float Dot(const CVector4D& a) const
    {
        return m_X*a.m_X + m_Y*a.m_Y + m_Z*a.m_Z + m_W*a.m_W;
    }

    float LengthSquared() const
    {
        return Dot(*this);
    }

    float Length() const
    {
        return sqrtf(LengthSquared());
    }

    void Normalize()
    {
        const float inv_mag = 1.0f / Length();
        m_X *= inv_mag; m_Y *= inv_mag; m_Z *= inv_mag; m_W *= inv_mag;
    }

public:
    float m_X, m_Y, m_Z, m_W;
};
//////////////////////////////////////////////////////////////////////////////////


#endif