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/** @file  aiVector3D.inl
 *  @brief Inline implementation of aiVector3D operators
 */
#ifndef AI_VECTOR3D_INL_INC
#define AI_VECTOR3D_INL_INC

#include "aiVector3D.h"
#ifdef __cplusplus

// ------------------------------------------------------------------------------------------------
/** Transformation of a vector by a 3x3 matrix */
inline aiVector3D operator * (const aiMatrix3x3& pMatrix, const aiVector3D& pVector)
{
    aiVector3D res;
    res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
    res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
    res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
    return res;
}

// ------------------------------------------------------------------------------------------------
/** Transformation of a vector by a 4x4 matrix */
inline aiVector3D operator * (const aiMatrix4x4& pMatrix, const aiVector3D& pVector)
{
    aiVector3D res;
    res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
    res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
    res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
    return res;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE void aiVector3D::Set( float pX, float pY, float pZ) {
    x = pX; y = pY; z = pZ;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE float aiVector3D::SquareLength() const {
    return x*x + y*y + z*z;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE float aiVector3D::Length() const {
    return sqrt( SquareLength());
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiVector3D& aiVector3D::Normalize() {
    *this /= Length(); return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiVector3D& aiVector3D::operator += (const aiVector3D& o) {
    x += o.x; y += o.y; z += o.z; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiVector3D& aiVector3D::operator -= (const aiVector3D& o) {
    x -= o.x; y -= o.y; z -= o.z; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiVector3D& aiVector3D::operator *= (float f) {
    x *= f; y *= f; z *= f; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiVector3D& aiVector3D::operator /= (float f) {
    x /= f; y /= f; z /= f; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix3x3& mat){
    return(*this =  mat * (*this));
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix4x4& mat){
    return(*this = mat * (*this));
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE float aiVector3D::operator[](unsigned int i) const {
    return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE float& aiVector3D::operator[](unsigned int i) {
    return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE bool aiVector3D::operator== (const aiVector3D& other) const {
    return x == other.x && y == other.y && z == other.z;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE bool aiVector3D::operator!= (const aiVector3D& other) const {
    return x != other.x || y != other.y || z != other.z;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiVector3D aiVector3D::SymMul(const aiVector3D& o) {
    return aiVector3D(x*o.x,y*o.y,z*o.z);
}
// ------------------------------------------------------------------------------------------------
// symmetric addition
AI_FORCE_INLINE aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2)    {
    return aiVector3D( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
// ------------------------------------------------------------------------------------------------
// symmetric subtraction
AI_FORCE_INLINE aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2)    {
    return aiVector3D( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
// ------------------------------------------------------------------------------------------------
// scalar product
AI_FORCE_INLINE float operator * (const aiVector3D& v1, const aiVector3D& v2)    {
    return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
// ------------------------------------------------------------------------------------------------
// scalar multiplication
AI_FORCE_INLINE aiVector3D operator * ( float f, const aiVector3D& v)    {
    return aiVector3D( f*v.x, f*v.y, f*v.z);
}
// ------------------------------------------------------------------------------------------------
// and the other way around
AI_FORCE_INLINE  aiVector3D operator * ( const aiVector3D& v, float f)    {
    return aiVector3D( f*v.x, f*v.y, f*v.z);
}
// ------------------------------------------------------------------------------------------------
// scalar division
AI_FORCE_INLINE  aiVector3D operator / ( const aiVector3D& v, float f)    {
    return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
// vector division
AI_FORCE_INLINE  aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2)    {
    return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z);
}
// ------------------------------------------------------------------------------------------------
// cross product
AI_FORCE_INLINE  aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2)    {
    return aiVector3D( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
}
// ------------------------------------------------------------------------------------------------
// vector inversion
AI_FORCE_INLINE  aiVector3D operator - ( const aiVector3D& v)    {
    return aiVector3D( -v.x, -v.y, -v.z);
}


#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC
