/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

module spine.webgl {
	export class Vector3 {
		x = 0;
		y = 0;
		z = 0;

		constructor (x: number = 0, y: number = 0, z: number = 0) {
			this.x = x;
			this.y = y;
			this.z = z;
		}

		setFrom(v: Vector3): Vector3 {
			this.x = v.x;
			this.y = v.y;
			this.z = v.z;
			return this;
		}

		set (x: number, y: number, z: number): Vector3 {
			this.x = x;
			this.y = y;
			this.z = z;
			return this;
		}

		add (v: Vector3): Vector3 {
			this.x += v.x;
			this.y += v.y;
			this.z += v.z;
			return this;
		}

		sub (v: Vector3): Vector3 {
			this.x -= v.x;
			this.y -= v.y;
			this.z -= v.z;
			return this;
		}

		scale (s: number): Vector3 {
			this.x *= s;
			this.y *= s;
			this.z *= s;
			return this;
		}

		normalize (): Vector3 {
			let len = this.length();
			if (len == 0) return this;
			len = 1 / len;
			this.x *= len;
			this.y *= len;
			this.z *= len;
			return this;
		}

		cross (v: Vector3): Vector3 {
			return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x)
		}

		multiply (matrix: Matrix4): Vector3 {
			let l_mat = matrix.values;
			return this.set(this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03],
				this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13],
				this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]);
		}

		project (matrix: Matrix4): Vector3 {
			let l_mat = matrix.values;
			let l_w = 1 / (this.x * l_mat[M30] + this.y * l_mat[M31] + this.z * l_mat[M32] + l_mat[M33]);
			return this.set((this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03]) * l_w,
				(this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13]) * l_w,
				(this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]) * l_w);
		}

		dot (v: Vector3): number {
			return this.x * v.x + this.y * v.y + this.z * v.z;
		}

		length (): number {
			return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
		}

		distance (v: Vector3): number {
			let a = v.x - this.x;
			let b = v.y - this.y;
			let c = v.z - this.z;
			return Math.sqrt(a * a + b * b + c * c);
		}
	}
}
