/**************************************************************************/
/*  vector3.cpp                                                           */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "vector3.h"

#include "core/math/basis.h"

void Vector3::rotate(const Vector3 &p_axis, real_t p_angle) {
	*this = Basis(p_axis, p_angle).xform(*this);
}

Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {
	Vector3 r = *this;
	r.rotate(p_axis, p_angle);
	return r;
}

void Vector3::set_axis(int p_axis, real_t p_value) {
	ERR_FAIL_INDEX(p_axis, 3);
	coord[p_axis] = p_value;
}
real_t Vector3::get_axis(int p_axis) const {
	ERR_FAIL_INDEX_V(p_axis, 3, 0);
	return operator[](p_axis);
}

void Vector3::snap(const Vector3 &p_val) {
	x = Math::stepify(x, p_val.x);
	y = Math::stepify(y, p_val.y);
	z = Math::stepify(z, p_val.z);
}
Vector3 Vector3::snapped(const Vector3 &p_val) const {
	Vector3 v = *this;
	v.snap(p_val);
	return v;
}

Vector3 Vector3::limit_length(real_t p_len) const {
	const real_t l = length();
	Vector3 v = *this;
	if (l > 0 && p_len < l) {
		v /= l;
		v *= p_len;
	}

	return v;
}

Vector3 Vector3::cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const {
	Vector3 p0 = p_pre_a;
	Vector3 p1 = *this;
	Vector3 p2 = p_b;
	Vector3 p3 = p_post_b;

	{
		//normalize

		real_t ab = p0.distance_to(p1);
		real_t bc = p1.distance_to(p2);
		real_t cd = p2.distance_to(p3);

		if (ab > 0) {
			p0 = p1 + (p0 - p1) * (bc / ab);
		}
		if (cd > 0) {
			p3 = p2 + (p3 - p2) * (bc / cd);
		}
	}

	real_t t = p_weight;
	real_t t2 = t * t;
	real_t t3 = t2 * t;

	Vector3 out;
	out = 0.5f *
			((p1 * 2) +
					(-p0 + p2) * t +
					(2 * p0 - 5 * p1 + 4 * p2 - p3) * t2 +
					(-p0 + 3 * p1 - 3 * p2 + p3) * t3);
	return out;
}

Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const {
	Vector3 p0 = p_pre_a;
	Vector3 p1 = *this;
	Vector3 p2 = p_b;
	Vector3 p3 = p_post_b;

	real_t t = p_weight;
	real_t t2 = t * t;
	real_t t3 = t2 * t;

	Vector3 out;
	out = 0.5f *
			((p1 * 2) +
					(-p0 + p2) * t +
					(2 * p0 - 5 * p1 + 4 * p2 - p3) * t2 +
					(-p0 + 3 * p1 - 3 * p2 + p3) * t3);
	return out;
}

Vector3 Vector3::move_toward(const Vector3 &p_to, real_t p_delta) const {
	Vector3 v = *this;
	Vector3 vd = p_to - v;
	real_t len = vd.length();
	return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
}

Basis Vector3::outer(const Vector3 &p_b) const {
	Vector3 row0(x * p_b.x, x * p_b.y, x * p_b.z);
	Vector3 row1(y * p_b.x, y * p_b.y, y * p_b.z);
	Vector3 row2(z * p_b.x, z * p_b.y, z * p_b.z);

	return Basis(row0, row1, row2);
}

Basis Vector3::to_diagonal_matrix() const {
	return Basis(x, 0, 0,
			0, y, 0,
			0, 0, z);
}

bool Vector3::is_equal_approx(const Vector3 &p_v) const {
	return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
}

bool Vector3::is_zero_approx() const {
	return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
}

Vector3::operator String() const {
	return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));
}
