/********************************************************************************
*                                                                               *
*       S i n g l e - P r e c i s i o n   3 - E l e m e n t   V e c t o r       *
*                                                                               *
*********************************************************************************
* Copyright (C) 1994,2020 by Jeroen van der Zijp.   All Rights Reserved.        *
*********************************************************************************
* This library is free software; you can redistribute it and/or modify          *
* it under the terms of the GNU Lesser General Public License as published by   *
* the Free Software Foundation; either version 3 of the License, or             *
* (at your option) any later version.                                           *
*                                                                               *
* This library is distributed in the hope that it will be useful,               *
* but WITHOUT ANY WARRANTY; without even the implied warranty of                *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                 *
* GNU Lesser General Public License for more details.                           *
*                                                                               *
* You should have received a copy of the GNU Lesser General Public License      *
* along with this program.  If not, see <http://www.gnu.org/licenses/>          *
********************************************************************************/
#include "xincs.h"
#include "fxver.h"
#include "fxdefs.h"
#include "fxmath.h"
#include "FXArray.h"
#include "FXHash.h"
#include "FXStream.h"
#include "FXObject.h"
#include "FXVec2f.h"
#include "FXVec3f.h"
#include "FXVec4f.h"


using namespace FX;

/*******************************************************************************/

namespace FX {


// Mask bottom 3 elements
#define MMM     _mm_set_epi32(0,~0,~0,~0)


// Convert from vector to color
FXColor colorFromVec3f(const FXVec3f& vec){
  return FXRGB((vec.x*255.0f+0.5f),(vec.y*255.0f+0.5f),(vec.z*255.0f+0.5f));
  }


// Convert from color to vector
FXVec3f colorToVec3f(FXColor clr){
  return FXVec3f(0.003921568627f*FXREDVAL(clr),0.003921568627f*FXGREENVAL(clr),0.003921568627f*FXBLUEVAL(clr));
  }


// Compute fast cross product with vector code
FXVec3f cross(const FXVec3f& u,const FXVec3f& v){
#if defined(FOX_HAS_AVX)
  __m128 uu=_mm_maskload_ps(&u[0],MMM);
  __m128 vv=_mm_maskload_ps(&v[0],MMM);
  __m128 a0=_mm_shuffle_ps(uu,uu,_MM_SHUFFLE(3,0,2,1));
  __m128 b0=_mm_shuffle_ps(vv,vv,_MM_SHUFFLE(3,1,0,2));
  __m128 a1=_mm_shuffle_ps(uu,uu,_MM_SHUFFLE(3,1,0,2));
  __m128 b1=_mm_shuffle_ps(vv,vv,_MM_SHUFFLE(3,0,2,1));
  FXVec3f r;
  _mm_maskstore_ps(&r[0],MMM,_mm_sub_ps(_mm_mul_ps(a0,b0),_mm_mul_ps(a1,b1)));
  return r;
#else
  FXVec3f r;
  r.x=u.y*v.z - u.z*v.y;
  r.y=u.z*v.x - u.x*v.z;
  r.z=u.x*v.y - u.y*v.x;
  return r;
#endif
  }


// Compute fast dot product with vector code
FXfloat dot(const FXVec3f& u,const FXVec3f& v){
#if defined(FOX_HAS_AVX)
  __m128 uu=_mm_maskload_ps(&u[0],MMM);
  __m128 vv=_mm_maskload_ps(&v[0],MMM);
  return _mm_cvtss_f32(_mm_dp_ps(uu,vv,0x71));
#else
  return u*v;
#endif
  }


// Normalize vector
FXVec3f normalize(const FXVec3f& v){
  FXfloat m=v.length2();
  FXVec3f result(v);
  if(__likely(0.0f<m)){ result/=Math::sqrt(m); }
  return result;
  }


// Compute normal from three points a,b,c
FXVec3f normal(const FXVec3f& a,const FXVec3f& b,const FXVec3f& c){
  return normalize((b-a)^(c-a));
  }


// Compute approximate normal from four points a,b,c,d
FXVec3f normal(const FXVec3f& a,const FXVec3f& b,const FXVec3f& c,const FXVec3f& d){
  return normalize((c-a)^(d-b));
  }


// Rotate vector vec by unit-length axis about angle specified as (ca,sa)
FXVec3f rotate(const FXVec3f& vec,const FXVec3f& axis,FXfloat ca,FXfloat sa){
  FXVec3f v1((vec*axis)*axis);
  FXVec3f v2(axis^vec);
  FXVec3f v3(vec-v1);
  return v1+v2*sa+v3*ca;
  }


// Rotate vector by unit-length axis about angle ang
FXVec3f rotate(const FXVec3f& vector,const FXVec3f& axis,FXfloat ang){
  return rotate(vector,axis,Math::cos(ang),Math::sin(ang));
  }


// Save vector to stream
FXStream& operator<<(FXStream& store,const FXVec3f& v){
  store << v.x << v.y << v.z;
  return store;
  }


// Load vector from stream
FXStream& operator>>(FXStream& store,FXVec3f& v){
  store >> v.x >> v.y >> v.z;
  return store;
  }

}
