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/******************************************************************/
/* This file is part of the homework assignments for CSCI-427/527 */
/* at The College of William & Mary and authored by Pieter Peers. */
/* No part of this file, whether altered or in original form, can */
/* be distributed or used outside the context of CSCI-427/527     */
/* without consent of either the College of William & Mary or     */
/* Pieter Peers.                                                  */
/******************************************************************/

#include <cassert>
#include <algorithm>
#include "vec3d.h"

//////////////////
// Constructors //
//////////////////
vec3d::vec3d(vec3d::const_reference value)
{ 
  x = y = z = value;
}


vec3d::vec3d(vec3d::const_reference x, vec3d::const_reference y, vec3d::const_reference z) 
{
  this->x = x;
  this->y = y;
  this->z = z;
}


vec3d::vec3d(const vec3d& v)
{
  x = v.x;
  y = v.y;
  z = v.z;
}
 

////////////////
// Inspectors //
////////////////
vec3d::const_reference vec3d::operator[](size_t index) const 
{ 
  assert(index < size());
  return data[index]; 
}


vec3d::reference vec3d::operator[](size_t index) 
{ 
  assert(index < size());
  return data[index]; 
}


vec3d::iterator vec3d::begin(void)
{
  return data;
}


vec3d::const_iterator vec3d::begin(void) const
{
  return data;
}


vec3d::iterator vec3d::end(void)
{
  return begin() + size();
}


vec3d::const_iterator vec3d::end(void) const
{
  return begin() + size();
}


///////////////
// Operators //
///////////////
vec3d& vec3d::operator=(const vec3d& v) 
{ 
  _assign(v); 
  return *this; 
}


bool vec3d::operator==(const vec3d& v) const 
{ 
  return (x == v.x) && (y == v.y) && (z == v.z); 
}


bool vec3d::operator!=(const vec3d& v) const 
{ 
  return (x != v.x) || (y != v.y) || (z != v.z); 
}
  

vec3d vec3d::operator-(void) const
{
  return vec3d(-x, -y, -z);
}


vec3d vec3d::operator+(const vec3d& v) const 
{ 
  return vec3d(x + v.x, y + v.y, z + v.z); 
}


vec3d vec3d::operator-(const vec3d& v) const 
{ 
  return vec3d(x - v.x, y - v.y, z - v.z); 
}


vec3d vec3d::operator*(const vec3d& v) const 
{ 
  return vec3d(x * v.x, y * v.y, z * v.z); 
}


vec3d vec3d::operator*(vec3d::const_reference scale) const 
{ 
  return vec3d(x * scale, y * scale, z * scale); 
}


vec3d vec3d::operator/(const vec3d& v) const 
{ 
  return vec3d(x / v.x, y / v.y, z / v.z); 
}


vec3d vec3d::operator/(vec3d::const_reference scale) const 
{ 
  return vec3d(x / scale, y / scale, z / scale); 
}


vec3d& vec3d::operator+=(const vec3d& v) 
{ 
  x += v.x; 
  y += v.y; 
  z += v.z; 
  return *this; 
}


vec3d& vec3d::operator-=(const vec3d& v) 
{ 
  x -= v.x;
  y -= v.y;
  z -= v.z;
  return *this; 
}


vec3d& vec3d::operator*=(const vec3d& v) 
{ 
  x *= v.x;
  y *= v.y;
  z *= v.z;
  return *this; 
}


vec3d& vec3d::operator*=(vec3d::const_reference scale) 
{ 
  x *= scale;
  y *= scale;
  z *= scale;
  return *this; 
}


vec3d& vec3d::operator/=(const vec3d& v) 
{ 
  x /= v.x;
  y /= v.y;
  z /= v.z;
  return *this; 
}							


vec3d& vec3d::operator/=(vec3d::const_reference scale) 
{ 
  x /= scale;
  y /= scale;
  z /= scale;
  return *this; 
}



///////////////
// Modifiers //
///////////////
vec3d::value_type vec3d::dot(const vec3d& v) const 
{ 
  return (x*v.x + y*v.y + z*v.z);
}


vec3d::value_type vec3d::squared_length(void) const 
{ 
  return dot(*this); 
}


vec3d::value_type vec3d::length(void) const 
{ 
  return sqrt(squared_length()); 
}


vec3d::value_type vec3d::squared_distance(const vec3d& v) const 
{
  return (*this - v).squared_length(); 
}


vec3d::value_type vec3d::distance(const vec3d& v) const 
{ 
  return sqrt(squared_distance(v)); 
}


vec3d vec3d::cross(const vec3d& v) const
{
  return vec3d(y*v.z - z*v.y,
	       z*v.x - x*v.z,
	       x*v.y - y*v.x); 
}


///////////////
// Modifiers //
///////////////
vec3d& vec3d::abs(void)
{
  std::for_each(begin(), end(), [](reference val) 
  { 
    if(val < 0) val = -val; 
  });
  return *this;
}


vec3d& vec3d::clamp(vec3d::value_type lower, vec3d::value_type upper)
{
  std::for_each(begin(), end(), [&](reference val) 
  { 
    if(val < lower) val = lower; 
    else if(val > upper) val = upper;
  });
  return *this;
}


vec3d& vec3d::normalize(void)
{ 
  *this /= length();
  return *this;
}


/////////////////////
// Private Methods //
/////////////////////
void vec3d::_assign(const vec3d& v)
{ 
  x = v.x;  
  y = v.y; 
  z = v.z; 
}


void vec3d::_swap(vec3d& v) 
{
  std::swap(x, v.x);
  std::swap(y, v.y);
  std::swap(z, v.z);
}