package vec3

import (
	"zworld/plugin/math"
	"zworld/plugin/math/random"
	"zworld/plugin/math/vec2"
)

// New returns a Vec3 from its components
func New(x, y, z float32) T {
	return T{x, y, z}
}

func New1(v float32) T {
	return T{v, v, v}
}

// NewI returns a Vec3 from integer components
func NewI(x, y, z int) T {
	return T{float32(x), float32(y), float32(z)}
}

func NewI1(v int) T {
	return T{float32(v), float32(v), float32(v)}
}

func FromSlice(v []float32) T {
	if len(v) < 3 {
		panic("slice must have at least 3 components")
	}
	return T{v[0], v[1], v[2]}
}

// Extend a vec2 to a vec3 by adding a Z component
func Extend(v vec2.T, z float32) T {
	return T{v.X, v.Y, z}
}

// Dot returns the dot product of two vectors.
func Dot(a, b T) float32 {
	return a.X*b.X + a.Y*b.Y + a.Z*b.Z
}

// Cross returns the cross product of two vectors.
func Cross(a, b T) T {
	return T{
		a.Y*b.Z - a.Z*b.Y,
		a.Z*b.X - a.X*b.Z,
		a.X*b.Y - a.Y*b.X,
	}
}

// Distance returns the euclidian distance between two points.
func Distance(a, b T) float32 {
	return a.Sub(b).Length()
}

func Mid(a, b T) T {
	return a.Add(b).Scaled(0.5)
}

// Random vector, not normalized.
func Random(min, max T) T {
	return T{
		random.Range(min.X, max.X),
		random.Range(min.Y, max.Y),
		random.Range(min.Z, max.Z),
	}
}

func Min(a, b T) T {
	return T{
		X: math.Min(a.X, b.X),
		Y: math.Min(a.Y, b.Y),
		Z: math.Min(a.Z, b.Z),
	}
}

func Max(a, b T) T {
	return T{
		X: math.Max(a.X, b.X),
		Y: math.Max(a.Y, b.Y),
		Z: math.Max(a.Z, b.Z),
	}
}
