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Copyright ©2017 Advanced Micro Devices, Inc. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

•   Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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#pragma once

#include <cmath>
#include <algorithm>

namespace RadeonProRender
{
    class float3
    {
    public:
        float3(float xx = 0.f, float yy = 0.f, float zz = 0.f, float ww = 0.f) : x(xx), y(yy), z(zz), w(ww) {}

        float& operator [](int i)       { return *(&x + i); }
        float  operator [](int i) const { return *(&x + i); }
        float3 operator-() const        { return float3(-x, -y, -z); }

        float  sqnorm() const           { return x*x + y*y + z*z; }
        void   normalize()              { (*this)/=(std::sqrt(sqnorm()));} 

        float3& operator += (float3 const& o) { x+=o.x; y+=o.y; z+= o.z; return *this;}
        float3& operator -= (float3 const& o) { x-=o.x; y-=o.y; z-= o.z; return *this;}
        float3& operator *= (float3 const& o) { x*=o.x; y*=o.y; z*= o.z; return *this;}
        float3& operator *= (float c) { x*=c; y*=c; z*= c; return *this;}
        float3& operator /= (float c) { float cinv = 1.f/c; x*=cinv; y*=cinv; z*=cinv; return *this;}

        float x, y, z, w;
    };

    typedef float3 float4;


    inline float3 operator+(float3 const& v1, float3 const& v2)
    {
        float3 res = v1;
        return res+=v2;
    }

    inline float3 operator-(float3 const& v1, float3 const& v2)
    {
        float3 res = v1;
        return res-=v2;
    }

    inline float3 operator*(float3 const& v1, float3 const& v2)
    {
        float3 res = v1;
        return res*=v2;
    }

    inline float3 operator*(float3 const& v1, float c)
    {
        float3 res = v1;
        return res*=c;
    }

    inline float3 operator*(float c, float3 const& v1)
    {
        return operator*(v1, c);
    }

    inline float dot(float3 const& v1, float3 const& v2)
    {
        return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
    }

    inline float3 normalize(float3 const& v)
    {
        float3 res = v;
        res.normalize();
        return res;
    }

    inline float3 cross(float3 const& v1, float3 const& v2)
    {
        /// |i	 j	 k|
        /// |v1x  v1y  v1z|
        /// |v2x  v2y  v2z|
        return float3(v1.y * v2.z - v2.y * v1.z, v2.x * v1.z - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x);
    }

    inline float3 vmin(float3 const& v1, float3 const& v2)
    {
        return float3(std::min(v1.x, v2.x), std::min(v1.y, v2.y), std::min(v1.z, v2.z));
    }

    inline void vmin(float3 const& v1, float3 const& v2, float3& v)
    {
        v.x = std::min(v1.x, v2.x); 
        v.y = std::min(v1.y, v2.y);
        v.z = std::min(v1.z, v2.z);
    }

    inline float3 vmax(float3 const& v1, float3 const& v2)
    {
        return float3(std::max(v1.x, v2.x), std::max(v1.y, v2.y), std::max(v1.z, v2.z));
    }

    inline void vmax(float3 const& v1, float3 const& v2, float3& v)
    {
        v.x = std::max(v1.x, v2.x); 
        v.y = std::max(v1.y, v2.y);
        v.z = std::max(v1.z, v2.z);
    }
}