/**************************************************************************/
/*  vector4.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 "vector4.h"

#include "core/math/math_funcs.h"
#include "core/math/vector4i.h"
#include "core/string/ustring.h"

Vector4::Axis Vector4::min_axis_index() const {
	uint32_t min_index = 0;
	real_t min_value = x;
	for (uint32_t i = 1; i < 4; i++) {
		if (operator[](i) <= min_value) {
			min_index = i;
			min_value = operator[](i);
		}
	}
	return Vector4::Axis(min_index);
}

Vector4::Axis Vector4::max_axis_index() const {
	uint32_t max_index = 0;
	real_t max_value = x;
	for (uint32_t i = 1; i < 4; i++) {
		if (operator[](i) > max_value) {
			max_index = i;
			max_value = operator[](i);
		}
	}
	return Vector4::Axis(max_index);
}

bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
	return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w);
}

bool Vector4::is_zero_approx() const {
	return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w);
}

bool Vector4::is_finite() const {
	return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w);
}

real_t Vector4::length() const {
	return Math::sqrt(length_squared());
}

void Vector4::normalize() {
	real_t lengthsq = length_squared();
	if (lengthsq == 0) {
		x = y = z = w = 0;
	} else {
		real_t length = Math::sqrt(lengthsq);
		x /= length;
		y /= length;
		z /= length;
		w /= length;
	}
}

Vector4 Vector4::normalized() const {
	Vector4 v = *this;
	v.normalize();
	return v;
}

bool Vector4::is_normalized() const {
	return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON);
}

real_t Vector4::distance_to(const Vector4 &p_to) const {
	return (p_to - *this).length();
}

real_t Vector4::distance_squared_to(const Vector4 &p_to) const {
	return (p_to - *this).length_squared();
}

Vector4 Vector4::direction_to(const Vector4 &p_to) const {
	Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
	ret.normalize();
	return ret;
}

Vector4 Vector4::abs() const {
	return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
}

Vector4 Vector4::sign() const {
	return Vector4(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
}

Vector4 Vector4::floor() const {
	return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w));
}

Vector4 Vector4::ceil() const {
	return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w));
}

Vector4 Vector4::round() const {
	return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
}

Vector4 Vector4::lerp(const Vector4 &p_to, real_t p_weight) const {
	Vector4 res = *this;
	res.x = Math::lerp(res.x, p_to.x, p_weight);
	res.y = Math::lerp(res.y, p_to.y, p_weight);
	res.z = Math::lerp(res.z, p_to.z, p_weight);
	res.w = Math::lerp(res.w, p_to.w, p_weight);
	return res;
}

Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight) const {
	Vector4 res = *this;
	res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
	res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
	res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
	res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight);
	return res;
}

Vector4 Vector4::cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const {
	Vector4 res = *this;
	res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
	res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
	res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
	res.w = Math::cubic_interpolate_in_time(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
	return res;
}

Vector4 Vector4::posmod(real_t p_mod) const {
	return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod));
}

Vector4 Vector4::posmodv(const Vector4 &p_modv) const {
	return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w));
}

void Vector4::snap(const Vector4 &p_step) {
	x = Math::snapped(x, p_step.x);
	y = Math::snapped(y, p_step.y);
	z = Math::snapped(z, p_step.z);
	w = Math::snapped(w, p_step.w);
}

void Vector4::snapf(real_t p_step) {
	x = Math::snapped(x, p_step);
	y = Math::snapped(y, p_step);
	z = Math::snapped(z, p_step);
	w = Math::snapped(w, p_step);
}

Vector4 Vector4::snapped(const Vector4 &p_step) const {
	Vector4 v = *this;
	v.snap(p_step);
	return v;
}

Vector4 Vector4::snappedf(real_t p_step) const {
	Vector4 v = *this;
	v.snapf(p_step);
	return v;
}

Vector4 Vector4::inverse() const {
	return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
}

Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
	return Vector4(
			CLAMP(x, p_min.x, p_max.x),
			CLAMP(y, p_min.y, p_max.y),
			CLAMP(z, p_min.z, p_max.z),
			CLAMP(w, p_min.w, p_max.w));
}

Vector4 Vector4::clampf(real_t p_min, real_t p_max) const {
	return Vector4(
			CLAMP(x, p_min, p_max),
			CLAMP(y, p_min, p_max),
			CLAMP(z, p_min, p_max),
			CLAMP(w, p_min, p_max));
}

Vector4::operator String() const {
	return "(" + String::num_real(x, true) + ", " + String::num_real(y, true) + ", " + String::num_real(z, true) + ", " + String::num_real(w, true) + ")";
}

static_assert(sizeof(Vector4) == 4 * sizeof(real_t));

Vector4::operator Vector4i() const {
	return Vector4i(x, y, z, w);
}
