/*
**  ClanLib SDK
**  Copyright (c) 1997-2015 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Mark Page
*/


#pragma once


namespace clan
{
/// \addtogroup clanCore_Math clanCore Math
/// \{

template<typename Type>
class LineRay2x;

template<typename Type>
class LineRay3x;

template<typename Type>
class Vec2;

template<typename Type>
class Vec3;

class Angle;

/// \brief 3D line ray
///
/// A ray has a start point and a direction\n
/// These line templates are defined for: int (LineRay3), float (LineRay3f), double (LineRay3d)
template<typename Type>
class LineRay3x
{
public:
	/// \brief Start point on the line ray
	Vec3<Type> p;

	// \brief Direction of the ray
	Vec3<Type> v;

	LineRay3x(): p(), v() {}
	LineRay3x(const LineRay3x<Type> &copy): p(copy.p), v(copy.v) {}
	LineRay3x(const Vec3<Type> &point_p, const Vec3<Type> &direction_v): p(point_p), v(direction_v) {}

/// \name Attributes
/// \{

public:

/// \}
/// \name Operators
/// \{

public:

	/// \brief = operator.
	LineRay3x<Type> &operator = (const LineRay3x<Type>& copy) { p = copy.p; v = copy.v; return *this; }

	/// \brief == operator.
	bool operator == (const LineRay3x<Type>& line) const {return ((p == line.p) && (v == line.v));}

	/// \brief != operator.
	bool operator != (const LineRay3x<Type>& line) const {return ((p != line.p) || (v != line.v));}
/// \}
};

/// \brief 2D line ray
///
/// A ray has a start point and a direction\n
/// These line templates are defined for: int (LineRay2i), float (LineRay2f), double (LineRay2d)
template<typename Type>
class LineRay2x
{
public:
	/// \brief Start point on the line ray
	Vec2<Type> p;

	// \brief Direction of the ray
	Vec2<Type> v;

	LineRay2x(): p(), v() {}
	LineRay2x(const LineRay2x<Type> &copy): p(copy.p), v(copy.v) {}
	LineRay2x(const Vec2<Type> &point_p, const Vec2<Type> &direction_v): p(point_p), v(direction_v) {}

/// \name Attributes
/// \{

public:

/// \}
/// \name Operators
/// \{

public:

	/// \brief = operator.
	LineRay2x<Type> &operator = (const LineRay2x<Type>& copy) { p = copy.p; v = copy.v; return *this; }

	/// \brief == operator.
	bool operator == (const LineRay2x<Type>& line) const {return ((p == line.p) && (v == line.v));}

	/// \brief != operator.
	bool operator != (const LineRay2x<Type>& line) const {return ((p != line.p) || (v != line.v));}
/// \}
};

/// \brief 2D line ray - Integer
///
/// A ray has a start point and a direction\n
class LineRay2 : public LineRay2x<int>
{
public:
	LineRay2() : LineRay2x<int>() {}
	LineRay2(const LineRay2x<int> &copy) : LineRay2x<int>(copy) {}
	LineRay2(const Vec2<int> &point_p, const Vec2<int> &direction_v) : LineRay2x<int>(point_p, direction_v) {}

};

/// \brief 2D line ray - Float
///
/// A ray has a start point and a direction\n
class LineRay2f : public LineRay2x<float>
{
public:
	LineRay2f() : LineRay2x<float>() {}
	LineRay2f(const LineRay2x<float> &copy) : LineRay2x<float>(copy) {}
	LineRay2f(const Vec2<float> &point_p, const Vec2<float> &direction_v) : LineRay2x<float>(point_p, direction_v) {}

};

/// \brief 2D line ray - Double
///
/// A ray has a start point and a direction\n
class LineRay2d : public LineRay2x<double>
{
public:
	LineRay2d() : LineRay2x<double>() {}
	LineRay2d(const LineRay2x<double> &copy) : LineRay2x<double>(copy) {}
	LineRay2d(const Vec2<double> &point_p, const Vec2<double> &direction_v) : LineRay2x<double>(point_p, direction_v) {}

};

/// \brief 3D line ray - Integer
///
/// A ray has a start point and a direction\n
class LineRay3 : public LineRay3x<int>
{
public:
	LineRay3() : LineRay3x<int>() {}
	LineRay3(const LineRay3x<int> &copy) : LineRay3x<int>(copy) {}
	LineRay3(const Vec3<int> &point_p, const Vec3<int> &direction_v) : LineRay3x<int>(point_p, direction_v) {}

};

/// \brief 3D line ray - Float
///
/// A ray has a start point and a direction\n
class LineRay3f : public LineRay3x<float>
{
public:
	LineRay3f() : LineRay3x<float>() {}
	LineRay3f(const LineRay3x<float> &copy) : LineRay3x<float>(copy) {}
	LineRay3f(const Vec3<float> &point_p, const Vec3<float> &direction_v) : LineRay3x<float>(point_p, direction_v) {}

};

/// \brief 3D line ray - Double
///
/// A ray has a start point and a direction\n
class LineRay3d : public LineRay3x<double>
{
public:
	LineRay3d() : LineRay3x<double>() {}
	LineRay3d(const LineRay3x<double> &copy) : LineRay3x<double>(copy) {}
	LineRay3d(const Vec3<double> &point_p, const Vec3<double> &direction_v) : LineRay3x<double>(point_p, direction_v) {}

};

}

/// \}
