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#pragma once

#include <Cplt/Utils/IO/DataStream.hpp>

template <class T>
struct Vec2
{
	T x = 0;
	T y = 0;

	template <class TTarget>
	Vec2<TTarget> Cast() const
	{
		return {
			static_cast<TTarget>(x),
			static_cast<TTarget>(y),
		};
	}

	void ReadFromDataStream(InputDataStream& stream)
	{
		stream.Value(x);
		stream.Value(y);
	}

	void WriteToDataStream(OutputDataStream& stream) const
	{
		stream.Value(x);
		stream.Value(y);
	}

	friend constexpr bool operator==(const Vec2& a, const Vec2& b) = default;

	friend constexpr Vec2 operator+(const Vec2& a, const Vec2& b) { return { a.x + b.x, a.y + b.y }; }
	friend constexpr Vec2 operator-(const Vec2& a, const Vec2& b) { return { a.x - b.x, a.y - b.y }; }
	friend constexpr Vec2 operator*(const Vec2& a, const Vec2& b) { return { a.x * b.x, a.y * b.y }; }
	friend constexpr Vec2 operator/(const Vec2& a, const Vec2& b) { return { a.x / b.x, a.y / b.y }; }

	friend constexpr Vec2 operator+(const Vec2& a, T n) { return { a.x + n, a.y + n }; }
	friend constexpr Vec2 operator-(const Vec2& a, T n) { return { a.x - n, a.y - n }; }
	friend constexpr Vec2 operator*(const Vec2& a, T n) { return { a.x * n, a.y * n }; }
	friend constexpr Vec2 operator/(const Vec2& a, T n) { return { a.x / n, a.y / n }; }
};

using Vec2i = Vec2<int>;
using Vec2f = Vec2<float>;

template <class T>
struct Vec3
{
	T x = 0;
	T y = 0;
	T z = 0;

	template <class TTarget>
	Vec3<TTarget> Cast() const
	{
		return {
			static_cast<TTarget>(x),
			static_cast<TTarget>(y),
			static_cast<TTarget>(z),
		};
	}

	void ReadFromDataStream(InputDataStream& stream)
	{
		stream.Value(x);
		stream.Value(y);
		stream.Value(z);
	}

	void WriteToDataStream(OutputDataStream& stream) const
	{
		stream.Value(x);
		stream.Value(y);
		stream.Value(z);
	}

	friend constexpr bool operator==(const Vec3& a, const Vec3& b) = default;

	friend constexpr Vec3 operator+(const Vec3& a, const Vec3& b) { return { a.x + b.x, a.y + b.y, a.z + b.z }; }
	friend constexpr Vec3 operator-(const Vec3& a, const Vec3& b) { return { a.x - b.x, a.y - b.y, a.z - b.z }; }
	friend constexpr Vec3 operator*(const Vec3& a, const Vec3& b) { return { a.x * b.x, a.y * b.y, a.z * b.z }; }
	friend constexpr Vec3 operator/(const Vec3& a, const Vec3& b) { return { a.x / b.x, a.y / b.y, a.z / b.z }; }

	friend constexpr Vec3 operator+(const Vec3& a, T n) { return { a.x + n, a.y + n, a.z + n }; }
	friend constexpr Vec3 operator-(const Vec3& a, T n) { return { a.x - n, a.y - n, a.z - n }; }
	friend constexpr Vec3 operator*(const Vec3& a, T n) { return { a.x * n, a.y * n, a.z * n }; }
	friend constexpr Vec3 operator/(const Vec3& a, T n) { return { a.x / n, a.y / n, a.z / n }; }
};

using Vec3i = Vec3<int>;
using Vec3f = Vec3<float>;

template <class T>
struct Vec4
{
	T x = 0;
	T y = 0;
	T z = 0;
	T w = 0;

	template <class TTarget>
	Vec4<TTarget> Cast() const
	{
		return {
			static_cast<TTarget>(x),
			static_cast<TTarget>(y),
			static_cast<TTarget>(z),
			static_cast<TTarget>(w),
		};
	}

	void ReadFromDataStream(InputDataStream& stream)
	{
		stream.Value(x);
		stream.Value(y);
		stream.Value(z);
		stream.Value(w);
	}

	void WriteToDataStream(OutputDataStream& stream) const
	{
		stream.Value(x);
		stream.Value(y);
		stream.Value(z);
		stream.Value(w);
	}

	friend constexpr bool operator==(const Vec4& a, const Vec4& b) = default;

	friend constexpr Vec4 operator+(const Vec4& a, const Vec4& b) { return { a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w }; }
	friend constexpr Vec4 operator-(const Vec4& a, const Vec4& b) { return { a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w }; }
	friend constexpr Vec4 operator*(const Vec4& a, const Vec4& b) { return { a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w }; }
	friend constexpr Vec4 operator/(const Vec4& a, const Vec4& b) { return { a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w }; }

	friend constexpr Vec4 operator+(const Vec4& a, T n) { return { a.x + n, a.y + n, a.z + n, a.w + n }; }
	friend constexpr Vec4 operator-(const Vec4& a, T n) { return { a.x - n, a.y - n, a.z - n, a.w - n }; }
	friend constexpr Vec4 operator*(const Vec4& a, T n) { return { a.x * n, a.y * n, a.z * n, a.w * n }; }
	friend constexpr Vec4 operator/(const Vec4& a, T n) { return { a.x / n, a.y / n, a.z / n, a.w / n }; }
};

using Vec4i = Vec4<int>;
using Vec4f = Vec4<float>;