goog.provide('ol.math');

goog.require('goog.asserts');


/**
 * Takes a number and clamps it to within the provided bounds.
 * @param {number} value The input number.
 * @param {number} min The minimum value to return.
 * @param {number} max The maximum value to return.
 * @return {number} The input number if it is within bounds, or the nearest
 *     number within the bounds.
 */
ol.math.clamp = function(value, min, max) {
  return Math.min(Math.max(value, min), max);
};


/**
 * Return the hyperbolic cosine of a given number. The method will use the
 * native `Math.cosh` function if it is available, otherwise the hyperbolic
 * cosine will be calculated via the reference implementation of the Mozilla
 * developer network.
 *
 * @param {number} x X.
 * @return {number} Hyperbolic cosine of x.
 */
ol.math.cosh = (function() {
  // Wrapped in a iife, to save the overhead of checking for the native
  // implementation on every invocation.
  var cosh;
  if ('cosh' in Math) {
    // The environment supports the native Math.cosh function, use it…
    cosh = Math.cosh;
  } else {
    // … else, use the reference implementation of MDN:
    cosh = function(x) {
      var y = Math.exp(x);
      return (y + 1 / y) / 2;
    };
  }
  return cosh;
}());


/**
 * @param {number} x X.
 * @return {number} The smallest power of two greater than or equal to x.
 */
ol.math.roundUpToPowerOfTwo = function(x) {
  goog.asserts.assert(0 < x, 'x should be larger than 0');
  return Math.pow(2, Math.ceil(Math.log(x) / Math.LN2));
};


/**
 * Returns the square of the closest distance between the point (x, y) and the
 * line segment (x1, y1) to (x2, y2).
 * @param {number} x X.
 * @param {number} y Y.
 * @param {number} x1 X1.
 * @param {number} y1 Y1.
 * @param {number} x2 X2.
 * @param {number} y2 Y2.
 * @return {number} Squared distance.
 */
ol.math.squaredSegmentDistance = function(x, y, x1, y1, x2, y2) {
  var dx = x2 - x1;
  var dy = y2 - y1;
  if (dx !== 0 || dy !== 0) {
    var t = ((x - x1) * dx + (y - y1) * dy) / (dx * dx + dy * dy);
    if (t > 1) {
      x1 = x2;
      y1 = y2;
    } else if (t > 0) {
      x1 += dx * t;
      y1 += dy * t;
    }
  }
  return ol.math.squaredDistance(x, y, x1, y1);
};


/**
 * Returns the square of the distance between the points (x1, y1) and (x2, y2).
 * @param {number} x1 X1.
 * @param {number} y1 Y1.
 * @param {number} x2 X2.
 * @param {number} y2 Y2.
 * @return {number} Squared distance.
 */
ol.math.squaredDistance = function(x1, y1, x2, y2) {
  var dx = x2 - x1;
  var dy = y2 - y1;
  return dx * dx + dy * dy;
};


/**
 * Solves system of linear equations using Gaussian elimination method.
 *
 * @param {Array.<Array.<number>>} mat Augmented matrix (n x n + 1 column)
 *                                     in row-major order.
 * @return {Array.<number>} The resulting vector.
 */
ol.math.solveLinearSystem = function(mat) {
  var n = mat.length;

  if (goog.asserts.ENABLE_ASSERTS) {
    for (var row = 0; row < n; row++) {
      goog.asserts.assert(mat[row].length == n + 1,
                          'every row should have correct number of columns');
    }
  }

  for (var i = 0; i < n; i++) {
    // Find max in the i-th column (ignoring i - 1 first rows)
    var maxRow = i;
    var maxEl = Math.abs(mat[i][i]);
    for (var r = i + 1; r < n; r++) {
      var absValue = Math.abs(mat[r][i]);
      if (absValue > maxEl) {
        maxEl = absValue;
        maxRow = r;
      }
    }

    if (maxEl === 0) {
      return null; // matrix is singular
    }

    // Swap max row with i-th (current) row
    var tmp = mat[maxRow];
    mat[maxRow] = mat[i];
    mat[i] = tmp;

    // Subtract the i-th row to make all the remaining rows 0 in the i-th column
    for (var j = i + 1; j < n; j++) {
      var coef = -mat[j][i] / mat[i][i];
      for (var k = i; k < n + 1; k++) {
        if (i == k) {
          mat[j][k] = 0;
        } else {
          mat[j][k] += coef * mat[i][k];
        }
      }
    }
  }

  // Solve Ax=b for upper triangular matrix A (mat)
  var x = new Array(n);
  for (var l = n - 1; l >= 0; l--) {
    x[l] = mat[l][n] / mat[l][l];
    for (var m = l - 1; m >= 0; m--) {
      mat[m][n] -= mat[m][l] * x[l];
    }
  }
  return x;
};


/**
 * Converts radians to to degrees.
 *
 * @param {number} angleInRadians Angle in radians.
 * @return {number} Angle in degrees.
 */
ol.math.toDegrees = function(angleInRadians) {
  return angleInRadians * 180 / Math.PI;
};


/**
 * Converts degrees to radians.
 *
 * @param {number} angleInDegrees Angle in degrees.
 * @return {number} Angle in radians.
 */
ol.math.toRadians = function(angleInDegrees) {
  return angleInDegrees * Math.PI / 180;
};
