2014-04-02 10:33:07 +08:00
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#include "Vector3.h"
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#include "Matrix.h"
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2014-04-02 12:09:51 +08:00
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NS_CC_MATH_BEGIN
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2014-04-02 10:33:07 +08:00
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inline const Vector3 Vector3::operator+(const Vector3& v) const
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{
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Vector3 result(*this);
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result.add(v);
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return result;
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}
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inline Vector3& Vector3::operator+=(const Vector3& v)
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{
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add(v);
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return *this;
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}
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inline const Vector3 Vector3::operator-(const Vector3& v) const
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{
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Vector3 result(*this);
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result.subtract(v);
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return result;
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}
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inline Vector3& Vector3::operator-=(const Vector3& v)
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{
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subtract(v);
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return *this;
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}
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inline const Vector3 Vector3::operator-() const
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{
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Vector3 result(*this);
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result.negate();
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return result;
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}
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2014-04-16 10:42:39 +08:00
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inline const Vector3 Vector3::operator*(float s) const
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2014-04-02 10:33:07 +08:00
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{
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Vector3 result(*this);
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2014-04-16 10:42:39 +08:00
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result.scale(s);
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2014-04-02 10:33:07 +08:00
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return result;
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}
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2014-04-16 10:42:39 +08:00
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inline Vector3& Vector3::operator*=(float s)
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2014-04-02 10:33:07 +08:00
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{
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2014-04-16 10:42:39 +08:00
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scale(s);
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2014-04-02 10:33:07 +08:00
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return *this;
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}
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2014-04-16 10:42:39 +08:00
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inline const Vector3 Vector3::operator/(const float s) const
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2014-04-02 10:33:07 +08:00
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{
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2014-04-16 10:42:39 +08:00
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return Vector3(this->x / s, this->y / s, this->z / s);
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2014-04-02 10:33:07 +08:00
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}
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inline bool Vector3::operator<(const Vector3& v) const
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{
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if (x == v.x)
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{
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if (y == v.y)
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{
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return z < v.z;
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}
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return y < v.y;
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}
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return x < v.x;
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}
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inline bool Vector3::operator==(const Vector3& v) const
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{
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return x==v.x && y==v.y && z==v.z;
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}
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inline bool Vector3::operator!=(const Vector3& v) const
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{
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return x!=v.x || y!=v.y || z!=v.z;
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}
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inline const Vector3 operator*(float x, const Vector3& v)
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{
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Vector3 result(v);
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result.scale(x);
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return result;
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}
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2014-04-02 12:09:51 +08:00
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NS_CC_MATH_END
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