axmol/cocos/math/Vector3.inl

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#include "Vector3.h"
#include "Matrix.h"
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NS_CC_MATH_BEGIN
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inline const Vector3 Vector3::operator+(const Vector3& v) const
{
Vector3 result(*this);
result.add(v);
return result;
}
inline Vector3& Vector3::operator+=(const Vector3& v)
{
add(v);
return *this;
}
inline const Vector3 Vector3::operator-(const Vector3& v) const
{
Vector3 result(*this);
result.subtract(v);
return result;
}
inline Vector3& Vector3::operator-=(const Vector3& v)
{
subtract(v);
return *this;
}
inline const Vector3 Vector3::operator-() const
{
Vector3 result(*this);
result.negate();
return result;
}
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inline const Vector3 Vector3::operator*(float s) const
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{
Vector3 result(*this);
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result.scale(s);
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return result;
}
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inline Vector3& Vector3::operator*=(float s)
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{
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scale(s);
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return *this;
}
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inline const Vector3 Vector3::operator/(const float s) const
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{
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return Vector3(this->x / s, this->y / s, this->z / s);
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}
inline bool Vector3::operator<(const Vector3& v) const
{
if (x == v.x)
{
if (y == v.y)
{
return z < v.z;
}
return y < v.y;
}
return x < v.x;
}
inline bool Vector3::operator==(const Vector3& v) const
{
return x==v.x && y==v.y && z==v.z;
}
inline bool Vector3::operator!=(const Vector3& v) const
{
return x!=v.x || y!=v.y || z!=v.z;
}
inline const Vector3 operator*(float x, const Vector3& v)
{
Vector3 result(v);
result.scale(x);
return result;
}
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NS_CC_MATH_END