axmol/cocos/math/Vector4.inl

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#include "Matrix.h"
#include "Vector4.h"
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NS_CC_MATH_BEGIN
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inline const Vector4 Vector4::operator+(const Vector4& v) const
{
Vector4 result(*this);
result.add(v);
return result;
}
inline Vector4& Vector4::operator+=(const Vector4& v)
{
add(v);
return *this;
}
inline const Vector4 Vector4::operator-(const Vector4& v) const
{
Vector4 result(*this);
result.subtract(v);
return result;
}
inline Vector4& Vector4::operator-=(const Vector4& v)
{
subtract(v);
return *this;
}
inline const Vector4 Vector4::operator-() const
{
Vector4 result(*this);
result.negate();
return result;
}
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inline const Vector4 Vector4::operator*(float s) const
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{
Vector4 result(*this);
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result.scale(s);
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return result;
}
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inline Vector4& Vector4::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 Vector4 Vector4::operator/(const float s) const
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{
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return Vector4(this->x / s, this->y / s, this->z / s, this->w / s);
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}
inline bool Vector4::operator<(const Vector4& v) const
{
if (x == v.x)
{
if (y == v.y)
{
if (z < v.z)
{
if (w < v.w)
{
return w < v.w;
}
}
return z < v.z;
}
return y < v.y;
}
return x < v.x;
}
inline bool Vector4::operator==(const Vector4& v) const
{
return x==v.x && y==v.y && z==v.z && w==v.w;
}
inline bool Vector4::operator!=(const Vector4& v) const
{
return x!=v.x || y!=v.y || z!=v.z || w!=v.w;
}
inline const Vector4 operator*(float x, const Vector4& v)
{
Vector4 result(v);
result.scale(x);
return result;
}
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NS_CC_MATH_END