2014-04-30 08:50:12 +08:00
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/**
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Copyright 2013 BlackBerry Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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2014-05-17 05:36:00 +08:00
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#include "math/Vec3.h"
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#include "math/Mat4.h"
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2014-04-02 10:33:07 +08:00
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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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Optimize Vec3
small function Vec3 move to Vec3.inl
Added:
add(float xx, float yy, float zz);
setZero();
Change all code:
_vec3 = Vec3(x, y, z); -> _vec3.set(x, y, z);
Vec3 vec3 = Vec3(x, y, z); -> Vec3 vec3(x, y, z);
_vec3 += Vec3(x, y, z); -> _vec3.add(x, y, z);
_vec3 = Vec3::ZERO; -> _vec3.setZero();
2015-04-05 18:09:50 +08:00
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inline bool Vec3::isZero() const
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{
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return x == 0.0f && y == 0.0f && z == 0.0f;
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}
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inline bool Vec3::isOne() const
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{
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return x == 1.0f && y == 1.0f && z == 1.0f;
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}
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inline void Vec3::add(const Vec3& v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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}
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inline void Vec3::add(float xx, float yy, float zz)
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{
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x += xx;
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y += yy;
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z += zz;
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}
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inline float Vec3::length() const
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{
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2016-07-07 00:38:27 +08:00
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return std::sqrt(x * x + y * y + z * z);
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Optimize Vec3
small function Vec3 move to Vec3.inl
Added:
add(float xx, float yy, float zz);
setZero();
Change all code:
_vec3 = Vec3(x, y, z); -> _vec3.set(x, y, z);
Vec3 vec3 = Vec3(x, y, z); -> Vec3 vec3(x, y, z);
_vec3 += Vec3(x, y, z); -> _vec3.add(x, y, z);
_vec3 = Vec3::ZERO; -> _vec3.setZero();
2015-04-05 18:09:50 +08:00
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}
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inline float Vec3::lengthSquared() const
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{
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return (x * x + y * y + z * z);
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}
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inline void Vec3::negate()
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{
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x = -x;
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y = -y;
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z = -z;
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}
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inline void Vec3::scale(float scalar)
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{
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x *= scalar;
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y *= scalar;
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z *= scalar;
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}
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2015-04-16 20:43:12 +08:00
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inline Vec3 Vec3::lerp(const Vec3 &target, float alpha) const
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{
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return *this * (1.f - alpha) + target * alpha;
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}
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Optimize Vec3
small function Vec3 move to Vec3.inl
Added:
add(float xx, float yy, float zz);
setZero();
Change all code:
_vec3 = Vec3(x, y, z); -> _vec3.set(x, y, z);
Vec3 vec3 = Vec3(x, y, z); -> Vec3 vec3(x, y, z);
_vec3 += Vec3(x, y, z); -> _vec3.add(x, y, z);
_vec3 = Vec3::ZERO; -> _vec3.setZero();
2015-04-05 18:09:50 +08:00
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inline void Vec3::set(float xx, float yy, float zz)
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{
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this->x = xx;
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this->y = yy;
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this->z = zz;
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}
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inline void Vec3::set(const float* array)
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{
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GP_ASSERT(array);
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x = array[0];
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y = array[1];
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z = array[2];
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}
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inline void Vec3::set(const Vec3& v)
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{
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this->x = v.x;
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this->y = v.y;
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this->z = v.z;
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}
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inline void Vec3::set(const Vec3& p1, const Vec3& p2)
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{
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x = p2.x - p1.x;
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y = p2.y - p1.y;
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z = p2.z - p1.z;
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}
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inline void Vec3::setZero()
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{
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x = y = z = 0.0f;
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}
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inline void Vec3::subtract(const Vec3& v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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}
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2014-05-15 01:07:09 +08:00
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inline const Vec3 Vec3::operator+(const Vec3& v) const
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2014-04-02 10:33:07 +08:00
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{
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2014-05-15 01:07:09 +08:00
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Vec3 result(*this);
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2014-04-02 10:33:07 +08:00
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result.add(v);
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return result;
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}
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2014-05-15 01:07:09 +08:00
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inline Vec3& Vec3::operator+=(const Vec3& v)
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2014-04-02 10:33:07 +08:00
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{
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add(v);
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return *this;
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}
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2014-05-15 01:07:09 +08:00
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inline const Vec3 Vec3::operator-(const Vec3& v) const
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2014-04-02 10:33:07 +08:00
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{
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2014-05-15 01:07:09 +08:00
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Vec3 result(*this);
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2014-04-02 10:33:07 +08:00
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result.subtract(v);
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return result;
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}
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2014-05-15 01:07:09 +08:00
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inline Vec3& Vec3::operator-=(const Vec3& v)
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2014-04-02 10:33:07 +08:00
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{
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subtract(v);
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return *this;
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}
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2014-05-15 01:07:09 +08:00
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inline const Vec3 Vec3::operator-() const
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{
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2014-05-15 01:07:09 +08:00
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Vec3 result(*this);
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2014-04-02 10:33:07 +08:00
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result.negate();
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return result;
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}
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2014-05-15 01:07:09 +08:00
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inline const Vec3 Vec3::operator*(float s) const
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{
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2014-05-15 01:07:09 +08:00
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Vec3 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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2014-05-15 01:07:09 +08:00
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inline Vec3& Vec3::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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2014-05-15 01:07:09 +08:00
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inline const Vec3 Vec3::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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2014-05-15 01:07:09 +08:00
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return Vec3(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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2014-05-15 01:07:09 +08:00
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inline bool Vec3::operator==(const Vec3& v) const
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2014-04-02 10:33:07 +08:00
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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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2014-05-15 01:07:09 +08:00
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inline bool Vec3::operator!=(const Vec3& v) const
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2014-04-02 10:33:07 +08:00
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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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2014-05-15 01:07:09 +08:00
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inline const Vec3 operator*(float x, const Vec3& v)
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2014-04-02 10:33:07 +08:00
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{
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2014-05-15 01:07:09 +08:00
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Vec3 result(v);
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2014-04-02 10:33:07 +08:00
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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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