#include "Vector3.h" #include "Matrix.h" namespace gameplay { 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; } inline const Vector3 Vector3::operator*(float x) const { Vector3 result(*this); result.scale(x); return result; } inline Vector3& Vector3::operator*=(float x) { scale(x); return *this; } inline const Vector3 Vector3::operator/(const float x) const { return Vector3(this->x / x, this->y / x, this->z / x); } 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; } }