#include "Matrix.h" #include "Vector4.h" NS_CC_MATH_BEGIN 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; } inline const Vector4 Vector4::operator*(float s) const { Vector4 result(*this); result.scale(s); return result; } inline Vector4& Vector4::operator*=(float s) { scale(s); return *this; } inline const Vector4 Vector4::operator/(const float s) const { return Vector4(this->x / s, this->y / s, this->z / s, this->w / s); } 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; } NS_CC_MATH_END