mirror of https://github.com/axmolengine/axmol.git
95 lines
1.7 KiB
C++
95 lines
1.7 KiB
C++
#include "Matrix.h"
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#include "Vector4.h"
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NS_CC_MATH_BEGIN
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inline const Vector4 Vector4::operator+(const Vector4& v) const
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{
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Vector4 result(*this);
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result.add(v);
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return result;
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}
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inline Vector4& Vector4::operator+=(const Vector4& v)
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{
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add(v);
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return *this;
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}
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inline const Vector4 Vector4::operator-(const Vector4& v) const
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{
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Vector4 result(*this);
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result.subtract(v);
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return result;
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}
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inline Vector4& Vector4::operator-=(const Vector4& v)
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{
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subtract(v);
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return *this;
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}
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inline const Vector4 Vector4::operator-() const
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{
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Vector4 result(*this);
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result.negate();
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return result;
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}
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inline const Vector4 Vector4::operator*(float x) const
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{
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Vector4 result(*this);
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result.scale(x);
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return result;
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}
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inline Vector4& Vector4::operator*=(float x)
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{
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scale(x);
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return *this;
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}
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inline const Vector4 Vector4::operator/(const float x) const
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{
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return Vector4(this->x / x, this->y / x, this->z / x, this->w / x);
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}
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inline bool Vector4::operator<(const Vector4& v) const
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{
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if (x == v.x)
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{
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if (y == v.y)
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{
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if (z < v.z)
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{
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if (w < v.w)
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{
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return w < v.w;
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}
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}
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return z < v.z;
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}
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return y < v.y;
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}
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return x < v.x;
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}
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inline bool Vector4::operator==(const Vector4& v) const
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{
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return x==v.x && y==v.y && z==v.z && w==v.w;
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}
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inline bool Vector4::operator!=(const Vector4& v) const
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{
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return x!=v.x || y!=v.y || z!=v.z || w!=v.w;
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}
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inline const Vector4 operator*(float x, const Vector4& v)
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{
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Vector4 result(v);
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result.scale(x);
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return result;
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}
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NS_CC_MATH_END
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