#include /* V2ST */ bool V2ST::operator==(V2ST& b) { bool result = this->x == b.x && this->y == b.y; return result; } /* V2F32 */ V2F32 V2F32::operator/(float scalar) { V2F32 result {}; result.x = this->x / scalar; result.y = this->y / scalar; return result; } V2F32 V2F32::operator*(float scalar) { V2F32 result {}; result.x = this->x * scalar; result.y = this->y * scalar; return result; } V2F32 V2F32::operator+(V2F32 other) { V2F32 result {}; result.x = this->x + other.x; result.y = this->y + other.y; return result; } /* V3F32 */ V3F32 V3F32::operator/(float scalar) { V3F32 result = {}; result.x = this->x / scalar; result.y = this->y / scalar; result.z = this->z / scalar; return result; } V3F32 V3F32::operator*(float scalar) { V3F32 result = {}; result.x = this->x * scalar; result.y = this->y * scalar; result.z = this->z * scalar; return result; } /* V4F32 */ V4F32 V4F32::operator/(float scalar) { V4F32 result {}; result.x = this->x / scalar; result.y = this->y / scalar; result.z = this->z / scalar; result.w = this->w / scalar; return result; } V4F32 V4F32::operator*(float scalar) { V4F32 result {}; result.x = this->x * scalar; result.y = this->y * scalar; result.z = this->z * scalar; result.w = this->z * scalar; return result; } /* V2I32 */ bool V2I32::operator==(V2I32 other) { bool result = x == other.x && y == other.y; return result; }