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#include <basic/math.hpp>
/* 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;
}
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