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#include <basic/math.hpp>
V2ST::V2ST(size_t x, size_t y) : x(x), y(y) {
}
V2ST::V2ST(int32_t x, int32_t y) : x((size_t)x), y((size_t)y) {
}
bool V2ST::operator==(V2ST &b) {
bool result = this->x == b.x && this->y == b.y;
return result;
}
V2F32::V2F32(float x, float y) {
this->x = x;
this->y = y;
}
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(float x, float y, float z) {
this->x = x;
this->y = y;
this->z = z;
}
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(float x, float y, float z, float w) {
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
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::V2I32(int32_t x, int32_t y) : x(x), y(y) {
}
bool V2I32::operator==(V2I32 other) {
bool result = x == other.x && y == other.y;
return result;
}
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