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raymath_operators.h
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/**********************************************************************************************
*
* raylib-extrss * Utilities and Shared Components for Raylib
*
* raymath_operators.h * CPP operator overloads for raymath methods
* DO NOT USE THIS FILE WITH 5.5 DEV, it allready has operators built in
*
* LICENSE: ZLiB
*
* Copyright (c) 2022 Jeffery Myers
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************************************************/
#pragma once
#include "raylib.h"
//------------------Vector2-----------------//
inline Vector2 operator+ (Vector2 lhs, const Vector2& rhs)
{
return Vector2{ lhs.x + rhs.x, lhs.y + rhs.y };
}
inline Vector2 operator+ (Vector2 lhs, const float& rhs)
{
return Vector2{ lhs.x + rhs, lhs.y + rhs };
}
inline Vector2 operator- (Vector2 lhs, const Vector2& rhs)
{
return Vector2{ lhs.x - rhs.x, lhs.y - rhs.y };
}
inline Vector2 operator- (Vector2 lhs, const float& rhs)
{
return Vector2{ lhs.x - rhs, lhs.y - rhs };
}
inline Vector2 operator* (Vector2 lhs, const float& rhs)
{
return Vector2{ lhs.x * rhs, lhs.y * rhs };
}
inline Vector2 operator* (Vector2 lhs, const Vector2& rhs)
{
return Vector2{ lhs.x * rhs.x, lhs.y * rhs.y };
}
inline Vector2 operator/ (Vector2 lhs, const float& rhs)
{
return Vector2{ lhs.x / rhs, lhs.y / rhs };
}
inline Vector2 operator/ (Vector2 lhs, const Vector2& rhs)
{
return Vector2{ lhs.x / rhs.y, lhs.y / rhs.y };
}
static constexpr Vector2 Vector2Zeros = { 0,0 };
static constexpr Vector2 Vector2UnitX = { 1,0 };
static constexpr Vector2 Vector2UnitY = { 0,1 };
//------------------Vector3-----------------//
inline Vector3 operator+ (Vector3 lhs, const Vector3& rhs)
{
return Vector3{ lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z };
}
inline Vector3 operator+ (Vector3 lhs, const float& rhs)
{
return Vector3{ lhs.x + rhs, lhs.y + rhs, lhs.z + rhs };
}
inline Vector3 operator- (Vector3 lhs, const Vector3& rhs)
{
return Vector3{ lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z };
}
inline Vector3 operator- (Vector3 lhs, const float& rhs)
{
return Vector3{ lhs.x - rhs, lhs.y - rhs, lhs.z - rhs };
}
inline Vector3 operator* (Vector3 lhs, const float& rhs)
{
return Vector3{ lhs.x * rhs, lhs.y * rhs, lhs.z * rhs };
}
inline Vector3 operator* (Vector3 lhs, const Vector3& rhs)
{
return Vector3{ lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z };
}
inline Vector3 operator/ (Vector3 lhs, const float& rhs)
{
return Vector3{ lhs.x / rhs, lhs.y / rhs, lhs.z / rhs };
}
inline Vector3 operator/ (Vector3 lhs, const Vector3& rhs)
{
return Vector3{ lhs.x / rhs.y, lhs.y / rhs.y, lhs.z / rhs.z };
}
static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };