[Raymath] Add C++ operator overloads for common math function (#4385)
* Update raylib_api.* by CI * Add math operators for C++ to raymath * better #define for disabling C++ operators --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
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src/raymath.h
317
src/raymath.h
@ -27,6 +27,8 @@
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* Define static inline functions code, so #include header suffices for use.
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* This may use up lots of memory.
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*
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* #define RAYMATH_DISABLE_OPERATORS
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* Disables C++ operator overloads for raymath types.
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*
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* LICENSE: zlib/libpng
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*
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@ -2580,4 +2582,319 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
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}
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}
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// optional C++ math operators
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// define RAYLIB_DISABLE_VECTOR_OPERATORS to disable
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#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_OPERATORS)
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//------------------Vector2-----------------//
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static constexpr Vector2 Vector2Zeros = { 0, 0 };
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static constexpr Vector2 Vector2Ones = { 1, 1 };
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static constexpr Vector2 Vector2UnitX = { 1, 0 };
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static constexpr Vector2 Vector2UnitY = { 0, 1 };
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inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2Add(lhs, rhs);
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}
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inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
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{
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lhs = Vector2Add(lhs, rhs);
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return lhs;
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}
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inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2Subtract(lhs, rhs);
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}
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inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
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{
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lhs = Vector2Subtract(lhs, rhs);
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return lhs;
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}
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inline Vector2 operator * (const Vector2& lhs, const float& rhs)
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{
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return Vector2Scale(lhs, rhs);
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}
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inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
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{
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lhs = Vector2Scale(lhs, rhs);
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return lhs;
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}
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inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2Multiply(lhs, rhs);
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}
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inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
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{
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lhs = Vector2Multiply(lhs, rhs);
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return lhs;
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}
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inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
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{
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return Vector2Transform(lhs, rhs);
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}
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inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
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{
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lhs = Vector2Transform(lhs, rhs);
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return lhs;
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}
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inline Vector2 operator / (const Vector2& lhs, const float& rhs)
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{
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return Vector2Scale(lhs, 1.0f / rhs);
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}
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inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
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{
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lhs = Vector2Scale(lhs, rhs);
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return lhs;
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}
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inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2Divide(lhs, rhs);
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}
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inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
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{
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lhs = Vector2Divide(lhs, rhs);
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return lhs;
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}
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inline bool operator == (const Vector2& lhs, const Vector2& rhs)
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{
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
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}
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inline bool operator != (const Vector2& lhs, const Vector2& rhs)
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{
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
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}
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//------------------Vector3-----------------//
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static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
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static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
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static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
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static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
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static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
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inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3Add(lhs, rhs);
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}
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inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
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{
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lhs = Vector3Add(lhs, rhs);
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return lhs;
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}
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inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3Subtract(lhs, rhs);
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}
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inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
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{
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lhs = Vector3Subtract(lhs, rhs);
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return lhs;
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}
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inline Vector3 operator * (const Vector3& lhs, const float& rhs)
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{
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return Vector3Scale(lhs, rhs);
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}
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inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
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{
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lhs = Vector3Scale(lhs, rhs);
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return lhs;
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}
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inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3Multiply(lhs, rhs);
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}
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inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
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{
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lhs = Vector3Multiply(lhs, rhs);
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return lhs;
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}
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inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
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{
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return Vector3Transform(lhs, rhs);
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}
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inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
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{
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lhs = Vector3Transform(lhs, rhs);
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return lhs;
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}
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inline Vector3 operator / (const Vector3& lhs, const float& rhs)
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{
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return Vector3Scale(lhs, 1.0f / rhs);
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}
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inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
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{
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lhs = Vector3Scale(lhs, rhs);
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return lhs;
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}
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inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3Divide(lhs, rhs);
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}
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inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
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{
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lhs = Vector3Divide(lhs, rhs);
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return lhs;
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}
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inline bool operator == (const Vector3& lhs, const Vector3& rhs)
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{
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
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}
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inline bool operator != (const Vector3& lhs, const Vector3& rhs)
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{
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
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}
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//------------------Vector4-----------------//
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static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
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static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
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static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
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static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
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static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
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static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
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inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
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{
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return Vector4Add(lhs, rhs);
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}
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inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
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{
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lhs = Vector4Add(lhs, rhs);
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return lhs;
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}
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inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
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{
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return Vector4Subtract(lhs, rhs);
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}
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inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
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{
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lhs = Vector4Subtract(lhs, rhs);
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return lhs;
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}
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inline Vector4 operator * (const Vector4& lhs, const float& rhs)
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{
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return Vector4Scale(lhs, rhs);
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}
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inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
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{
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lhs = Vector4Scale(lhs, rhs);
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return lhs;
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}
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inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
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{
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return Vector4Multiply(lhs, rhs);
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}
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inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
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{
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lhs = Vector4Multiply(lhs, rhs);
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return lhs;
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}
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inline Vector4 operator / (const Vector4& lhs, const float& rhs)
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{
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return Vector4Scale(lhs, 1.0f / rhs);
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}
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inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
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{
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lhs = Vector4Scale(lhs, rhs);
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return lhs;
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}
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inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
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{
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return Vector4Divide(lhs, rhs);
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}
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inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
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{
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lhs = Vector4Divide(lhs, rhs);
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return lhs;
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}
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inline bool operator == (const Vector4& lhs, const Vector4& rhs)
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{
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
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}
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inline bool operator != (const Vector4& lhs, const Vector4& rhs)
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{
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
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}
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//------------------Quaternion-----------------//
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static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
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static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
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static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
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inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
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{
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return QuaternionAddValue(lhs, rhs);
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}
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inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
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{
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lhs = QuaternionAddValue(lhs, rhs);
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return lhs;
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}
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inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
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{
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return QuaternionSubtractValue(lhs, rhs);
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}
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inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
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{
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lhs = QuaternionSubtractValue(lhs, rhs);
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return lhs;
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}
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inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
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{
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return QuaternionTransform(lhs, rhs);
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}
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inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
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{
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lhs = QuaternionTransform(lhs, rhs);
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return lhs;
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}
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#endif // C++ operators
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#endif // RAYMATH_H
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