Fixes formatting
This commit is contained in:
parent
be1f2a36cb
commit
1309881850
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@ -26,8 +26,8 @@
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*
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**********************************************************************************************/
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#ifndef RAYMATH_ADDON_H
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#define RAYMATH_ADDON_H
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#ifndef RAYMATH_CPP_ADDON_H
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#define RAYMATH_CPP_ADDON_H
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#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
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@ -37,79 +37,95 @@
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//-------------------------------------------------------------------------------
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// Vector2 operators
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RMAPI Vector2 Vector2Zeros = {0, 0};
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RMAPI Vector2 Vector2Ones = {1, 1};
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RMAPI Vector2 Vector2UnitX = {1, 0};
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RMAPI Vector2 Vector2UnitY = {0, 1};
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RMAPI Vector2 Vector2Zeros = { 0, 0 };
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RMAPI Vector2 Vector2Ones = { 1, 1 };
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RMAPI Vector2 Vector2UnitX = { 1, 0 };
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RMAPI Vector2 Vector2UnitY = { 0, 1 };
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RMAPI Vector2 operator+(const Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI const Vector2 &operator+=(Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI Vector2 operator-(const Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI const Vector2 &operator-=(Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI Vector2 operator*(const Vector2 &lhs, const float &rhs) {
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RMAPI 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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RMAPI const Vector2 &operator*=(Vector2 &lhs, const float &rhs) {
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RMAPI 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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RMAPI Vector2 operator*(const Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI const Vector2 &operator*=(Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI Vector2 operator*(const Vector2 &lhs, const Matrix &rhs) {
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RMAPI 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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RMAPI const Vector2 &operator*=(Vector2 &lhs, const Matrix &rhs) {
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RMAPI 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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RMAPI Vector2 operator/(const Vector2 &lhs, const float &rhs) {
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RMAPI 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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RMAPI const Vector2 &operator/=(Vector2 &lhs, const float &rhs) {
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RMAPI const Vector2 &operator/=(Vector2 &lhs, const float &rhs)
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{
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lhs = Vector2Scale(lhs, 1.0f / rhs);
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return lhs;
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}
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RMAPI Vector2 operator/(const Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI const Vector2 &operator/=(Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI bool operator==(const Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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RMAPI bool operator!=(const Vector2 &lhs, const Vector2 &rhs) {
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RMAPI 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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@ -120,230 +136,269 @@ RMAPI Vector3 Vector3UnitX = {1, 0, 0};
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RMAPI Vector3 Vector3UnitY = {0, 1, 0};
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RMAPI Vector3 Vector3UnitZ = {0, 0, 1};
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RMAPI Vector3 operator+(const Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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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RMAPI const Vector3 &operator+=(Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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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RMAPI Vector3 operator-(const Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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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RMAPI const Vector3 &operator-=(Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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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RMAPI Vector3 operator*(const Vector3 &lhs, const float &rhs) {
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RMAPI 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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RMAPI const Vector3 &operator*=(Vector3 &lhs, const float &rhs) {
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RMAPI 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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RMAPI Vector3 operator*(const Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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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RMAPI const Vector3 &operator*=(Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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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RMAPI Vector3 operator*(const Vector3 &lhs, const Matrix &rhs) {
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RMAPI 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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RMAPI const Vector3 &operator*=(Vector3 &lhs, const Matrix &rhs) {
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RMAPI 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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RMAPI Vector3 operator/(const Vector3 &lhs, const float &rhs) {
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RMAPI 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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RMAPI const Vector3 &operator/=(Vector3 &lhs, const float &rhs) {
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RMAPI const Vector3 &operator/=(Vector3 &lhs, const float &rhs)
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{
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lhs = Vector3Scale(lhs, 1.0f / rhs);
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return lhs;
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}
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RMAPI Vector3 operator/(const Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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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RMAPI const Vector3 &operator/=(Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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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RMAPI bool operator==(const Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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) &&
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FloatEquals(lhs.z, rhs.z);
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}
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RMAPI bool operator!=(const Vector3 &lhs, const Vector3 &rhs) {
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RMAPI 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) ||
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!FloatEquals(lhs.z, rhs.z);
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}
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// Vector4 operators
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RMAPI Vector4 Vector4Zeros = {0, 0, 0, 0};
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RMAPI Vector4 Vector4Ones = {1, 1, 1, 1};
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RMAPI Vector4 Vector4UnitX = {1, 0, 0, 0};
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RMAPI Vector4 Vector4UnitY = {0, 1, 0, 0};
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RMAPI Vector4 Vector4UnitZ = {0, 0, 1, 0};
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RMAPI Vector4 Vector4UnitW = {0, 0, 0, 1};
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RMAPI Vector4 Vector4Zeros = { 0, 0, 0, 0 };
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RMAPI Vector4 Vector4Ones = { 1, 1, 1, 1 };
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RMAPI Vector4 Vector4UnitX = { 1, 0, 0, 0 };
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RMAPI Vector4 Vector4UnitY = { 0, 1, 0, 0 };
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RMAPI Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
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RMAPI Vector4 Vector4UnitW = { 0, 0, 0, 1 };
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RMAPI Vector4 operator+(const Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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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RMAPI const Vector4 &operator+=(Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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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RMAPI Vector4 operator-(const Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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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RMAPI const Vector4 &operator-=(Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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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RMAPI Vector4 operator*(const Vector4 &lhs, const float &rhs) {
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RMAPI 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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RMAPI const Vector4 &operator*=(Vector4 &lhs, const float &rhs) {
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RMAPI 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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RMAPI Vector4 operator*(const Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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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RMAPI const Vector4 &operator*=(Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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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RMAPI Vector4 operator/(const Vector4 &lhs, const float &rhs) {
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RMAPI 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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RMAPI const Vector4 &operator/=(Vector4 &lhs, const float &rhs) {
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RMAPI const Vector4 &operator/=(Vector4 &lhs, const float &rhs)
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{
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lhs = Vector4Scale(lhs, 1.0f / rhs);
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return lhs;
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}
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RMAPI Vector4 operator/(const Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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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RMAPI const Vector4 &operator/=(Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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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RMAPI bool operator==(const Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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) &&
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FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
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}
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RMAPI bool operator!=(const Vector4 &lhs, const Vector4 &rhs) {
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RMAPI 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) ||
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!FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
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}
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// Quaternion operators
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RMAPI Quaternion QuaternionZeros = {0, 0, 0, 0};
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RMAPI Quaternion QuaternionOnes = {1, 1, 1, 1};
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RMAPI Quaternion QuaternionUnitX = {0, 0, 0, 1};
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RMAPI Quaternion QuaternionZeros = { 0, 0, 0, 0 };
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RMAPI Quaternion QuaternionOnes = { 1, 1, 1, 1 };
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RMAPI Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
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RMAPI Quaternion operator+(const Quaternion &lhs, const float &rhs) {
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RMAPI 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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RMAPI const Quaternion &operator+=(Quaternion &lhs,
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const float &rhs) {
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RMAPI 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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RMAPI Quaternion operator-(const Quaternion &lhs, const float &rhs) {
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RMAPI 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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RMAPI const Quaternion &operator-=(Quaternion &lhs,
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const float &rhs) {
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RMAPI 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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RMAPI Quaternion operator*(const Quaternion &lhs,
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const Matrix &rhs) {
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RMAPI 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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RMAPI const Quaternion &operator*=(Quaternion &lhs,
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const Matrix &rhs) {
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RMAPI 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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// Matrix operators
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RMAPI Matrix MatrixZeros = {};
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RMAPI Matrix MatrixZeros = { 0 };
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RMAPI Matrix MatrixUnit = { 1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1 };
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RMAPI Matrix operator+(const Matrix &lhs, const Matrix &rhs) {
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RMAPI Matrix operator+(const Matrix &lhs, const Matrix &rhs)
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{
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return MatrixAdd(lhs, rhs);
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}
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RMAPI const Matrix &operator+=(Matrix &lhs, const Matrix &rhs) {
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RMAPI const Matrix &operator+=(Matrix &lhs, const Matrix &rhs)
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{
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lhs = MatrixAdd(lhs, rhs);
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return lhs;
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}
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RMAPI Matrix operator-(const Matrix &lhs, const Matrix &rhs) {
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RMAPI Matrix operator-(const Matrix &lhs, const Matrix &rhs)
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{
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return MatrixSubtract(lhs, rhs);
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}
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RMAPI const Matrix &operator-=(Matrix &lhs, const Matrix &rhs) {
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RMAPI const Matrix &operator-=(Matrix &lhs, const Matrix &rhs)
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{
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lhs = MatrixSubtract(lhs, rhs);
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return lhs;
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}
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RMAPI Matrix operator*(const Matrix &lhs, const Matrix &rhs) {
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RMAPI Matrix operator*(const Matrix &lhs, const Matrix &rhs)
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{
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return MatrixMultiply(lhs, rhs);
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}
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RMAPI const Matrix &operator*=(Matrix &lhs, const Matrix &rhs) {
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RMAPI const Matrix &operator*=(Matrix &lhs, const Matrix &rhs)
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{
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lhs = MatrixMultiply(lhs, rhs);
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return lhs;
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}
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RMAPI Matrix operator*(const Matrix &lhs, const float value) {
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RMAPI Matrix operator*(const Matrix &lhs, const float value)
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{
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return MatrixMultiplyValue(lhs, value);
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}
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RMAPI const Matrix &operator*=(Matrix &lhs, const float value) {
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RMAPI const Matrix &operator*=(Matrix &lhs, const float value)
|
||||
{
|
||||
lhs = MatrixMultiplyValue(lhs, value);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
#endif // C++ operators
|
||||
#endif
|
||||
|
||||
#endif // RAYMATH_ADDON_H
|
||||
#endif // RAYMATH_CPP_ADDON_H
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user