Add cross product overload
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@ -2694,6 +2694,11 @@ inline bool operator != (const Vector2& lhs, const Vector2& rhs)
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
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}
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}
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inline float operator ^ (const Vector2& lhs, const Vector2& rhs)
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{
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return Vector2CrossProduct(lhs, rhs);
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}
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// Vector3 operators
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// Vector3 operators
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static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
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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 Vector3Ones = { 1, 1, 1 };
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@ -2788,6 +2793,11 @@ inline bool operator != (const Vector3& lhs, const Vector3& rhs)
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
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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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}
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inline Vector3 operator ^ (const Vector3& lhs, const Vector3& rhs)
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{
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return Vector3CrossProduct(lhs, rhs);
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}
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// Vector4 operators
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// Vector4 operators
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static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
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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 Vector4Ones = { 1, 1, 1, 1 };
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