#include "Math.hh" namespace Core { Vector2::Vector2() : x(0), y(0) { } Vector2::Vector2(float x, float y) : x(x), y(y) { } Vector2 Vector2::operator+(Vector2 const &other) { return Vector2(this->x+other.x, this->y+other.y); } Vector2 Vector2::operator-(Vector2 const &other) { return Vector2(this->x-other.x, this->y-other.y); } Vector2 Vector2::operator*(Vector2 const &other) { return Vector2(this->x*other.x, this->y*other.y); } Vector2 Vector2::operator/(Vector2 const &other) { // TODO(Eero): Add Zero checks return Vector2(this->x/other.x, this->y/other.y); } Vector2& Vector2::operator+=(Vector2 const &other) { this->x += other.x; this->y += other.y; return *this; } Vector2& Vector2::operator-=(Vector2 const &other) { this->x -= other.x; this->y -= other.y; return *this; } Vector2& Vector2::operator*=(Vector2 const &other) { this->x *= other.x; this->y *= other.y; return *this; } Vector2& Vector2::operator/=(Vector2 const &other) { // TODO(Eero): Add Zero checks this->x /= other.x; this->y /= other.y; return *this; } bool Vector2::operator==(Vector2 const &other) { return (this->x == other.x && this->y == other.y) ? true : false; } bool Vector2::operator!=(Vector2 const &other) { return (this->x != other.x || this->y != other.y) ? true : false; } Vector2 Vector2::operator*(float const &scalar) { return Vector2(scalar * this->x, scalar * this->y); } Vector3::Vector3() : x(0), y(0), z(0), w(1) { } Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z), w(1) { } Vector3::Vector3(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } Vector3 Vector3::operator+(Vector3 const &other) { return Vector3(this->x+other.x, this->y+other.y, this->z+other.z); } Vector3 Vector3::operator-(Vector3 const &other) { return Vector3(this->x-other.x, this->y-other.y, this->z-other.z); } Vector3 Vector3::operator*(Vector3 const &other) { return Vector3(this->x*other.x, this->y*other.y, this->z*other.z); } Vector3 Vector3::operator/(Vector3 const &other) { // TODO(Eero): Add Zero checks return Vector3(this->x/other.x, this->y/other.y, this->z/other.z); } Vector3& Vector3::operator+=(Vector3 const &other) { this->x += other.x; this->y += other.y; this->z += other.z; return *this; } Vector3& Vector3::operator-=(Vector3 const &other) { this->x -= other.x; this->y -= other.y; this->z -= other.z; return *this; } Vector3& Vector3::operator*=(Vector3 const &other) { this->x *= other.x; this->y *= other.y; this->z *= other.z; return *this; } Vector3& Vector3::operator/=(Vector3 const &other) { // TODO(Eero): Add Zero checks this->x /= other.x; this->y /= other.y; this->z /= other.z; return *this; } bool Vector3::operator==(Vector3 const &other) { return ( this->x == other.x && this->y == other.y && this->z == other.z && this->w == other.w // TODO(Eero): Is w check required? ) ? true : false; } bool Vector3::operator!=(Vector3 const &other) { return ( this->x != other.x || this->y != other.y || this->z != other.z || this->w != other.w // TODO(Eero): Is w check required? ) ? true : false; } Vector3 Vector3::operator*(float const &scalar) { return Vector3(scalar * this->x, scalar * this->y, scalar * this->z); } } // namespace Core