#pragma once template struct Vec2 { T x = 0; T y = 0; template Vec2 Cast() const { return { static_cast(x), static_cast(y), }; } friend constexpr bool operator==(const Vec2& a, const Vec2& b) = default; friend constexpr Vec2 operator+(const Vec2& a, const Vec2& b) { return { a.x + b.x, a.y + b.y }; } friend constexpr Vec2 operator-(const Vec2& a, const Vec2& b) { return { a.x - b.x, a.y - b.y }; } friend constexpr Vec2 operator*(const Vec2& a, const Vec2& b) { return { a.x * b.x, a.y * b.y }; } friend constexpr Vec2 operator/(const Vec2& a, const Vec2& b) { return { a.x / b.x, a.y / b.y }; } friend constexpr Vec2 operator+(const Vec2& a, T n) { return { a.x + n, a.y + n }; } friend constexpr Vec2 operator-(const Vec2& a, T n) { return { a.x - n, a.y - n }; } friend constexpr Vec2 operator*(const Vec2& a, T n) { return { a.x * n, a.y * n }; } friend constexpr Vec2 operator/(const Vec2& a, T n) { return { a.x / n, a.y / n }; } }; using Vec2i = Vec2; using Vec2f = Vec2; template struct Vec3 { T x = 0; T y = 0; T z = 0; template Vec3 Cast() const { return { static_cast(x), static_cast(y), static_cast(z), }; } friend constexpr bool operator==(const Vec3& a, const Vec3& b) = default; friend constexpr Vec3 operator+(const Vec3& a, const Vec3& b) { return { a.x + b.x, a.y + b.y, a.z + b.z }; } friend constexpr Vec3 operator-(const Vec3& a, const Vec3& b) { return { a.x - b.x, a.y - b.y, a.z - b.z }; } friend constexpr Vec3 operator*(const Vec3& a, const Vec3& b) { return { a.x * b.x, a.y * b.y, a.z * b.z }; } friend constexpr Vec3 operator/(const Vec3& a, const Vec3& b) { return { a.x / b.x, a.y / b.y, a.z / b.z }; } friend constexpr Vec3 operator+(const Vec3& a, T n) { return { a.x + n, a.y + n, a.z + n }; } friend constexpr Vec3 operator-(const Vec3& a, T n) { return { a.x - n, a.y - n, a.z - n }; } friend constexpr Vec3 operator*(const Vec3& a, T n) { return { a.x * n, a.y * n, a.z * n }; } friend constexpr Vec3 operator/(const Vec3& a, T n) { return { a.x / n, a.y / n, a.z / n }; } }; using Vec3i = Vec3; using Vec3f = Vec3; template struct Vec4 { T x = 0; T y = 0; T z = 0; T w = 0; template Vec4 Cast() const { return { static_cast(x), static_cast(y), static_cast(z), static_cast(w), }; } friend constexpr bool operator==(const Vec4& a, const Vec4& b) = default; friend constexpr Vec4 operator+(const Vec4& a, const Vec4& b) { return { a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w }; } friend constexpr Vec4 operator-(const Vec4& a, const Vec4& b) { return { a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w }; } friend constexpr Vec4 operator*(const Vec4& a, const Vec4& b) { return { a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w }; } friend constexpr Vec4 operator/(const Vec4& a, const Vec4& b) { return { a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w }; } friend constexpr Vec4 operator+(const Vec4& a, T n) { return { a.x + n, a.y + n, a.z + n, a.w + n }; } friend constexpr Vec4 operator-(const Vec4& a, T n) { return { a.x - n, a.y - n, a.z - n, a.w - n }; } friend constexpr Vec4 operator*(const Vec4& a, T n) { return { a.x * n, a.y * n, a.z * n, a.w * n }; } friend constexpr Vec4 operator/(const Vec4& a, T n) { return { a.x / n, a.y / n, a.z / n, a.w / n }; } }; using Vec4i = Vec4; using Vec4f = Vec4;