0.0F, 0.0F, z, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F};
}
-Matrix operator*(const Matrix &a, const Matrix &b) {
- return MatrixMultiply(a, b);
-}
+// Matrix operator*(const Matrix &a, const Matrix &b) {
+// return MatrixMultiply(a, b);
+// }
bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out) {
if (FloatEquals(ray.direction.y, 0.0F)) {
return vertices;
}
-Vector3 operator+(Vector3 a, Vector3 b) {
- return Vector3{a.x + b.x, a.y + b.y, a.z + b.z};
-}
+// Vector3 operator+(Vector3 a, Vector3 b) {
+// return Vector3{a.x + b.x, a.y + b.y, a.z + b.z};
+// }
-Vector3 operator-(Vector3 a, Vector3 b) {
- return Vector3{a.x - b.x, a.y - b.y, a.z - b.z};
-}
+// Vector3 operator-(Vector3 a, Vector3 b) {
+// return Vector3{a.x - b.x, a.y - b.y, a.z - b.z};
+// }
-Vector3 operator*(Vector3 vec3, float factor) {
- return Vector3Scale(vec3, factor);
-}
+// Vector3 operator*(Vector3 vec3, float factor) {
+// return Vector3Scale(vec3, factor);
+// }
Vector3 operator*(Matrix mat, Vector3 vec3) {
return Vector3Transform(vec3, mat);
extern Matrix scale_matrix_xyz(float x, float y, float z);
-extern Matrix operator*(const Matrix &a, const Matrix &b);
+// extern Matrix operator*(const Matrix &a, const Matrix &b);
/// Returns true if intersects with xz plane.
extern bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out);
// weirdness regarding column-major matrices.
// extern Vector4 operator*(const Matrix &m, const Vector4 &v);
-extern Vector3 operator+(Vector3 a, Vector3 b);
-extern Vector3 operator-(Vector3 a, Vector3 b);
+// extern Vector3 operator+(Vector3 a, Vector3 b);
+// extern Vector3 operator-(Vector3 a, Vector3 b);
-extern Vector3 operator*(Vector3 vec3, float factor);
+// extern Vector3 operator*(Vector3 vec3, float factor);
extern Vector3 operator*(Matrix mat, Vector3 vec3);