chore: added more implicit conversions on Vector2D and Vector3D
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@ -77,6 +77,8 @@ public readonly struct Vector2D(float x, float y)
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public static bool operator ==(Vector2D left, Vector2D right) => left.X == right.X && left.Y == right.Y;
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public static bool operator !=(Vector2D left, Vector2D right) => left.X != right.X || left.Y != right.Y;
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public static implicit operator System.Numerics.Vector2(Vector2D vector) => new(vector.X, vector.Y);
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public static implicit operator Vector2D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y);
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public static implicit operator Vector2D(Vector3D vector) => new(vector.X, vector.Y);
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public static implicit operator Vector2D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y);
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@ -92,6 +92,8 @@ public readonly struct Vector3D(float x, float y, float z)
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public static bool operator ==(Vector3D left, Vector3D right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
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public static bool operator !=(Vector3D left, Vector3D right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
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public static implicit operator System.Numerics.Vector3(Vector3D vector) => new(vector.X, vector.Y, vector.Z);
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public static implicit operator Vector3D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y, vector.Z);
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public static implicit operator Vector3D(Vector2D vector) => new(vector.X, vector.Y, 0f);
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public static implicit operator Vector3D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y, 0f);
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