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			307 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			307 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  vector4.h                                                             */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#ifndef VECTOR4_H
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#define VECTOR4_H
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#include "core/error/error_macros.h"
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#include "core/math/math_funcs.h"
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class String;
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struct _NO_DISCARD_ Vector4 {
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	static const int AXIS_COUNT = 4;
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	enum Axis {
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		AXIS_X,
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		AXIS_Y,
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		AXIS_Z,
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		AXIS_W,
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	};
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	union {
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		struct {
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			real_t x;
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			real_t y;
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			real_t z;
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			real_t w;
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		};
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		real_t components[4] = { 0, 0, 0, 0 };
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	};
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	_FORCE_INLINE_ real_t &operator[](const int p_axis) {
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		DEV_ASSERT((unsigned int)p_axis < 4);
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		return components[p_axis];
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	}
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	_FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
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		DEV_ASSERT((unsigned int)p_axis < 4);
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		return components[p_axis];
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	}
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	Vector4::Axis min_axis_index() const;
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	Vector4::Axis max_axis_index() const;
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	Vector4 min(const Vector4 &p_vector4) const {
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		return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
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	}
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	Vector4 max(const Vector4 &p_vector4) const {
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		return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
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	}
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	_FORCE_INLINE_ real_t length_squared() const;
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	bool is_equal_approx(const Vector4 &p_vec4) const;
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	bool is_zero_approx() const;
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	bool is_finite() const;
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	real_t length() const;
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	void normalize();
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	Vector4 normalized() const;
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	bool is_normalized() const;
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	real_t distance_to(const Vector4 &p_to) const;
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	real_t distance_squared_to(const Vector4 &p_to) const;
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	Vector4 direction_to(const Vector4 &p_to) const;
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	Vector4 abs() const;
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	Vector4 sign() const;
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	Vector4 floor() const;
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	Vector4 ceil() const;
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	Vector4 round() const;
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	Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
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	Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
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	Vector4 cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
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	Vector4 posmod(const real_t p_mod) const;
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	Vector4 posmodv(const Vector4 &p_modv) const;
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	void snap(const Vector4 &p_step);
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	Vector4 snapped(const Vector4 &p_step) const;
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	Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
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	Vector4 inverse() const;
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	_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
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	_FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
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	_FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
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	_FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
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	_FORCE_INLINE_ void operator*=(const real_t &s);
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	_FORCE_INLINE_ void operator/=(const real_t &s);
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	_FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ Vector4 operator-() const;
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	_FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
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	_FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
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	_FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
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	_FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
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	operator String() const;
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	_FORCE_INLINE_ Vector4() {}
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	_FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
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			x(p_x),
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			y(p_y),
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			z(p_z),
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			w(p_w) {
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	}
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	Vector4(const Vector4 &p_vec4) :
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			x(p_vec4.x),
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			y(p_vec4.y),
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			z(p_vec4.z),
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			w(p_vec4.w) {
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	}
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	void operator=(const Vector4 &p_vec4) {
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		x = p_vec4.x;
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		y = p_vec4.y;
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		z = p_vec4.z;
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		w = p_vec4.w;
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	}
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};
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real_t Vector4::dot(const Vector4 &p_vec4) const {
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	return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
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}
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real_t Vector4::length_squared() const {
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	return dot(*this);
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}
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void Vector4::operator+=(const Vector4 &p_vec4) {
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	x += p_vec4.x;
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	y += p_vec4.y;
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	z += p_vec4.z;
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	w += p_vec4.w;
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}
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void Vector4::operator-=(const Vector4 &p_vec4) {
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	x -= p_vec4.x;
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	y -= p_vec4.y;
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	z -= p_vec4.z;
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	w -= p_vec4.w;
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}
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void Vector4::operator*=(const Vector4 &p_vec4) {
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	x *= p_vec4.x;
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	y *= p_vec4.y;
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	z *= p_vec4.z;
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	w *= p_vec4.w;
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}
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void Vector4::operator/=(const Vector4 &p_vec4) {
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	x /= p_vec4.x;
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	y /= p_vec4.y;
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	z /= p_vec4.z;
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	w /= p_vec4.w;
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}
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void Vector4::operator*=(const real_t &s) {
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	x *= s;
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	y *= s;
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	z *= s;
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	w *= s;
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}
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void Vector4::operator/=(const real_t &s) {
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	*this *= 1.0f / s;
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}
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Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
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	return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
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}
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Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
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	return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
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}
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Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
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	return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
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}
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Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
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	return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
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}
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Vector4 Vector4::operator-() const {
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	return Vector4(-x, -y, -z, -w);
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}
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Vector4 Vector4::operator*(const real_t &s) const {
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	return Vector4(x * s, y * s, z * s, w * s);
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}
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Vector4 Vector4::operator/(const real_t &s) const {
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	return *this * (1.0f / s);
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}
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bool Vector4::operator==(const Vector4 &p_vec4) const {
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	return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
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}
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bool Vector4::operator!=(const Vector4 &p_vec4) const {
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	return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
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}
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bool Vector4::operator<(const Vector4 &p_v) const {
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	if (x == p_v.x) {
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		if (y == p_v.y) {
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			if (z == p_v.z) {
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				return w < p_v.w;
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			}
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			return z < p_v.z;
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		}
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		return y < p_v.y;
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	}
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	return x < p_v.x;
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}
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bool Vector4::operator>(const Vector4 &p_v) const {
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	if (x == p_v.x) {
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		if (y == p_v.y) {
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			if (z == p_v.z) {
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				return w > p_v.w;
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			}
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			return z > p_v.z;
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		}
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		return y > p_v.y;
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	}
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	return x > p_v.x;
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}
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bool Vector4::operator<=(const Vector4 &p_v) const {
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	if (x == p_v.x) {
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		if (y == p_v.y) {
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			if (z == p_v.z) {
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				return w <= p_v.w;
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			}
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			return z < p_v.z;
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		}
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		return y < p_v.y;
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	}
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	return x < p_v.x;
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}
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bool Vector4::operator>=(const Vector4 &p_v) const {
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	if (x == p_v.x) {
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		if (y == p_v.y) {
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			if (z == p_v.z) {
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				return w >= p_v.w;
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			}
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			return z > p_v.z;
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		}
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		return y > p_v.y;
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	}
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	return x > p_v.x;
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}
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_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
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	return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
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	return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
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	return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
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	return p_vec * p_scalar;
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}
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#endif // VECTOR4_H
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