2022-07-20 20:49:08 +00:00
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/*************************************************************************/
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/* vector4.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include <godot_cpp/variant/vector4.hpp>
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2022-09-19 22:57:54 +00:00
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#include <godot_cpp/variant/string.hpp>
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2022-07-20 20:49:08 +00:00
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#include <godot_cpp/variant/vector4i.hpp>
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namespace godot {
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Vector4::Axis Vector4::min_axis_index() const {
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uint32_t min_index = 0;
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real_t min_value = x;
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for (uint32_t i = 1; i < 4; i++) {
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if (operator[](i) <= min_value) {
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min_index = i;
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min_value = operator[](i);
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}
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}
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return Vector4::Axis(min_index);
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}
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Vector4::Axis Vector4::max_axis_index() const {
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uint32_t max_index = 0;
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real_t max_value = x;
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for (uint32_t i = 1; i < 4; i++) {
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if (operator[](i) > max_value) {
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max_index = i;
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max_value = operator[](i);
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}
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}
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return Vector4::Axis(max_index);
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}
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2022-07-20 20:49:08 +00:00
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bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
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return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w);
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}
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2022-09-19 22:57:54 +00:00
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bool Vector4::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w);
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}
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real_t Vector4::length() const {
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return Math::sqrt(length_squared());
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}
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void Vector4::normalize() {
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real_t lengthsq = length_squared();
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if (lengthsq == 0) {
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x = y = z = w = 0;
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} else {
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real_t length = Math::sqrt(lengthsq);
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x /= length;
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y /= length;
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z /= length;
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w /= length;
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}
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}
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Vector4 Vector4::normalized() const {
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Vector4 v = *this;
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v.normalize();
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return v;
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}
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bool Vector4::is_normalized() const {
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return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON);
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}
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real_t Vector4::distance_to(const Vector4 &p_to) const {
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return (p_to - *this).length();
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}
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real_t Vector4::distance_squared_to(const Vector4 &p_to) const {
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return (p_to - *this).length_squared();
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}
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Vector4 Vector4::direction_to(const Vector4 &p_to) const {
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Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
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ret.normalize();
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return ret;
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}
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Vector4 Vector4::abs() const {
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return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
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}
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Vector4 Vector4::sign() const {
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return Vector4(Math::sign(x), Math::sign(y), Math::sign(z), Math::sign(w));
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}
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2022-09-18 09:06:17 +00:00
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Vector4 Vector4::floor() const {
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return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w));
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}
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Vector4 Vector4::ceil() const {
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return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w));
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}
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Vector4 Vector4::round() const {
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return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
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}
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Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
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return Vector4(
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x + (p_weight * (p_to.x - x)),
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y + (p_weight * (p_to.y - y)),
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z + (p_weight * (p_to.z - z)),
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w + (p_weight * (p_to.w - w)));
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}
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Vector4 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 res = *this;
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res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
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res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
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res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
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res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight);
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return res;
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}
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Vector4 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 res = *this;
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res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
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res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
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res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
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res.w = Math::cubic_interpolate_in_time(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
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return res;
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}
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Vector4 Vector4::posmod(const real_t p_mod) const {
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return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod));
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}
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Vector4 Vector4::posmodv(const Vector4 &p_modv) const {
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return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w));
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}
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void Vector4::snap(const Vector4 &p_step) {
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x = Math::snapped(x, p_step.x);
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y = Math::snapped(y, p_step.y);
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z = Math::snapped(z, p_step.z);
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w = Math::snapped(w, p_step.w);
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}
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Vector4 Vector4::snapped(const Vector4 &p_step) const {
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Vector4 v = *this;
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v.snap(p_step);
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return v;
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}
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Vector4 Vector4::inverse() const {
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return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
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}
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Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
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return Vector4(
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CLAMP(x, p_min.x, p_max.x),
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CLAMP(y, p_min.y, p_max.y),
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CLAMP(z, p_min.z, p_max.z),
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CLAMP(w, p_min.w, p_max.w));
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}
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Vector4::operator String() const {
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return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")";
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}
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static_assert(sizeof(Vector4) == 4 * sizeof(real_t));
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2022-07-20 20:49:08 +00:00
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} // namespace godot
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