2023-01-10 15:14:30 +00:00
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/**************************************************************************/
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/* vector4.hpp */
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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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2022-07-20 20:49:08 +00:00
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#ifndef GODOT_VECTOR4_HPP
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#define GODOT_VECTOR4_HPP
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#include <godot_cpp/core/error_macros.hpp>
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#include <godot_cpp/core/math.hpp>
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namespace godot {
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class String;
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2022-10-05 06:03:52 +00:00
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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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2022-09-19 22:57:54 +00:00
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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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2023-08-16 11:52:51 +00:00
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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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2024-03-03 18:47:59 +00:00
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Vector4 minf(real_t p_scalar) const {
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return Vector4(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
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}
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2023-08-16 11:52:51 +00:00
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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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2024-03-03 18:47:59 +00:00
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Vector4 maxf(real_t p_scalar) const {
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return Vector4(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
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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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2022-07-20 20:49:08 +00:00
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Vector4 abs() const;
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Vector4 sign() const;
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2022-09-18 09:06:17 +00:00
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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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void snapf(real_t p_step);
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Vector4 snapped(const Vector4 &p_step) const;
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Vector4 snappedf(real_t p_step) const;
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Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
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Vector4 clampf(real_t p_min, real_t 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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} // namespace godot
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2022-09-19 22:57:54 +00:00
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#endif // GODOT_VECTOR4_HPP
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