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3450a1ab16
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@ -75,12 +75,16 @@ public:
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bool is_normalized() const;
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bool is_normalized() const;
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Vector4 abs() const;
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Vector4 abs() const;
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Vector4 sign() 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::Axis min_axis_index() const;
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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::Axis max_axis_index() const;
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Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) 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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Vector4 inverse() const;
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Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
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_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) 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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@ -63,10 +63,30 @@ 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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return Vector4(Math::sign(x), Math::sign(y), Math::sign(z), Math::sign(w));
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}
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}
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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::inverse() const {
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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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return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
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}
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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::Axis Vector4::min_axis_index() const {
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Vector4::Axis Vector4::min_axis_index() const {
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uint32_t min_index = 0;
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uint32_t min_index = 0;
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real_t min_value = x;
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real_t min_value = x;
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