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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "Vector4" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
<brief_description >
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Vector used for 4D math using floating point coordinates.
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</brief_description>
<description >
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4-element structure that can be used to represent any quadruplet of numeric values.
It uses floating-point coordinates. See [Vector4i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code].
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</description>
<tutorials >
</tutorials>
<constructors >
<constructor name= "Vector4" >
<return type= "Vector4" />
<description >
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Constructs a default-initialized [Vector4] with all components set to [code]0[/code].
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</description>
</constructor>
<constructor name= "Vector4" >
<return type= "Vector4" />
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<param index= "0" name= "from" type= "Vector4" />
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<description >
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Constructs a [Vector4] as a copy of the given [Vector4].
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</description>
</constructor>
<constructor name= "Vector4" >
<return type= "Vector4" />
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<param index= "0" name= "from" type= "Vector4i" />
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<description >
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Constructs a new [Vector4] from [Vector4i].
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</description>
</constructor>
<constructor name= "Vector4" >
<return type= "Vector4" />
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<param index= "0" name= "x" type= "float" />
<param index= "1" name= "y" type= "float" />
<param index= "2" name= "z" type= "float" />
<param index= "3" name= "w" type= "float" />
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<description >
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Returns a [Vector4] with the given components.
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</description>
</constructor>
</constructors>
<methods >
<method name= "abs" qualifiers= "const" >
<return type= "Vector4" />
<description >
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Returns a new vector with all components in absolute values (i.e. positive).
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</description>
</method>
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<method name= "ceil" qualifiers= "const" >
<return type= "Vector4" />
<description >
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Returns a new vector with all components rounded up (towards positive infinity).
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</description>
</method>
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<method name= "clamp" qualifiers= "const" >
<return type= "Vector4" />
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<param index= "0" name= "min" type= "Vector4" />
<param index= "1" name= "max" type= "Vector4" />
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<description >
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Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
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</description>
</method>
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<method name= "cubic_interpolate" qualifiers= "const" >
<return type= "Vector4" />
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<param index= "0" name= "b" type= "Vector4" />
<param index= "1" name= "pre_a" type= "Vector4" />
<param index= "2" name= "post_b" type= "Vector4" />
<param index= "3" name= "weight" type= "float" />
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<description >
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Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
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</description>
</method>
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<method name= "cubic_interpolate_in_time" qualifiers= "const" >
<return type= "Vector4" />
<param index= "0" name= "b" type= "Vector4" />
<param index= "1" name= "pre_a" type= "Vector4" />
<param index= "2" name= "post_b" type= "Vector4" />
<param index= "3" name= "weight" type= "float" />
<param index= "4" name= "b_t" type= "float" />
<param index= "5" name= "pre_a_t" type= "float" />
<param index= "6" name= "post_b_t" type= "float" />
<description >
Performs a cubic interpolation between this vector and [param b] using [param pre_a] and [param post_b] as handles, and returns the result at position [param weight]. [param weight] is on the range of 0.0 to 1.0, representing the amount of interpolation.
It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
</description>
</method>
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<method name= "direction_to" qualifiers= "const" >
<return type= "Vector4" />
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<param index= "0" name= "to" type= "Vector4" />
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<description >
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Returns the normalized vector pointing from this vector to [param to]. This is equivalent to using [code](b - a).normalized()[/code].
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</description>
</method>
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<method name= "distance_squared_to" qualifiers= "const" >
<return type= "float" />
<param index= "0" name= "to" type= "Vector4" />
<description >
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Returns the squared distance between this vector and [param to].
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This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
</description>
</method>
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<method name= "distance_to" qualifiers= "const" >
<return type= "float" />
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<param index= "0" name= "to" type= "Vector4" />
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<description >
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Returns the distance between this vector and [param to].
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</description>
</method>
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<method name= "dot" qualifiers= "const" >
<return type= "float" />
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<param index= "0" name= "with" type= "Vector4" />
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<description >
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Returns the dot product of this vector and [param with].
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</description>
</method>
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<method name= "floor" qualifiers= "const" >
<return type= "Vector4" />
<description >
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Returns a new vector with all components rounded down (towards negative infinity).
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</description>
</method>
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<method name= "inverse" qualifiers= "const" >
<return type= "Vector4" />
<description >
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Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code].
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</description>
</method>
<method name= "is_equal_approx" qualifiers= "const" >
<return type= "bool" />
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<param index= "0" name= "with" type= "Vector4" />
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<description >
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Returns [code]true[/code] if this vector and [param with] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
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</description>
</method>
<method name= "is_normalized" qualifiers= "const" >
<return type= "bool" />
<description >
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Returns [code]true[/code] if the vector is normalized, i.e. its length is equal to 1.
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</description>
</method>
<method name= "length" qualifiers= "const" >
<return type= "float" />
<description >
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Returns the length (magnitude) of this vector.
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</description>
</method>
<method name= "length_squared" qualifiers= "const" >
<return type= "float" />
<description >
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Returns the squared length (squared magnitude) of this vector. This method runs faster than [method length].
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</description>
</method>
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<method name= "lerp" qualifiers= "const" >
<return type= "Vector4" />
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<param index= "0" name= "to" type= "Vector4" />
<param index= "1" name= "weight" type= "float" />
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<description >
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Returns the result of the linear interpolation between this vector and [param to] by amount [param weight]. [param weight] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation.
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</description>
</method>
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<method name= "max_axis_index" qualifiers= "const" >
<return type= "int" />
<description >
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Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
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</description>
</method>
<method name= "min_axis_index" qualifiers= "const" >
<return type= "int" />
<description >
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Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_W].
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</description>
</method>
<method name= "normalized" qualifiers= "const" >
<return type= "Vector4" />
<description >
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Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
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</description>
</method>
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<method name= "posmod" qualifiers= "const" >
<return type= "Vector4" />
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<param index= "0" name= "mod" type= "float" />
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<description >
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Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod].
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</description>
</method>
<method name= "posmodv" qualifiers= "const" >
<return type= "Vector4" />
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<param index= "0" name= "modv" type= "Vector4" />
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<description >
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Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components.
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</description>
</method>
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<method name= "round" qualifiers= "const" >
<return type= "Vector4" />
<description >
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Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
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</description>
</method>
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<method name= "sign" qualifiers= "const" >
<return type= "Vector4" />
<description >
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Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
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</description>
</method>
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<method name= "snapped" qualifiers= "const" >
<return type= "Vector4" />
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<param index= "0" name= "step" type= "Vector4" />
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<description >
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Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals.
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</description>
</method>
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</methods>
<members >
<member name= "w" type= "float" setter= "" getter= "" default= "0.0" >
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The vector's W component. Also accessible by using the index position [code][3][/code].
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</member>
<member name= "x" type= "float" setter= "" getter= "" default= "0.0" >
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The vector's X component. Also accessible by using the index position [code][0][/code].
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</member>
<member name= "y" type= "float" setter= "" getter= "" default= "0.0" >
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The vector's Y component. Also accessible by using the index position [code][1][/code].
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</member>
<member name= "z" type= "float" setter= "" getter= "" default= "0.0" >
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The vector's Z component. Also accessible by using the index position [code][2][/code].
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</member>
</members>
<constants >
<constant name= "AXIS_X" value= "0" >
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Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
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</constant>
<constant name= "AXIS_Y" value= "1" >
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Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
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</constant>
<constant name= "AXIS_Z" value= "2" >
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Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index].
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</constant>
<constant name= "AXIS_W" value= "3" >
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Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index].
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</constant>
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<constant name= "ZERO" value= "Vector4(0, 0, 0, 0)" >
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Zero vector, a vector with all components set to [code]0[/code].
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</constant>
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<constant name= "ONE" value= "Vector4(1, 1, 1, 1)" >
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One vector, a vector with all components set to [code]1[/code].
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</constant>
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<constant name= "INF" value= "Vector4(inf, inf, inf, inf)" >
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Infinity vector, a vector with all components set to [constant @GDScript.INF].
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</constant>
</constants>
<operators >
<operator name= "operator !=" >
<return type= "bool" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Returns [code]true[/code] if the vectors are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "Projection" />
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<description >
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Inversely transforms (multiplies) the [Vector4] by the given [Projection] matrix.
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Multiplies each component of the [Vector4] by the components of the given [Vector4].
[codeblock]
print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)"
[/codeblock]
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Multiplies each component of the [Vector4] by the given [float].
[codeblock]
print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
[/codeblock]
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Multiplies each component of the [Vector4] by the given [int].
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</description>
</operator>
<operator name= "operator +" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Adds each component of the [Vector4] by the components of the given [Vector4].
[codeblock]
print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)"
[/codeblock]
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</description>
</operator>
<operator name= "operator -" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Subtracts each component of the [Vector4] by the components of the given [Vector4].
[codeblock]
print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)"
[/codeblock]
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</description>
</operator>
<operator name= "operator /" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Divides each component of the [Vector4] by the components of the given [Vector4].
[codeblock]
print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)"
[/codeblock]
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</description>
</operator>
<operator name= "operator /" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "float" />
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<description >
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Divides each component of the [Vector4] by the given [float].
[codeblock]
print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
[/codeblock]
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</description>
</operator>
<operator name= "operator /" >
<return type= "Vector4" />
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<param index= "0" name= "right" type= "int" />
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<description >
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Divides each component of the [Vector4] by the given [int].
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</description>
</operator>
<operator name= "operator <" >
<return type= "bool" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Compares two [Vector4] vectors by first checking if the X value of the left vector is less than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
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</description>
</operator>
<operator name= "operator <=" >
<return type= "bool" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Compares two [Vector4] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
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</description>
</operator>
<operator name= "operator ==" >
<return type= "bool" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Returns [code]true[/code] if the vectors are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
</operator>
<operator name= "operator >" >
<return type= "bool" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
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</description>
</operator>
<operator name= "operator >=" >
<return type= "bool" />
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<param index= "0" name= "right" type= "Vector4" />
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<description >
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Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than or equal to the X value of the [param right] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
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</description>
</operator>
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<operator name= "operator []" >
<return type= "float" />
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<param index= "0" name= "index" type= "int" />
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<description >
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Access vector components using their [param index]. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/code] is equivalent to [code]v.w[/code].
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</description>
</operator>
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<operator name= "operator unary+" >
<return type= "Vector4" />
<description >
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Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable.
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</description>
</operator>
<operator name= "operator unary-" >
<return type= "Vector4" />
<description >
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Returns the negative value of the [Vector4]. This is the same as writing [code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.
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</description>
</operator>
</operators>
</class>