81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
422 lines
19 KiB
XML
422 lines
19 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Vector4" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 4D vector using floating point coordinates.
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</brief_description>
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<description>
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A 4-element structure that can be used to represent 4D coordinates or any other quadruplet of numeric values.
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It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
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See [Vector4i] for its integer counterpart.
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[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>
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<tutorials>
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</tutorials>
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<constructors>
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<constructor name="Vector4">
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<return type="Vector4" />
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<description>
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Constructs a default-initialized [Vector4] with all components set to [code]0[/code].
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</description>
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</constructor>
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<constructor name="Vector4">
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<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>
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</constructor>
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<constructor name="Vector4">
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<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 the given [Vector4i].
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</description>
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</constructor>
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<constructor name="Vector4">
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<return type="Vector4" />
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<param index="0" name="x" type="float" />
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<param index="1" name="y" type="float" />
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<param index="2" name="z" type="float" />
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<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>
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</constructor>
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</constructors>
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<methods>
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<method name="abs" qualifiers="const">
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<return type="Vector4" />
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<description>
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Returns a new vector with all components in absolute values (i.e. positive).
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</description>
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</method>
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<method name="ceil" qualifiers="const">
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<return type="Vector4" />
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<description>
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Returns a new vector with all components rounded up (towards positive infinity).
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</description>
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</method>
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<method name="clamp" qualifiers="const">
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<return type="Vector4" />
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<param index="0" name="min" type="Vector4" />
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<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>
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</method>
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<method name="cubic_interpolate" qualifiers="const">
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<return type="Vector4" />
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<param index="0" name="b" type="Vector4" />
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<param index="1" name="pre_a" type="Vector4" />
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<param index="2" name="post_b" type="Vector4" />
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<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>
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</method>
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<method name="cubic_interpolate_in_time" qualifiers="const">
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<return type="Vector4" />
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<param index="0" name="b" type="Vector4" />
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<param index="1" name="pre_a" type="Vector4" />
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<param index="2" name="post_b" type="Vector4" />
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<param index="3" name="weight" type="float" />
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<param index="4" name="b_t" type="float" />
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<param index="5" name="pre_a_t" type="float" />
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<param index="6" name="post_b_t" 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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It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
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</description>
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</method>
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<method name="direction_to" qualifiers="const">
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<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>
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</method>
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<method name="distance_squared_to" qualifiers="const">
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<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 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.
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</description>
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</method>
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<method name="distance_to" qualifiers="const">
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<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>
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</method>
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<method name="dot" qualifiers="const">
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<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>
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</method>
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<method name="floor" qualifiers="const">
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<return type="Vector4" />
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<description>
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Returns a new vector with all components rounded down (towards negative infinity).
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</description>
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</method>
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<method name="inverse" qualifiers="const">
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<return type="Vector4" />
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<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>
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</method>
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<method name="is_equal_approx" qualifiers="const">
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<return type="bool" />
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<param index="0" name="to" type="Vector4" />
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<description>
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Returns [code]true[/code] if this vector and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
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</description>
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</method>
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<method name="is_finite" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component.
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</description>
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</method>
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<method name="is_normalized" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the vector is normalized, i.e. its length is approximately equal to 1.
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</description>
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</method>
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<method name="is_zero_approx" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GlobalScope.is_zero_approx] on each component.
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This method is faster than using [method is_equal_approx] with one value as a zero vector.
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</description>
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</method>
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<method name="length" qualifiers="const">
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<return type="float" />
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<description>
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Returns the length (magnitude) of this vector.
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</description>
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</method>
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<method name="length_squared" qualifiers="const">
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<return type="float" />
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<description>
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Returns the squared length (squared magnitude) of this vector.
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This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
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</description>
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</method>
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<method name="lerp" qualifiers="const">
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<return type="Vector4" />
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<param index="0" name="to" type="Vector4" />
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<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>
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</method>
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<method name="max_axis_index" qualifiers="const">
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<return type="int" />
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<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>
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</method>
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<method name="min_axis_index" qualifiers="const">
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<return type="int" />
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<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>
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</method>
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<method name="normalized" qualifiers="const">
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<return type="Vector4" />
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<description>
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Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code]. See also [method is_normalized].
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[b]Note:[/b] This function may return incorrect values if the input vector length is near zero.
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</description>
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</method>
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<method name="posmod" qualifiers="const">
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<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>
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</method>
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<method name="posmodv" qualifiers="const">
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<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>
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</method>
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<method name="round" qualifiers="const">
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<return type="Vector4" />
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<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>
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</method>
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<method name="sign" qualifiers="const">
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<return type="Vector4" />
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<description>
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Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
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</description>
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</method>
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<method name="snapped" qualifiers="const">
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<return type="Vector4" />
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<param index="0" name="step" type="Vector4" />
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<description>
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Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
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</description>
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</method>
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</methods>
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<members>
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<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>
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<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>
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<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>
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<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>
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</members>
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<constants>
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<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>
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<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>
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<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>
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<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>
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</constants>
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<operators>
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<operator name="operator !=">
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<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.
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
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</description>
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</operator>
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<operator name="operator *">
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<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>
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</operator>
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<operator name="operator *">
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<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].
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[codeblock]
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print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<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].
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[codeblock]
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print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<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>
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</operator>
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<operator name="operator +">
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<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].
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[codeblock]
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print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator -">
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<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].
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[codeblock]
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print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator /">
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<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].
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[codeblock]
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print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator /">
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<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].
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[codeblock]
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print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator /">
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<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>
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</operator>
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<operator name="operator <">
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<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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[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
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</description>
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</operator>
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<operator name="operator <=">
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<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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[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
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</description>
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</operator>
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<operator name="operator ==">
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<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.
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
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</description>
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</operator>
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<operator name="operator >">
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<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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[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
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</description>
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</operator>
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<operator name="operator >=">
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<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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[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
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</description>
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</operator>
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<operator name="operator []">
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<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>
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</operator>
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<operator name="operator unary+">
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<return type="Vector4" />
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<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>
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</operator>
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<operator name="operator unary-">
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<return type="Vector4" />
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<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>
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</operator>
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</operators>
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</class>
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