godot/core/math/vector4.cpp

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/*  vector4.cpp                                                           */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "vector4.h"

#include "core/math/math_funcs.h"
#include "core/math/vector4i.h"
#include "core/string/ustring.h"

Vector4::Axis Vector4::min_axis_index() const {}

Vector4::Axis Vector4::max_axis_index() const {}

bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {}

bool Vector4::is_zero_approx() const {}

bool Vector4::is_finite() const {}

real_t Vector4::length() const {}

void Vector4::normalize() {}

Vector4 Vector4::normalized() const {}

bool Vector4::is_normalized() const {}

real_t Vector4::distance_to(const Vector4 &p_to) const {}

real_t Vector4::distance_squared_to(const Vector4 &p_to) const {}

Vector4 Vector4::direction_to(const Vector4 &p_to) const {}

Vector4 Vector4::abs() const {}

Vector4 Vector4::sign() const {}

Vector4 Vector4::floor() const {}

Vector4 Vector4::ceil() const {}

Vector4 Vector4::round() const {}

Vector4 Vector4::lerp(const Vector4 &p_to, real_t p_weight) const {}

Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight) const {}

Vector4 Vector4::cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const {}

Vector4 Vector4::posmod(real_t p_mod) const {}

Vector4 Vector4::posmodv(const Vector4 &p_modv) const {}

void Vector4::snap(const Vector4 &p_step) {}

void Vector4::snapf(real_t p_step) {}

Vector4 Vector4::snapped(const Vector4 &p_step) const {}

Vector4 Vector4::snappedf(real_t p_step) const {}

Vector4 Vector4::inverse() const {}

Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {}

Vector4 Vector4::clampf(real_t p_min, real_t p_max) const {}

operator String()

static_assert;

operator Vector4i()