474 lines
14 KiB
474 lines
14 KiB
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_VECTOR4_H
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#define SFML_VECTOR4_H
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namespace sf {
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////////////////////////////////////////////////////////////
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/// \brief Utility template class for manipulating
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/// 2-dimensional vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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class Vector4 {
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// Creates a Vector4(0, 0).
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///
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////////////////////////////////////////////////////////////
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Vector4();
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from its coordinates
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///
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/// \param X X coordinate
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/// \param Y Y coordinate
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///
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////////////////////////////////////////////////////////////
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Vector4(T X, T Y, T Z, T W);
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from another type of vector
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///
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/// This constructor doesn't replace the copy constructor,
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/// it's called only when U != T.
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/// A call to this constructor will fail to compile if U
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/// is not convertible to T.
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///
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/// \param vector Vector to convert
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///
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////////////////////////////////////////////////////////////
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template <typename U>
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explicit Vector4(const Vector4<U>& vector);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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T x; ///< X coordinate of the vector
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T y; ///< Y coordinate of the vector
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T z; ///< Z coordinate of the vector
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T w; ///< W coordinate of the vector
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};
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of unary operator -
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///
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/// \param right Vector to negate
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///
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/// \return Memberwise opposite of the vector
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator -(const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator +=
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///
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/// This operator performs a memberwise addition of both vectors,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator -=
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///
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/// This operator performs a memberwise subtraction of both vectors,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator +
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise addition of both vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator -
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise subtraction of both vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise multiplication by \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator *(const Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *
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///
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/// \param left Left operand (a scalar value)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise multiplication by \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator *(T left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *=
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///
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/// This operator performs a memberwise multiplication by \a right,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator *=(Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator /
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise division by \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator /(const Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator /=
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///
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/// This operator performs a memberwise division by \a right,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator /=(Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator ==
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///
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/// This operator compares strict equality between two vectors.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator ==(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator !=
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///
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/// This operator compares strict difference between two vectors.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is not equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator !=(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>::Vector4() :
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x(0),
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y(0),
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z(0),
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w(0){
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>::Vector4(T X, T Y, T Z, T W) :
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x(X),
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y(Y),
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z(Z),
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w(W) {
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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template <typename U>
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inline Vector4<T>::Vector4(const Vector4<U>& vector) :
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x(static_cast<T>(vector.x)),
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y(static_cast<T>(vector.y)),
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z(static_cast<T>(vector.z)),
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w(static_cast<T>(vector.w)) {
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator -(const Vector4<T>& right) {
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return Vector4<T>(
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-right.x,
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-right.y,
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-right.z,
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-right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right) {
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left.x += right.x;
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left.y += right.y;
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left.z += right.z;
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left.w += right.w;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right) {
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left.x -= right.x;
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left.y -= right.y;
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left.z -= right.z;
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left.w -= right.w;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right) {
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return Vector4<T>(
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left.x + right.x,
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left.y + right.y,
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left.z + right.z,
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left.w + right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right) {
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return Vector4<T>(
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left.x - right.x,
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left.y - right.y,
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left.z - right.z,
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left.w - right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator *(const Vector4<T>& left, T right) {
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return Vector4<T>(
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left.x * right,
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left.y * right,
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left.z * right,
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left.w * right
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator *(T left, const Vector4<T>& right) {
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return Vector4<T>(
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right.x * left,
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right.y * left,
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right.z * left,
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right.w * left
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator *=(Vector4<T>& left, T right) {
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left.x *= right;
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left.y *= right;
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left.z *= right;
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left.w *= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator /(const Vector4<T>& left, T right) {
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return Vector4<T>(
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left.x / right,
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left.y / right,
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left.z / right,
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left.w / right
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator /=(Vector4<T>& left, T right) {
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left.x /= right;
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left.y /= right;
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left.z /= right;
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left.w /= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline bool operator ==(const Vector4<T>& left, const Vector4<T>& right) {
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return
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(left.x == right.x) &&
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(left.y == right.y) &&
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(left.z == right.z) &&
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(left.w == right.w);;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline bool operator !=(const Vector4<T>& left, const Vector4<T>& right) {
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return
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(left.x != right.x) ||
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(left.y != right.y) ||
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(left.z != right.z) ||
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(left.w != right.w);
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}
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// Define the most common types
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typedef Vector4<int> Vector4i;
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typedef Vector4<unsigned int> Vector4u;
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typedef Vector4<float> Vector4f;
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} // namespace sf
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#endif // SFML_Vector4_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Vector4
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/// \ingroup system
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///
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/// sf::Vector4 is a simple class that defines a mathematical
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/// vector with two coordinates (x and y). It can be used to
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/// represent anything that has two dimensions: a size, a point,
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/// a velocity, etc.
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///
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/// The template parameter T is the type of the coordinates. It
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/// can be any type that supports arithmetic operations (+, -, /, *)
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/// and comparisons (==, !=), for example int or float.
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///
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/// You generally don't have to care about the templated form (sf::Vector4<T>),
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/// the most common specializations have special typedefs:
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/// \li sf::Vector4<float> is sf::Vector4f
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/// \li sf::Vector4<int> is sf::Vector4i
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/// \li sf::Vector4<unsigned int> is sf::Vector4u
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///
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/// The sf::Vector4 class has a small and simple interface, its x and y members
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/// can be accessed directly (there are no accessors like setX(), getX()) and it
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/// contains no mathematical function like dot product, cross product, length, etc.
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///
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/// Usage example:
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/// \code
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/// sf::Vector4f v1(16.5f, 24.f);
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/// v1.x = 18.2f;
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/// float y = v1.y;
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///
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/// sf::Vector4f v2 = v1 * 5.f;
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/// sf::Vector4
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/// v3 = v1 + v2;
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///
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/// bool different = (v2 != v3);
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/// \endcode
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///
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/// Note: for 3-dimensional vectors, see sf::Vector3.
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///
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////////////////////////////////////////////////////////////
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