function __vec4(_x = 0, _y = _x, _z = _x, _w = _x) constructor { static set = function(_x = 0, _y = _x, _z = _x, _w = _x) { if (is_struct(_x)) { if(is_instanceof(_x, __vec4)) { x = _x.x; y = _x.y; z = _x.z; w = _x.w; } else if(is_instanceof(_x, __vec3)) { x = _x.x; y = _x.y; z = _x.z; w = _y; } return self; } if(is_array(_x)) { x = _x[0]; y = _x[1]; z = _x[2]; return self; } x = _x; y = _y; z = _z; w = _w; return self; } set(_x, _y, _z, _w); static setIndex = function(index, value) { INLINE switch(index) { case 0 : x = value; break; case 1 : y = value; break; case 2 : z = value; break; case 3 : w = value; break; } return self; } static getIndex = function(index) { switch(index) { case 0 : return x; case 1 : return y; case 2 : return z; case 3 : return w; } return 0; } static add = function(_vec4) { INLINE return new __vec4(x + _vec4.x, y + _vec4.y, z + _vec4.z, w + _vec4.w); } static subtract = function(_vec4) { INLINE return new __vec4(x - _vec4.x, y - _vec4.y, z - _vec4.z, w - _vec4.w); } static multiply = function(_scalar) { INLINE return new __vec4(x * _scalar, y * _scalar, z * _scalar, w * _scalar); } static divide = function(_scalar) { INLINE if (_scalar != 0) return new __vec4(x / _scalar, y / _scalar, z / _scalar, w / _scalar); return new __vec4(x, y, z, w); // Avoid division by zero } static dot = function(_vec4) { INLINE return x * _vec4.x + y * _vec4.y + z * _vec4.z + w * _vec4.w; } // In-place computation functions static _add = function(_vec4) { INLINE x += _vec4.x; y += _vec4.y; z += _vec4.z; w += _vec4.w; return self; } static _subtract = function(_vec4) { INLINE x -= _vec4.x; y -= _vec4.y; z -= _vec4.z; w -= _vec4.w; return self; } static _multiply = function(_scalar) { INLINE x *= _scalar; y *= _scalar; z *= _scalar; w *= _scalar; return self; } static _divide = function(_scalar) { INLINE if (_scalar != 0) { x /= _scalar; y /= _scalar; z /= _scalar; w /= _scalar; } return self; } static distance = function(_vec4) { INLINE var dx = _vec4.x - x; var dy = _vec4.y - y; var dz = _vec4.z - z; var dw = _vec4.w - w; return sqrt(dx * dx + dy * dy + dz * dz + dw * dw); } static length = function() { INLINE return sqrt(x * x + y * y + z * z + w * w); } static _normalize = function() { INLINE var _length = length(); if (_length != 0) { x /= _length; y /= _length; z /= _length; w /= _length; } return self; } static _lerpTo = function(to, speed = 0.3) { INLINE x = lerp(x, to.x, speed); y = lerp(y, to.y, speed); z = lerp(z, to.z, speed); w = lerp(w, to.w, speed); } static _lerp_float = function(to, speed = 5, pre = 0.01) { INLINE x = lerp_float(x, to.x, speed, pre); y = lerp_float(y, to.y, speed, pre); z = lerp_float(z, to.z, speed, pre); w = lerp_float(w, to.w, speed, pre); } static equal = function(to) { INLINE return x == to.x && y == to.y && z == to.z && w == to.w; } static minVal = function(vec) { INLINE return new __vec4( min(x, vec.x), min(y, vec.y), min(z, vec.z), min(w, vec.w), ); } static maxVal = function(vec) { INLINE return new __vec4( max(x, vec.x), max(y, vec.y), max(z, vec.z), max(w, vec.w), ); } static clone = function() { INLINE return new __vec4(x, y, z, w); } static toString = function() { return $"[__vec4] ({x}, {y}, {z}, {w})"; } static toArray = function() { return [ x, y, z, w ]; } }