mirror of
https://github.com/mangosfour/server.git
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+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
520 lines
26 KiB
C++
520 lines
26 KiB
C++
/**
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@file Vector4.cpp
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2001-07-09
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@edited 2009-11-29
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*/
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#include <stdlib.h>
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#include <limits>
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#include "G3D/Vector4.h"
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#include "G3D/Color4.h"
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#include "G3D/g3dmath.h"
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#include "G3D/stringutils.h"
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#include "G3D/BinaryInput.h"
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#include "G3D/BinaryOutput.h"
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#include "G3D/Vector4int8.h"
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#include "G3D/Matrix4.h"
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#include "G3D/Any.h"
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namespace G3D {
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Vector4::Vector4(const Any& any) {
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any.verifyName("Vector4");
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any.verifyType(Any::TABLE, Any::ARRAY);
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any.verifySize(4);
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if (any.type() == Any::ARRAY) {
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x = any[0];
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y = any[1];
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z = any[2];
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w = any[3];
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} else {
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// Table
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x = any["x"];
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y = any["y"];
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z = any["z"];
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w = any["w"];
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}
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}
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Vector4::operator Any() const {
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Any any(Any::ARRAY, "Vector4");
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any.append(x, y, z, w);
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return any;
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}
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Vector4::Vector4(const Vector4int8& v) : x(v.x / 127.0f), y(v.y / 127.0f), z(v.z / 127.0f), w(v.w / 127.0f) {
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}
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const Vector4& Vector4::inf() {
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static const Vector4 v((float)G3D::finf(), (float)G3D::finf(), (float)G3D::finf(), (float)G3D::finf());
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return v;
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}
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const Vector4& Vector4::zero() {
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static const Vector4 v(0,0,0,0);
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return v;
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}
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const Vector4& Vector4::nan() {
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static Vector4 v((float)G3D::fnan(), (float)G3D::fnan(), (float)G3D::fnan(), (float)G3D::fnan());
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return v;
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}
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size_t Vector4::hashCode() const {
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unsigned int xhash = (*(int*)(void*)(&x));
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unsigned int yhash = (*(int*)(void*)(&y));
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unsigned int zhash = (*(int*)(void*)(&z));
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unsigned int whash = (*(int*)(void*)(&w));
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return xhash + (yhash * 37) + (zhash * 101) + (whash * 241);
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}
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Vector4::Vector4(const class Color4& c) {
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x = c.r;
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y = c.g;
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z = c.b;
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w = c.a;
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}
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Vector4::Vector4(const Vector2& v1, const Vector2& v2) {
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x = v1.x;
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y = v1.y;
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z = v2.x;
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w = v2.y;
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}
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Vector4::Vector4(const Vector2& v1, float fz, float fw) {
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x = v1.x;
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y = v1.y;
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z = fz;
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w = fw;
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}
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Vector4::Vector4(BinaryInput& b) {
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deserialize(b);
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}
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void Vector4::deserialize(BinaryInput& b) {
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x = b.readFloat32();
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y = b.readFloat32();
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z = b.readFloat32();
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w = b.readFloat32();
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}
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void Vector4::serialize(BinaryOutput& b) const {
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b.writeFloat32(x);
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b.writeFloat32(y);
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b.writeFloat32(z);
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b.writeFloat32(w);
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}
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//----------------------------------------------------------------------------
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Vector4 Vector4::operator*(const Matrix4& M) const {
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Vector4 result;
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for (int i = 0; i < 4; ++i) {
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result[i] = 0.0f;
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for (int j = 0; j < 4; ++j) {
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result[i] += (*this)[j] * M[j][i];
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}
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}
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return result;
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}
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Vector4 Vector4::operator/ (float fScalar) const {
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Vector4 kQuot;
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if ( fScalar != 0.0 ) {
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float fInvScalar = 1.0f / fScalar;
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kQuot.x = fInvScalar * x;
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kQuot.y = fInvScalar * y;
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kQuot.z = fInvScalar * z;
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kQuot.w = fInvScalar * w;
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return kQuot;
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} else {
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return Vector4::inf();
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}
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}
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//----------------------------------------------------------------------------
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Vector4& Vector4::operator/= (float fScalar) {
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if (fScalar != 0.0f) {
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float fInvScalar = 1.0f / fScalar;
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x *= fInvScalar;
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y *= fInvScalar;
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z *= fInvScalar;
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w *= fInvScalar;
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} else {
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*this = Vector4::inf();
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}
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return *this;
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}
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//----------------------------------------------------------------------------
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std::string Vector4::toString() const {
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return G3D::format("(%g, %g, %g, %g)", x, y, z, w);
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}
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// 2-char swizzles
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Vector2 Vector4::xx() const { return Vector2 (x, x); }
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Vector2 Vector4::yx() const { return Vector2 (y, x); }
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Vector2 Vector4::zx() const { return Vector2 (z, x); }
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Vector2 Vector4::wx() const { return Vector2 (w, x); }
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Vector2 Vector4::xy() const { return Vector2 (x, y); }
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Vector2 Vector4::yy() const { return Vector2 (y, y); }
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Vector2 Vector4::zy() const { return Vector2 (z, y); }
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Vector2 Vector4::wy() const { return Vector2 (w, y); }
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Vector2 Vector4::xz() const { return Vector2 (x, z); }
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Vector2 Vector4::yz() const { return Vector2 (y, z); }
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Vector2 Vector4::zz() const { return Vector2 (z, z); }
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Vector2 Vector4::wz() const { return Vector2 (w, z); }
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Vector2 Vector4::xw() const { return Vector2 (x, w); }
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Vector2 Vector4::yw() const { return Vector2 (y, w); }
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Vector2 Vector4::zw() const { return Vector2 (z, w); }
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Vector2 Vector4::ww() const { return Vector2 (w, w); }
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// 3-char swizzles
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Vector3 Vector4::xxx() const { return Vector3 (x, x, x); }
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Vector3 Vector4::yxx() const { return Vector3 (y, x, x); }
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Vector3 Vector4::zxx() const { return Vector3 (z, x, x); }
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Vector3 Vector4::wxx() const { return Vector3 (w, x, x); }
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Vector3 Vector4::xyx() const { return Vector3 (x, y, x); }
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Vector3 Vector4::yyx() const { return Vector3 (y, y, x); }
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Vector3 Vector4::zyx() const { return Vector3 (z, y, x); }
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Vector3 Vector4::wyx() const { return Vector3 (w, y, x); }
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Vector3 Vector4::xzx() const { return Vector3 (x, z, x); }
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Vector3 Vector4::yzx() const { return Vector3 (y, z, x); }
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Vector3 Vector4::zzx() const { return Vector3 (z, z, x); }
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Vector3 Vector4::wzx() const { return Vector3 (w, z, x); }
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Vector3 Vector4::xwx() const { return Vector3 (x, w, x); }
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Vector3 Vector4::ywx() const { return Vector3 (y, w, x); }
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Vector3 Vector4::zwx() const { return Vector3 (z, w, x); }
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Vector3 Vector4::wwx() const { return Vector3 (w, w, x); }
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Vector3 Vector4::xxy() const { return Vector3 (x, x, y); }
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Vector3 Vector4::yxy() const { return Vector3 (y, x, y); }
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Vector3 Vector4::zxy() const { return Vector3 (z, x, y); }
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Vector3 Vector4::wxy() const { return Vector3 (w, x, y); }
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Vector3 Vector4::xyy() const { return Vector3 (x, y, y); }
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Vector3 Vector4::yyy() const { return Vector3 (y, y, y); }
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Vector3 Vector4::zyy() const { return Vector3 (z, y, y); }
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Vector3 Vector4::wyy() const { return Vector3 (w, y, y); }
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Vector3 Vector4::xzy() const { return Vector3 (x, z, y); }
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Vector3 Vector4::yzy() const { return Vector3 (y, z, y); }
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Vector3 Vector4::zzy() const { return Vector3 (z, z, y); }
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Vector3 Vector4::wzy() const { return Vector3 (w, z, y); }
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Vector3 Vector4::xwy() const { return Vector3 (x, w, y); }
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Vector3 Vector4::ywy() const { return Vector3 (y, w, y); }
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Vector3 Vector4::zwy() const { return Vector3 (z, w, y); }
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Vector3 Vector4::wwy() const { return Vector3 (w, w, y); }
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Vector3 Vector4::xxz() const { return Vector3 (x, x, z); }
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Vector3 Vector4::yxz() const { return Vector3 (y, x, z); }
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Vector3 Vector4::zxz() const { return Vector3 (z, x, z); }
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Vector3 Vector4::wxz() const { return Vector3 (w, x, z); }
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Vector3 Vector4::xyz() const { return Vector3 (x, y, z); }
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Vector3 Vector4::yyz() const { return Vector3 (y, y, z); }
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Vector3 Vector4::zyz() const { return Vector3 (z, y, z); }
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Vector3 Vector4::wyz() const { return Vector3 (w, y, z); }
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Vector3 Vector4::xzz() const { return Vector3 (x, z, z); }
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Vector3 Vector4::yzz() const { return Vector3 (y, z, z); }
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Vector3 Vector4::zzz() const { return Vector3 (z, z, z); }
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Vector3 Vector4::wzz() const { return Vector3 (w, z, z); }
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Vector3 Vector4::xwz() const { return Vector3 (x, w, z); }
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Vector3 Vector4::ywz() const { return Vector3 (y, w, z); }
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Vector3 Vector4::zwz() const { return Vector3 (z, w, z); }
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Vector3 Vector4::wwz() const { return Vector3 (w, w, z); }
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Vector3 Vector4::xxw() const { return Vector3 (x, x, w); }
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Vector3 Vector4::yxw() const { return Vector3 (y, x, w); }
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Vector3 Vector4::zxw() const { return Vector3 (z, x, w); }
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Vector3 Vector4::wxw() const { return Vector3 (w, x, w); }
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Vector3 Vector4::xyw() const { return Vector3 (x, y, w); }
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Vector3 Vector4::yyw() const { return Vector3 (y, y, w); }
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Vector3 Vector4::zyw() const { return Vector3 (z, y, w); }
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Vector3 Vector4::wyw() const { return Vector3 (w, y, w); }
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Vector3 Vector4::xzw() const { return Vector3 (x, z, w); }
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Vector3 Vector4::yzw() const { return Vector3 (y, z, w); }
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Vector3 Vector4::zzw() const { return Vector3 (z, z, w); }
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Vector3 Vector4::wzw() const { return Vector3 (w, z, w); }
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Vector3 Vector4::xww() const { return Vector3 (x, w, w); }
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Vector3 Vector4::yww() const { return Vector3 (y, w, w); }
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Vector3 Vector4::zww() const { return Vector3 (z, w, w); }
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Vector3 Vector4::www() const { return Vector3 (w, w, w); }
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// 4-char swizzles
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Vector4 Vector4::xxxx() const { return Vector4 (x, x, x, x); }
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Vector4 Vector4::yxxx() const { return Vector4 (y, x, x, x); }
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Vector4 Vector4::zxxx() const { return Vector4 (z, x, x, x); }
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Vector4 Vector4::wxxx() const { return Vector4 (w, x, x, x); }
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Vector4 Vector4::xyxx() const { return Vector4 (x, y, x, x); }
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Vector4 Vector4::yyxx() const { return Vector4 (y, y, x, x); }
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Vector4 Vector4::zyxx() const { return Vector4 (z, y, x, x); }
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Vector4 Vector4::wyxx() const { return Vector4 (w, y, x, x); }
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Vector4 Vector4::xzxx() const { return Vector4 (x, z, x, x); }
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Vector4 Vector4::yzxx() const { return Vector4 (y, z, x, x); }
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Vector4 Vector4::zzxx() const { return Vector4 (z, z, x, x); }
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Vector4 Vector4::wzxx() const { return Vector4 (w, z, x, x); }
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Vector4 Vector4::xwxx() const { return Vector4 (x, w, x, x); }
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Vector4 Vector4::ywxx() const { return Vector4 (y, w, x, x); }
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Vector4 Vector4::zwxx() const { return Vector4 (z, w, x, x); }
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Vector4 Vector4::wwxx() const { return Vector4 (w, w, x, x); }
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Vector4 Vector4::xxyx() const { return Vector4 (x, x, y, x); }
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Vector4 Vector4::yxyx() const { return Vector4 (y, x, y, x); }
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Vector4 Vector4::zxyx() const { return Vector4 (z, x, y, x); }
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Vector4 Vector4::wxyx() const { return Vector4 (w, x, y, x); }
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Vector4 Vector4::xyyx() const { return Vector4 (x, y, y, x); }
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Vector4 Vector4::yyyx() const { return Vector4 (y, y, y, x); }
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Vector4 Vector4::zyyx() const { return Vector4 (z, y, y, x); }
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Vector4 Vector4::wyyx() const { return Vector4 (w, y, y, x); }
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Vector4 Vector4::xzyx() const { return Vector4 (x, z, y, x); }
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Vector4 Vector4::yzyx() const { return Vector4 (y, z, y, x); }
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Vector4 Vector4::zzyx() const { return Vector4 (z, z, y, x); }
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Vector4 Vector4::wzyx() const { return Vector4 (w, z, y, x); }
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Vector4 Vector4::xwyx() const { return Vector4 (x, w, y, x); }
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Vector4 Vector4::ywyx() const { return Vector4 (y, w, y, x); }
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Vector4 Vector4::zwyx() const { return Vector4 (z, w, y, x); }
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Vector4 Vector4::wwyx() const { return Vector4 (w, w, y, x); }
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Vector4 Vector4::xxzx() const { return Vector4 (x, x, z, x); }
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Vector4 Vector4::yxzx() const { return Vector4 (y, x, z, x); }
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Vector4 Vector4::zxzx() const { return Vector4 (z, x, z, x); }
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Vector4 Vector4::wxzx() const { return Vector4 (w, x, z, x); }
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Vector4 Vector4::xyzx() const { return Vector4 (x, y, z, x); }
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Vector4 Vector4::yyzx() const { return Vector4 (y, y, z, x); }
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Vector4 Vector4::zyzx() const { return Vector4 (z, y, z, x); }
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Vector4 Vector4::wyzx() const { return Vector4 (w, y, z, x); }
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Vector4 Vector4::xzzx() const { return Vector4 (x, z, z, x); }
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Vector4 Vector4::yzzx() const { return Vector4 (y, z, z, x); }
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Vector4 Vector4::zzzx() const { return Vector4 (z, z, z, x); }
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Vector4 Vector4::wzzx() const { return Vector4 (w, z, z, x); }
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Vector4 Vector4::xwzx() const { return Vector4 (x, w, z, x); }
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Vector4 Vector4::ywzx() const { return Vector4 (y, w, z, x); }
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Vector4 Vector4::zwzx() const { return Vector4 (z, w, z, x); }
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Vector4 Vector4::wwzx() const { return Vector4 (w, w, z, x); }
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Vector4 Vector4::xxwx() const { return Vector4 (x, x, w, x); }
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Vector4 Vector4::yxwx() const { return Vector4 (y, x, w, x); }
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Vector4 Vector4::zxwx() const { return Vector4 (z, x, w, x); }
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Vector4 Vector4::wxwx() const { return Vector4 (w, x, w, x); }
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Vector4 Vector4::xywx() const { return Vector4 (x, y, w, x); }
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Vector4 Vector4::yywx() const { return Vector4 (y, y, w, x); }
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Vector4 Vector4::zywx() const { return Vector4 (z, y, w, x); }
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Vector4 Vector4::wywx() const { return Vector4 (w, y, w, x); }
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Vector4 Vector4::xzwx() const { return Vector4 (x, z, w, x); }
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Vector4 Vector4::yzwx() const { return Vector4 (y, z, w, x); }
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Vector4 Vector4::zzwx() const { return Vector4 (z, z, w, x); }
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Vector4 Vector4::wzwx() const { return Vector4 (w, z, w, x); }
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Vector4 Vector4::xwwx() const { return Vector4 (x, w, w, x); }
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Vector4 Vector4::ywwx() const { return Vector4 (y, w, w, x); }
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Vector4 Vector4::zwwx() const { return Vector4 (z, w, w, x); }
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Vector4 Vector4::wwwx() const { return Vector4 (w, w, w, x); }
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Vector4 Vector4::xxxy() const { return Vector4 (x, x, x, y); }
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Vector4 Vector4::yxxy() const { return Vector4 (y, x, x, y); }
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Vector4 Vector4::zxxy() const { return Vector4 (z, x, x, y); }
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Vector4 Vector4::wxxy() const { return Vector4 (w, x, x, y); }
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Vector4 Vector4::xyxy() const { return Vector4 (x, y, x, y); }
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Vector4 Vector4::yyxy() const { return Vector4 (y, y, x, y); }
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Vector4 Vector4::zyxy() const { return Vector4 (z, y, x, y); }
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Vector4 Vector4::wyxy() const { return Vector4 (w, y, x, y); }
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Vector4 Vector4::xzxy() const { return Vector4 (x, z, x, y); }
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Vector4 Vector4::yzxy() const { return Vector4 (y, z, x, y); }
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Vector4 Vector4::zzxy() const { return Vector4 (z, z, x, y); }
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Vector4 Vector4::wzxy() const { return Vector4 (w, z, x, y); }
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Vector4 Vector4::xwxy() const { return Vector4 (x, w, x, y); }
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Vector4 Vector4::ywxy() const { return Vector4 (y, w, x, y); }
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Vector4 Vector4::zwxy() const { return Vector4 (z, w, x, y); }
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Vector4 Vector4::wwxy() const { return Vector4 (w, w, x, y); }
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Vector4 Vector4::xxyy() const { return Vector4 (x, x, y, y); }
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Vector4 Vector4::yxyy() const { return Vector4 (y, x, y, y); }
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Vector4 Vector4::zxyy() const { return Vector4 (z, x, y, y); }
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Vector4 Vector4::wxyy() const { return Vector4 (w, x, y, y); }
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Vector4 Vector4::xyyy() const { return Vector4 (x, y, y, y); }
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Vector4 Vector4::yyyy() const { return Vector4 (y, y, y, y); }
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Vector4 Vector4::zyyy() const { return Vector4 (z, y, y, y); }
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Vector4 Vector4::wyyy() const { return Vector4 (w, y, y, y); }
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Vector4 Vector4::xzyy() const { return Vector4 (x, z, y, y); }
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Vector4 Vector4::yzyy() const { return Vector4 (y, z, y, y); }
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Vector4 Vector4::zzyy() const { return Vector4 (z, z, y, y); }
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Vector4 Vector4::wzyy() const { return Vector4 (w, z, y, y); }
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Vector4 Vector4::xwyy() const { return Vector4 (x, w, y, y); }
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Vector4 Vector4::ywyy() const { return Vector4 (y, w, y, y); }
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Vector4 Vector4::zwyy() const { return Vector4 (z, w, y, y); }
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Vector4 Vector4::wwyy() const { return Vector4 (w, w, y, y); }
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Vector4 Vector4::xxzy() const { return Vector4 (x, x, z, y); }
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Vector4 Vector4::yxzy() const { return Vector4 (y, x, z, y); }
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Vector4 Vector4::zxzy() const { return Vector4 (z, x, z, y); }
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Vector4 Vector4::wxzy() const { return Vector4 (w, x, z, y); }
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Vector4 Vector4::xyzy() const { return Vector4 (x, y, z, y); }
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Vector4 Vector4::yyzy() const { return Vector4 (y, y, z, y); }
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Vector4 Vector4::zyzy() const { return Vector4 (z, y, z, y); }
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Vector4 Vector4::wyzy() const { return Vector4 (w, y, z, y); }
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Vector4 Vector4::xzzy() const { return Vector4 (x, z, z, y); }
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Vector4 Vector4::yzzy() const { return Vector4 (y, z, z, y); }
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Vector4 Vector4::zzzy() const { return Vector4 (z, z, z, y); }
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Vector4 Vector4::wzzy() const { return Vector4 (w, z, z, y); }
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Vector4 Vector4::xwzy() const { return Vector4 (x, w, z, y); }
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Vector4 Vector4::ywzy() const { return Vector4 (y, w, z, y); }
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Vector4 Vector4::zwzy() const { return Vector4 (z, w, z, y); }
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Vector4 Vector4::wwzy() const { return Vector4 (w, w, z, y); }
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Vector4 Vector4::xxwy() const { return Vector4 (x, x, w, y); }
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Vector4 Vector4::yxwy() const { return Vector4 (y, x, w, y); }
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Vector4 Vector4::zxwy() const { return Vector4 (z, x, w, y); }
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Vector4 Vector4::wxwy() const { return Vector4 (w, x, w, y); }
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Vector4 Vector4::xywy() const { return Vector4 (x, y, w, y); }
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Vector4 Vector4::yywy() const { return Vector4 (y, y, w, y); }
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Vector4 Vector4::zywy() const { return Vector4 (z, y, w, y); }
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Vector4 Vector4::wywy() const { return Vector4 (w, y, w, y); }
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Vector4 Vector4::xzwy() const { return Vector4 (x, z, w, y); }
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Vector4 Vector4::yzwy() const { return Vector4 (y, z, w, y); }
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Vector4 Vector4::zzwy() const { return Vector4 (z, z, w, y); }
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Vector4 Vector4::wzwy() const { return Vector4 (w, z, w, y); }
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Vector4 Vector4::xwwy() const { return Vector4 (x, w, w, y); }
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Vector4 Vector4::ywwy() const { return Vector4 (y, w, w, y); }
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Vector4 Vector4::zwwy() const { return Vector4 (z, w, w, y); }
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Vector4 Vector4::wwwy() const { return Vector4 (w, w, w, y); }
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Vector4 Vector4::xxxz() const { return Vector4 (x, x, x, z); }
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Vector4 Vector4::yxxz() const { return Vector4 (y, x, x, z); }
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Vector4 Vector4::zxxz() const { return Vector4 (z, x, x, z); }
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Vector4 Vector4::wxxz() const { return Vector4 (w, x, x, z); }
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Vector4 Vector4::xyxz() const { return Vector4 (x, y, x, z); }
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Vector4 Vector4::yyxz() const { return Vector4 (y, y, x, z); }
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Vector4 Vector4::zyxz() const { return Vector4 (z, y, x, z); }
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Vector4 Vector4::wyxz() const { return Vector4 (w, y, x, z); }
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Vector4 Vector4::xzxz() const { return Vector4 (x, z, x, z); }
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Vector4 Vector4::yzxz() const { return Vector4 (y, z, x, z); }
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Vector4 Vector4::zzxz() const { return Vector4 (z, z, x, z); }
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Vector4 Vector4::wzxz() const { return Vector4 (w, z, x, z); }
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Vector4 Vector4::xwxz() const { return Vector4 (x, w, x, z); }
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Vector4 Vector4::ywxz() const { return Vector4 (y, w, x, z); }
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Vector4 Vector4::zwxz() const { return Vector4 (z, w, x, z); }
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Vector4 Vector4::wwxz() const { return Vector4 (w, w, x, z); }
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Vector4 Vector4::xxyz() const { return Vector4 (x, x, y, z); }
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Vector4 Vector4::yxyz() const { return Vector4 (y, x, y, z); }
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Vector4 Vector4::zxyz() const { return Vector4 (z, x, y, z); }
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Vector4 Vector4::wxyz() const { return Vector4 (w, x, y, z); }
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Vector4 Vector4::xyyz() const { return Vector4 (x, y, y, z); }
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Vector4 Vector4::yyyz() const { return Vector4 (y, y, y, z); }
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Vector4 Vector4::zyyz() const { return Vector4 (z, y, y, z); }
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Vector4 Vector4::wyyz() const { return Vector4 (w, y, y, z); }
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Vector4 Vector4::xzyz() const { return Vector4 (x, z, y, z); }
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Vector4 Vector4::yzyz() const { return Vector4 (y, z, y, z); }
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Vector4 Vector4::zzyz() const { return Vector4 (z, z, y, z); }
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Vector4 Vector4::wzyz() const { return Vector4 (w, z, y, z); }
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Vector4 Vector4::xwyz() const { return Vector4 (x, w, y, z); }
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Vector4 Vector4::ywyz() const { return Vector4 (y, w, y, z); }
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Vector4 Vector4::zwyz() const { return Vector4 (z, w, y, z); }
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Vector4 Vector4::wwyz() const { return Vector4 (w, w, y, z); }
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Vector4 Vector4::xxzz() const { return Vector4 (x, x, z, z); }
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Vector4 Vector4::yxzz() const { return Vector4 (y, x, z, z); }
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Vector4 Vector4::zxzz() const { return Vector4 (z, x, z, z); }
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Vector4 Vector4::wxzz() const { return Vector4 (w, x, z, z); }
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Vector4 Vector4::xyzz() const { return Vector4 (x, y, z, z); }
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Vector4 Vector4::yyzz() const { return Vector4 (y, y, z, z); }
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Vector4 Vector4::zyzz() const { return Vector4 (z, y, z, z); }
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Vector4 Vector4::wyzz() const { return Vector4 (w, y, z, z); }
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Vector4 Vector4::xzzz() const { return Vector4 (x, z, z, z); }
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Vector4 Vector4::yzzz() const { return Vector4 (y, z, z, z); }
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Vector4 Vector4::zzzz() const { return Vector4 (z, z, z, z); }
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Vector4 Vector4::wzzz() const { return Vector4 (w, z, z, z); }
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Vector4 Vector4::xwzz() const { return Vector4 (x, w, z, z); }
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Vector4 Vector4::ywzz() const { return Vector4 (y, w, z, z); }
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Vector4 Vector4::zwzz() const { return Vector4 (z, w, z, z); }
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Vector4 Vector4::wwzz() const { return Vector4 (w, w, z, z); }
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Vector4 Vector4::xxwz() const { return Vector4 (x, x, w, z); }
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Vector4 Vector4::yxwz() const { return Vector4 (y, x, w, z); }
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Vector4 Vector4::zxwz() const { return Vector4 (z, x, w, z); }
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Vector4 Vector4::wxwz() const { return Vector4 (w, x, w, z); }
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Vector4 Vector4::xywz() const { return Vector4 (x, y, w, z); }
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Vector4 Vector4::yywz() const { return Vector4 (y, y, w, z); }
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Vector4 Vector4::zywz() const { return Vector4 (z, y, w, z); }
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Vector4 Vector4::wywz() const { return Vector4 (w, y, w, z); }
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Vector4 Vector4::xzwz() const { return Vector4 (x, z, w, z); }
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Vector4 Vector4::yzwz() const { return Vector4 (y, z, w, z); }
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Vector4 Vector4::zzwz() const { return Vector4 (z, z, w, z); }
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Vector4 Vector4::wzwz() const { return Vector4 (w, z, w, z); }
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Vector4 Vector4::xwwz() const { return Vector4 (x, w, w, z); }
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Vector4 Vector4::ywwz() const { return Vector4 (y, w, w, z); }
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Vector4 Vector4::zwwz() const { return Vector4 (z, w, w, z); }
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Vector4 Vector4::wwwz() const { return Vector4 (w, w, w, z); }
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Vector4 Vector4::xxxw() const { return Vector4 (x, x, x, w); }
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Vector4 Vector4::yxxw() const { return Vector4 (y, x, x, w); }
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Vector4 Vector4::zxxw() const { return Vector4 (z, x, x, w); }
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Vector4 Vector4::wxxw() const { return Vector4 (w, x, x, w); }
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Vector4 Vector4::xyxw() const { return Vector4 (x, y, x, w); }
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Vector4 Vector4::yyxw() const { return Vector4 (y, y, x, w); }
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Vector4 Vector4::zyxw() const { return Vector4 (z, y, x, w); }
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Vector4 Vector4::wyxw() const { return Vector4 (w, y, x, w); }
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Vector4 Vector4::xzxw() const { return Vector4 (x, z, x, w); }
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Vector4 Vector4::yzxw() const { return Vector4 (y, z, x, w); }
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Vector4 Vector4::zzxw() const { return Vector4 (z, z, x, w); }
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Vector4 Vector4::wzxw() const { return Vector4 (w, z, x, w); }
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Vector4 Vector4::xwxw() const { return Vector4 (x, w, x, w); }
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Vector4 Vector4::ywxw() const { return Vector4 (y, w, x, w); }
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Vector4 Vector4::zwxw() const { return Vector4 (z, w, x, w); }
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Vector4 Vector4::wwxw() const { return Vector4 (w, w, x, w); }
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Vector4 Vector4::xxyw() const { return Vector4 (x, x, y, w); }
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Vector4 Vector4::yxyw() const { return Vector4 (y, x, y, w); }
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Vector4 Vector4::zxyw() const { return Vector4 (z, x, y, w); }
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Vector4 Vector4::wxyw() const { return Vector4 (w, x, y, w); }
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Vector4 Vector4::xyyw() const { return Vector4 (x, y, y, w); }
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Vector4 Vector4::yyyw() const { return Vector4 (y, y, y, w); }
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Vector4 Vector4::zyyw() const { return Vector4 (z, y, y, w); }
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Vector4 Vector4::wyyw() const { return Vector4 (w, y, y, w); }
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Vector4 Vector4::xzyw() const { return Vector4 (x, z, y, w); }
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Vector4 Vector4::yzyw() const { return Vector4 (y, z, y, w); }
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Vector4 Vector4::zzyw() const { return Vector4 (z, z, y, w); }
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Vector4 Vector4::wzyw() const { return Vector4 (w, z, y, w); }
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Vector4 Vector4::xwyw() const { return Vector4 (x, w, y, w); }
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Vector4 Vector4::ywyw() const { return Vector4 (y, w, y, w); }
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Vector4 Vector4::zwyw() const { return Vector4 (z, w, y, w); }
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Vector4 Vector4::wwyw() const { return Vector4 (w, w, y, w); }
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Vector4 Vector4::xxzw() const { return Vector4 (x, x, z, w); }
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Vector4 Vector4::yxzw() const { return Vector4 (y, x, z, w); }
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Vector4 Vector4::zxzw() const { return Vector4 (z, x, z, w); }
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Vector4 Vector4::wxzw() const { return Vector4 (w, x, z, w); }
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Vector4 Vector4::xyzw() const { return Vector4 (x, y, z, w); }
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Vector4 Vector4::yyzw() const { return Vector4 (y, y, z, w); }
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Vector4 Vector4::zyzw() const { return Vector4 (z, y, z, w); }
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Vector4 Vector4::wyzw() const { return Vector4 (w, y, z, w); }
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Vector4 Vector4::xzzw() const { return Vector4 (x, z, z, w); }
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Vector4 Vector4::yzzw() const { return Vector4 (y, z, z, w); }
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Vector4 Vector4::zzzw() const { return Vector4 (z, z, z, w); }
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Vector4 Vector4::wzzw() const { return Vector4 (w, z, z, w); }
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Vector4 Vector4::xwzw() const { return Vector4 (x, w, z, w); }
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Vector4 Vector4::ywzw() const { return Vector4 (y, w, z, w); }
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Vector4 Vector4::zwzw() const { return Vector4 (z, w, z, w); }
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Vector4 Vector4::wwzw() const { return Vector4 (w, w, z, w); }
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Vector4 Vector4::xxww() const { return Vector4 (x, x, w, w); }
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Vector4 Vector4::yxww() const { return Vector4 (y, x, w, w); }
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Vector4 Vector4::zxww() const { return Vector4 (z, x, w, w); }
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Vector4 Vector4::wxww() const { return Vector4 (w, x, w, w); }
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Vector4 Vector4::xyww() const { return Vector4 (x, y, w, w); }
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Vector4 Vector4::yyww() const { return Vector4 (y, y, w, w); }
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Vector4 Vector4::zyww() const { return Vector4 (z, y, w, w); }
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Vector4 Vector4::wyww() const { return Vector4 (w, y, w, w); }
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Vector4 Vector4::xzww() const { return Vector4 (x, z, w, w); }
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Vector4 Vector4::yzww() const { return Vector4 (y, z, w, w); }
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Vector4 Vector4::zzww() const { return Vector4 (z, z, w, w); }
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Vector4 Vector4::wzww() const { return Vector4 (w, z, w, w); }
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Vector4 Vector4::xwww() const { return Vector4 (x, w, w, w); }
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Vector4 Vector4::ywww() const { return Vector4 (y, w, w, w); }
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Vector4 Vector4::zwww() const { return Vector4 (z, w, w, w); }
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Vector4 Vector4::wwww() const { return Vector4 (w, w, w, w); }
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}; // namespace
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