Use real_t in physics nodes
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@@ -147,77 +147,77 @@ void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) {
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}
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}
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void VehicleWheel3D::set_radius(float p_radius) {
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void VehicleWheel3D::set_radius(real_t p_radius) {
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m_wheelRadius = p_radius;
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update_gizmo();
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}
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float VehicleWheel3D::get_radius() const {
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real_t VehicleWheel3D::get_radius() const {
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return m_wheelRadius;
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}
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void VehicleWheel3D::set_suspension_rest_length(float p_length) {
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void VehicleWheel3D::set_suspension_rest_length(real_t p_length) {
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m_suspensionRestLength = p_length;
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update_gizmo();
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}
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float VehicleWheel3D::get_suspension_rest_length() const {
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real_t VehicleWheel3D::get_suspension_rest_length() const {
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return m_suspensionRestLength;
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}
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void VehicleWheel3D::set_suspension_travel(float p_length) {
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void VehicleWheel3D::set_suspension_travel(real_t p_length) {
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m_maxSuspensionTravelCm = p_length / 0.01;
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}
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float VehicleWheel3D::get_suspension_travel() const {
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real_t VehicleWheel3D::get_suspension_travel() const {
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return m_maxSuspensionTravelCm * 0.01;
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}
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void VehicleWheel3D::set_suspension_stiffness(float p_value) {
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void VehicleWheel3D::set_suspension_stiffness(real_t p_value) {
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m_suspensionStiffness = p_value;
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}
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float VehicleWheel3D::get_suspension_stiffness() const {
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real_t VehicleWheel3D::get_suspension_stiffness() const {
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return m_suspensionStiffness;
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}
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void VehicleWheel3D::set_suspension_max_force(float p_value) {
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void VehicleWheel3D::set_suspension_max_force(real_t p_value) {
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m_maxSuspensionForce = p_value;
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}
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float VehicleWheel3D::get_suspension_max_force() const {
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real_t VehicleWheel3D::get_suspension_max_force() const {
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return m_maxSuspensionForce;
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}
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void VehicleWheel3D::set_damping_compression(float p_value) {
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void VehicleWheel3D::set_damping_compression(real_t p_value) {
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m_wheelsDampingCompression = p_value;
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}
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float VehicleWheel3D::get_damping_compression() const {
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real_t VehicleWheel3D::get_damping_compression() const {
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return m_wheelsDampingCompression;
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}
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void VehicleWheel3D::set_damping_relaxation(float p_value) {
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void VehicleWheel3D::set_damping_relaxation(real_t p_value) {
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m_wheelsDampingRelaxation = p_value;
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}
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float VehicleWheel3D::get_damping_relaxation() const {
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real_t VehicleWheel3D::get_damping_relaxation() const {
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return m_wheelsDampingRelaxation;
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}
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void VehicleWheel3D::set_friction_slip(float p_value) {
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void VehicleWheel3D::set_friction_slip(real_t p_value) {
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m_frictionSlip = p_value;
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}
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float VehicleWheel3D::get_friction_slip() const {
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real_t VehicleWheel3D::get_friction_slip() const {
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return m_frictionSlip;
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}
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void VehicleWheel3D::set_roll_influence(float p_value) {
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void VehicleWheel3D::set_roll_influence(real_t p_value) {
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m_rollInfluence = p_value;
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}
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float VehicleWheel3D::get_roll_influence() const {
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real_t VehicleWheel3D::get_roll_influence() const {
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return m_rollInfluence;
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}
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@@ -295,27 +295,27 @@ void VehicleWheel3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_relaxation"), "set_damping_relaxation", "get_damping_relaxation");
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}
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void VehicleWheel3D::set_engine_force(float p_engine_force) {
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void VehicleWheel3D::set_engine_force(real_t p_engine_force) {
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m_engineForce = p_engine_force;
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}
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float VehicleWheel3D::get_engine_force() const {
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real_t VehicleWheel3D::get_engine_force() const {
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return m_engineForce;
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}
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void VehicleWheel3D::set_brake(float p_brake) {
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void VehicleWheel3D::set_brake(real_t p_brake) {
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m_brake = p_brake;
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}
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float VehicleWheel3D::get_brake() const {
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real_t VehicleWheel3D::get_brake() const {
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return m_brake;
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}
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void VehicleWheel3D::set_steering(float p_steering) {
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void VehicleWheel3D::set_steering(real_t p_steering) {
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m_steering = p_steering;
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}
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float VehicleWheel3D::get_steering() const {
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real_t VehicleWheel3D::get_steering() const {
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return m_steering;
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}
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@@ -335,11 +335,11 @@ bool VehicleWheel3D::is_used_as_steering() const {
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return steers;
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}
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float VehicleWheel3D::get_skidinfo() const {
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real_t VehicleWheel3D::get_skidinfo() const {
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return m_skidInfo;
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}
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float VehicleWheel3D::get_rpm() const {
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real_t VehicleWheel3D::get_rpm() const {
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return m_rpm;
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}
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@@ -564,7 +564,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const
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Vector3 vel = vel1 - vel2;
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Basis b2trans;
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float b2invmass = 0;
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real_t b2invmass = 0;
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Vector3 b2lv;
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Vector3 b2av;
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Vector3 b2invinertia; //todo
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@@ -622,8 +622,8 @@ VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDir
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m_frictionPositionWorld(frictionPosWorld),
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m_frictionDirectionWorld(frictionDirectionWorld),
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m_maxImpulse(maxImpulse) {
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float denom0 = 0;
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float denom1 = 0;
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real_t denom0 = 0;
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real_t denom1 = 0;
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{
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Vector3 r0 = frictionPosWorld - s->get_transform().origin;
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@@ -831,7 +831,7 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) {
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state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
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float step = state->get_step();
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real_t step = state->get_step();
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for (int i = 0; i < wheels.size(); i++) {
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_update_wheel(i, state);
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@@ -891,7 +891,7 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) {
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state = nullptr;
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}
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void VehicleBody3D::set_engine_force(float p_engine_force) {
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void VehicleBody3D::set_engine_force(real_t p_engine_force) {
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engine_force = p_engine_force;
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for (int i = 0; i < wheels.size(); i++) {
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VehicleWheel3D &wheelInfo = *wheels[i];
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@@ -901,11 +901,11 @@ void VehicleBody3D::set_engine_force(float p_engine_force) {
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}
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}
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float VehicleBody3D::get_engine_force() const {
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real_t VehicleBody3D::get_engine_force() const {
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return engine_force;
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}
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void VehicleBody3D::set_brake(float p_brake) {
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void VehicleBody3D::set_brake(real_t p_brake) {
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brake = p_brake;
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for (int i = 0; i < wheels.size(); i++) {
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VehicleWheel3D &wheelInfo = *wheels[i];
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@@ -913,11 +913,11 @@ void VehicleBody3D::set_brake(float p_brake) {
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}
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}
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float VehicleBody3D::get_brake() const {
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real_t VehicleBody3D::get_brake() const {
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return brake;
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}
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void VehicleBody3D::set_steering(float p_steering) {
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void VehicleBody3D::set_steering(real_t p_steering) {
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m_steeringValue = p_steering;
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for (int i = 0; i < wheels.size(); i++) {
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VehicleWheel3D &wheelInfo = *wheels[i];
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@@ -927,7 +927,7 @@ void VehicleBody3D::set_steering(float p_steering) {
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}
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}
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float VehicleBody3D::get_steering() const {
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real_t VehicleBody3D::get_steering() const {
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return m_steeringValue;
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}
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