Vector4 Vector4::ProjectionOnto( const Vector4& v ) const { return ( Dot(v) / v.LengthSquared() ) * v; // I assume this is still valid for 4D vectors }
bool operator>=(const Vector4& p_lhs, const Vector4& p_rhs) { return p_lhs.LengthSquared() >= p_rhs.LengthSquared(); }