Vector4 Vector4::Normalize(const Vector4& argVec) { return argVec / argVec.Magnitude(); };
float Vector4::CompProj(const Vector4& argVec1, const Vector4& argVec2) { return Vector4::Dot(argVec1, argVec2) / argVec1.Magnitude(); };
/* AngleBetween */ float Vector4::AngleBetween(Vector4& vec) { return acos(DotProduct(vec)/(Magnitude() * vec.Magnitude())); }