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import { Euler } from './Euler';
import { Matrix3 } from './Matrix3';
import { Matrix4 } from './Matrix4';
import { Quaternion } from './Quaternion';
import { Camera } from './../cameras/Camera';
import { Spherical } from './Spherical';
import { Cylindrical } from './Cylindrical';
import { BufferAttribute } from './../core/BufferAttribute';
import { Vector } from './Vector2';
/**
 * 3D vector.
 *
 * @example
 * var a = new THREE.Vector3( 1, 0, 0 );
 * var b = new THREE.Vector3( 0, 1, 0 );
 * var c = new THREE.Vector3();
 * c.crossVectors( a, b );
 *
 * @see <a href="https://github.com/mrdoob/three.js/blob/master/src/math/Vector3.js">src/math/Vector3.js</a>
 *
 * ( class Vector3 implements Vector<Vector3> )
 */
export class Vector3 implements Vector {
  constructor(x?: number, y?: number, z?: number);

  x: number;
  y: number;
  z: number;
  isVector3: true;

  /**
   * Sets value of this vector.
   */
  set(x: number, y: number, z: number): this;

  /**
   * Sets all values of this vector.
   */
  setScalar(scalar: number): this;

  /**
   * Sets x value of this vector.
   */
  setX(x: number): Vector3;

  /**
   * Sets y value of this vector.
   */
  setY(y: number): Vector3;

  /**
   * Sets z value of this vector.
   */
  setZ(z: number): Vector3;

  setComponent(index: number, value: number): this;

  getComponent(index: number): number;

  /**
   * Clones this vector.
   */
  clone(): this;

  /**
   * Copies value of v to this vector.
   */
  copy(v: Vector3): this;

  /**
   * Adds v to this vector.
   */
  add(a: Vector3, b?: Vector3): this;

  addScalar(s: number): this;

  addScaledVector(v: Vector3, s: number): this;

  /**
   * Sets this vector to a + b.
   */
  addVectors(a: Vector3, b: Vector3): this;

  /**
   * Subtracts v from this vector.
   */
  sub(a: Vector3): this;

  subScalar(s: number): this;

  /**
   * Sets this vector to a - b.
   */
  subVectors(a: Vector3, b: Vector3): this;

  multiply(v: Vector3): this;

  /**
   * Multiplies this vector by scalar s.
   */
  multiplyScalar(s: number): this;

  multiplyVectors(a: Vector3, b: Vector3): this;

  applyEuler(euler: Euler): this;

  applyAxisAngle(axis: Vector3, angle: number): this;

  applyMatrix3(m: Matrix3): this;

  applyMatrix4(m: Matrix4): this;

  applyQuaternion(q: Quaternion): this;

  project(camera: Camera): this;

  unproject(camera: Camera): this;

  transformDirection(m: Matrix4): this;

  divide(v: Vector3): this;

  /**
   * Divides this vector by scalar s.
   * Set vector to ( 0, 0, 0 ) if s == 0.
   */
  divideScalar(s: number): this;

  min(v: Vector3): this;

  max(v: Vector3): this;

  clamp(min: Vector3, max: Vector3): this;

  clampScalar(min: number, max: number): this;

  clampLength(min: number, max: number): this;

  floor(): this;

  ceil(): this;

  round(): this;

  roundToZero(): this;

  /**
   * Inverts this vector.
   */
  negate(): this;

  /**
   * Computes dot product of this vector and v.
   */
  dot(v: Vector3): number;

  /**
   * Computes squared length of this vector.
   */
  lengthSq(): number;

  /**
   * Computes length of this vector.
   */
  length(): number;

  /**
   * Computes Manhattan length of this vector.
   * http://en.wikipedia.org/wiki/Taxicab_geometry
   *
   * @deprecated Use {@link Vector3#manhattanLength .manhattanLength()} instead.
   */
  lengthManhattan(): number;

  /**
   * Computes the Manhattan length of this vector.
   *
   * @return {number}
   *
   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
   */
  manhattanLength(): number;

  /**
   * Computes the Manhattan length (distance) from this vector to the given vector v
   *
   * @param {Vector3} v
   *
   * @return {number}
   *
   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
   */
  manhattanDistanceTo(v: Vector3): number;

  /**
   * Normalizes this vector.
   */
  normalize(): this;

  /**
   * Normalizes this vector and multiplies it by l.
   */
  setLength(l: number): this;
  lerp(v: Vector3, alpha: number): this;

  lerpVectors(v1: Vector3, v2: Vector3, alpha: number): this;

  /**
   * Sets this vector to cross product of itself and v.
   */
  cross(a: Vector3, w?: Vector3): this;

  /**
   * Sets this vector to cross product of a and b.
   */
  crossVectors(a: Vector3, b: Vector3): this;
  projectOnVector(v: Vector3): this;
  projectOnPlane(planeNormal: Vector3): this;
  reflect(vector: Vector3): this;
  angleTo(v: Vector3): number;

  /**
   * Computes distance of this vector to v.
   */
  distanceTo(v: Vector3): number;

  /**
   * Computes squared distance of this vector to v.
   */
  distanceToSquared(v: Vector3): number;

  /**
   * @deprecated Use {@link Vector3#manhattanDistanceTo .manhattanDistanceTo()} instead.
   */
  distanceToManhattan(v: Vector3): number;

  setFromSpherical(s: Spherical): this;
  setFromCylindrical(s: Cylindrical): this;
  setFromMatrixPosition(m: Matrix4): this;
  setFromMatrixScale(m: Matrix4): this;
  setFromMatrixColumn(matrix: Matrix4, index: number): this;

  /**
   * Checks for strict equality of this vector and v.
   */
  equals(v: Vector3): boolean;

  fromArray(xyz: number[], offset?: number): Vector3;

  /**
   * Returns an array [x, y, z], or copies x, y and z into the provided array.
   * @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
   * @param offset (optional) optional offset into the array.
   * @return The created or provided array.
   */
  toArray(xyz?: number[], offset?: number): number[];

  /**
   * Copies x, y and z into the provided array-like.
   * @param array array-like to store the vector to.
   * @param offset (optional) optional offset into the array.
   * @return The provided array-like.
   */
  toArray(xyz: ArrayLike<number>, offset?: number): ArrayLike<number>;

  fromBufferAttribute(
    attribute: BufferAttribute,
    index: number,
    offset?: number
  ): this;
}