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module Fox
class FXVec3d
attr_accessor :x
attr_accessor :y
attr_accessor :z
#
# Return an initialized FXVec3d instance.
#
def initialize(xx, yy, zz); end
#
# Returns the element at _index_, where _index_ is 0, 1 or 2.
# Raises IndexError if _index_ is out of range.
#
def [](index); end
#
# Set the element at _index_ to _value_ and return _value_.
# Raises IndexError if _index_ is out of range.
#
def []=(index, value); end
# Returns a new FXVec3d instance which is the negation of this one.
def @-(); end
#
# Returns a new FXVec3d instance obtained by memberwise
# addition of the _other_ FXVec3d instance with this
# one.
#
def +(other); end
#
# Returns a new FXVec3d instance obtained by memberwise
# subtraction of the _other_ FXVec3d instance from this
# one.
#
def -(other); end
#
# Returns a new FXVec3d instance obtained by memberwise
# multiplication of this vector's elements by the scalar
# _n_.
#
def *(n); end
#
# Returns a new FXVec3d instance obtained by memberwise
# division of this vector's elements by the scalar
# _n_.
# Raises ZeroDivisionError if _n_ is identically zero.
#
def /(n); end
#
# Returns the dot (scalar) product of this vector and _other_.
#
def dot(other); end
# Return the cross product of this vector and _other_.
def cross(other); end
# Return +true+ if this vector is equal to _other_.
def ==(other); end
#
# Return the square of the length of this vector.
#
def length2; end
#
# Return the length (magnitude) of this vector.
#
def length; end
#
# Clamp the values of this vector between limits _lo_ and _hi_.
#
def clamp(lo, hi); end
#
# Return a new FXVec3d instance which is a normalized version
# of this one.
#
def normalize; end
#
# Return a new FXVec3d instance which is the lesser of this
# vector and _other_.
#
def lo(other); end
#
# Return a new FXVec3d instance which is the greater of this
# vector and _other_.
#
def hi(other); end
#
# Compute normal vector from points _a_, _b_ and _c_ (each of which is
# an FXVec3d instance).
#
def FXVec3d.normal(a, b, c); end
#
# Compute approximate normal from four points _a_, _b_, _c_ and _d_.
#
def FXVec3d.normal(a, b, c, d); end
end
end