proc vec3*(): Vector3 {.inline
.} 
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proc vec3*(x, y, z: float32): Vector3 {.inline
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proc `$`*(self: Vector3): string {.inline
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proc `+`*(a, b: Vector3): Vector3 {.inline
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proc `+=`*(a: var Vector3; b: Vector3) {.inline
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proc `-`*(a, b: Vector3): Vector3 {.inline
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proc `-=`*(a: var Vector3; b: Vector3) {.inline
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proc `*`*(a, b: Vector3): Vector3 {.inline
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proc `*=`*(a: var Vector3; b: Vector3) {.inline
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proc `*`*(a: Vector3; b: float32): Vector3 {.inline
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proc `*`*(b: float32; a: Vector3): Vector3 {.inline
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proc `*=`*(a: var Vector3; b: float32) {.inline
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proc `/`*(a, b: Vector3): Vector3
 
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proc `/=`*(a: var Vector3; b: Vector3) {.inline
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proc `/`*(a: Vector3; b: float32): Vector3
 
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proc `/=`*(a: var Vector3; b: float32) {.inline
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proc `==`*(a, b: Vector3): bool {.inline
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proc `<`*(a, b: Vector3): bool
 
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proc `-`*(self: Vector3): Vector3
 
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proc `[]`*(self: Vector3; idx: range[0 .. 2]): float32 {.inline
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proc `[]`*(self: var Vector3; idx: range[0 .. 2]): var float32 {.inline
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proc `[]=`*(self: var Vector3; idx: range[0 .. 2]; val: float32) {.inline
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proc minAxis*(self: Vector3): int {.inline
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proc maxAxis*(self: Vector3): int {.inline
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proc length*(self: Vector3): float32 {.inline
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proc lengthSquared*(self: Vector3): float32 {.inline
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proc normalize*(self: var Vector3) {.inline
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proc normalized*(self: Vector3): Vector3 {.inline
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proc isNormalized*(self: Vector3): bool {.inline
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proc zero*(self: var Vector3) {.inline
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proc inverse*(self: Vector3): Vector3 {.inline
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proc cross*(self, other: Vector3): Vector3 {.inline
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proc dot*(self, other: Vector3): float32 {.inline
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proc abs*(self: Vector3): Vector3 {.inline
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proc sign*(self: Vector3): Vector3 {.inline
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proc floor*(self: Vector3): Vector3 {.inline
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proc ceil*(self: Vector3): Vector3 {.inline
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proc lerp*(self: Vector3; other: Vector3; t: float32): Vector3 {.inline
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proc distanceTo*(self, other: Vector3): float32 {.inline
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proc distanceSquaredTo*(self, other: Vector3): float32 {.inline
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proc angleTo*(self, other: Vector3): float32 {.inline
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proc slide*(self, n: Vector3): Vector3 {.inline
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proc reflect*(self, n: Vector3): Vector3 {.inline
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proc bounce*(self, n: Vector3): Vector3 {.inline
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proc snap*(self: var Vector3; other: Vector3)
 
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proc snapped*(self: Vector3; other: Vector3): Vector3
 
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proc cubicInterpolate*(self, b, preA, postB: Vector3; t: float32): Vector3
 
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