proc setCells*(basis: var Basis; xx, xy, xz, yx, yy, yz, zx, zy, zz: float32)
 
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proc `[]`*(self: Basis; row: range[0 .. 2]): Vector3 {.inline
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proc `[]`*(self: var Basis; row: range[0 .. 2]): var Vector3 {.inline
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proc `[]=`*(self: var Basis; row: range[0 .. 2]; value: Vector3) {.inline
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proc `==`*(self, other: Basis): bool
 
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proc isEqualApprox*(self, other: Basis): bool
 
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proc tdotx*(self: Basis; v: Vector3): float32 {.inline
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proc tdoty*(self: Basis; v: Vector3): float32 {.inline
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proc tdotz*(self: Basis; v: Vector3): float32 {.inline
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proc `+`*(self, other: Basis): Basis {.inline
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proc `+=`*(self: var Basis; other: Basis) {.inline
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proc `-`*(self, other: Basis): Basis {.inline
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proc `-=`*(self: var Basis; other: Basis) {.inline
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proc `*`*(self, other: Basis): Basis {.inline
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proc `*=`*(self: var Basis; other: Basis) {.inline
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proc `*=`*(self: var Basis; b: float32) {.inline
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proc `*`*(self: Basis; b: float32): Basis {.inline
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proc initBasis*(): Basis {.inline
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proc initBasis*(row0, row1, row2: Vector3): Basis {.inline
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proc initBasis*(xx, xy, xz, yx, yy, yz, zx, zy, zz: float32): Basis
 
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proc initBasis*(euler: Quat): Basis {.inline
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proc initBasis*(axis: Vector3; phi: float32): Basis {.inline
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proc setEuler*(self: var Basis; euler: Vector3)
 
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proc getEuler*(self: Basis): Vector3
 
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proc initBasis*(euler: Vector3): Basis {.inline
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proc outer*(self, other: Vector3): Basis {.inline
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proc toDiagonalMatrix*(self: Vector3): Basis {.inline
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proc `$`*(self: Basis): string {.inline
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proc invert*(self: var Basis)
 
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proc inverse*(self: Basis): Basis {.inline
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proc axis*(self: Basis; idx: range[0 .. 2]): Vector3 {.inline
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proc setAxis*(self: var Basis; idx: range[0 .. 2]; value: Vector3) {.inline
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proc row*(self: Basis; row: range[0 .. 2]): Vector3 {.inline
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proc setRow*(self: var Basis; row: range[0 .. 2]; value: Vector3) {.inline
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proc getMainDiagonal*(self: Basis): Vector3 {.inline
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proc zero*(self: var Basis) {.inline
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proc orthonormalized*(self: Basis): Basis {.inline
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proc transpose*(self: var Basis) {.inline
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proc transposed*(self: Basis): Basis {.inline
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proc isOrthogonal*(self: Basis): bool {.inline
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proc isRotation*(self: Basis): bool {.inline
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proc isSymmetric*(self: Basis): bool {.inline
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proc scale*(self: var Basis; scale: Vector3)
 
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proc scaled*(self: Basis; scale: Vector3): Basis
 
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proc rotated*(self: Basis; axis: Vector3; phi: float32): Basis {.inline
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proc rotate*(self: var Basis; axis: Vector3; phi: float32) {.inline
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proc rotated*(self: Basis; euler: Vector3): Basis {.inline
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proc rotate*(self: var Basis; euler: Vector3) {.inline
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proc getScale*(self: Basis): Vector3
 
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proc getRotation*(self: Basis): Vector3 {.inline
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proc setScale*(self: var Basis; scale: Vector3)
 
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proc setRotationEuler*(self: var Basis; euler: Vector3)
 
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proc setRotationAxisAngle*(self: var Basis; axis: Vector3; angle: float32)
 
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proc asQuat*(self: Basis): Quat
 
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proc xform*(self: Basis; v: Vector3): Vector3 {.inline
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proc xformInv*(self: Basis; v: Vector3): Vector3 {.inline
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proc orthogonalIndex*(self: Basis): int
 
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proc setOrthogonalIndex*(self: var Basis; idx: range[0 .. 23])
 
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proc rotate*(self: var Vector3; axis: Vector3; phi: float32)
 
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proc rotated*(self: Vector3; axis: Vector3; phi: float32): Vector3
 
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