<!-- AVATAR-FORGE · part 25 -->
eturn this;

	}

	subVectors( a, b ) {

		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;

		return this;

	}

	multiply( v ) {

		this.x *= v.x;
		this.y *= v.y;
		this.z *= v.z;

		return this;

	}

	multiplyScalar( scalar ) {

		this.x *= scalar;
		this.y *= scalar;
		this.z *= scalar;

		return this;

	}

	multiplyVectors( a, b ) {

		this.x = a.x * b.x;
		this.y = a.y * b.y;
		this.z = a.z * b.z;

		return this;

	}

	applyEuler( euler ) {

		return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );

	}

	applyAxisAngle( axis, angle ) {

		return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );

	}

	applyMatrix3( m ) {

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
		this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;

		return this;

	}

	applyNormalMatrix( m ) {

		return this.applyMatrix3( m ).normalize();

	}

	applyMatrix4( m ) {

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );

		this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
		this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
		this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;

		return this;

	}

	applyQuaternion( q ) {

		// quaternion q is assumed to have unit length

		const vx = this.x, vy = this.y, vz = this.z;
		const qx = q.x, qy = q.y, qz = q.z, qw = q.w;

		// t = 2 * cross( q.xyz, v );
		const tx = 2 * ( qy * vz - qz * vy );
		const ty = 2 * ( qz * vx - qx * vz );
		const tz = 2 * ( qx * vy - qy * vx );

		// v + q.w * t + cross( q.xyz, t );
		this.x = vx + qw * tx + qy * tz - qz * ty;
		this.y = vy + qw * ty + qz * tx - qx * tz;
		this.z = vz + qw * tz + qx * ty - qy * tx;

		return this;

	}

	project( camera ) {

		return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );

	}

	unproject( camera ) {

		return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );

	}

	transformDirection( m ) {

		// input: THREE.Matrix4 affine matrix
		// vector interpreted as a direction

		const x = this.x, y = this.y, z = this.z;
		const e = m.elements;

		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;

		return this.normalize();

	}

	divide( v ) {

		this.x /= v.x;
		this.y /= v.y;
		this.z /= v.z;

		return this;

	}

	divideScalar( scalar ) {

		return this.multiplyScalar( 1 / scalar );

	}

	min( v ) {

		this.x = Math.min( this.x, v.x );
		this.y = Math.min( this.y, v.y );
		this.z = Math.min( this.z, v.z );

		return this;

	}

	max( v ) {

		this.x = Math.max( this.x, v.x );
		this.y = Math.max( this.y, v.y );
		this.z = Math.max( this.z, v.z );

		return this;

	}

	clamp( min, max ) {

		// assumes min < max, componentwise

		this.x = Math.max( min.x, Math.min( max.x, this.x ) );
		this.y = Math.max( min.y, Math.min( max.y, this.y ) );
		this.z = Math.max( min.z, Math.min( max.z, this.z ) );

		return this;

	}

	clampScalar( minVal, maxVal ) {

		this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
		this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
		this.z = Math.max( minVal, Math.min( maxVal, this.z ) );

		return this;

	}

	clampLength( min, max ) {

		const length = this.length();

		return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );

	}

	floor() {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );
		this.z = Math.floor( this.z );

		return this;

	}

	ceil() {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );
		this.z = Math.ceil( this.z );

		return this;

	}

	round() {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );
		this.z = Math.round( this.z );

		return this;

	}

	roundToZero() {

		this.x = Math.trunc( this.x );
		this.y = Math.trunc( this.y );
		this.z = Math.trunc( this.z );

		return this;

	}

	negate() {

		this.x = - this.x;
		this.y = - this.y;
		this.z = - this.z;

		return this;

	}

	dot( v ) {

		return this.x * v.x + this.y * v.y + this.z * v.z;

	}

	// TODO lengthSquared?

	lengthSq() {

		return this.x * this.x + this.y * this.y + this.z * this.z;

	}

	length() {

		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );

	}

	manhattanLength() {

		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );

	}

	normalize() {

		return this.divideScalar( this.length() || 1 );

	}

	setLength( length ) {

		return this.normalize().multiplyScalar( length );

	}

	lerp( v, alpha ) {

		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;
		this.z += ( v.z - this.z ) * alpha;

		return this;

	}

	lerpVectors( v1, v2, alpha ) {

		this.x = v1.x + ( v