<!-- SOLUV · part 39 -->
*/
	projectOnPlane( planeNormal ) {

		_vector$c.copy( this ).projectOnVector( planeNormal );

		return this.sub( _vector$c );

	}

	/**
	 * Reflects this vector off a plane orthogonal to the given normal vector.
	 *
	 * @param {Vector3} normal - The (normalized) normal vector.
	 * @return {Vector3} A reference to this vector.
	 */
	reflect( normal ) {

		return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );

	}
	/**
	 * Returns the angle between the given vector and this instance in radians.
	 *
	 * @param {Vector3} v - The vector to compute the angle with.
	 * @return {number} The angle in radians.
	 */
	angleTo( v ) {

		const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );

		if ( denominator === 0 ) return Math.PI / 2;

		const theta = this.dot( v ) / denominator;

		// clamp, to handle numerical problems

		return Math.acos( clamp( theta, -1, 1 ) );

	}

	/**
	 * Computes the distance from the given vector to this instance.
	 *
	 * @param {Vector3} v - The vector to compute the distance to.
	 * @return {number} The distance.
	 */
	distanceTo( v ) {

		return Math.sqrt( this.distanceToSquared( v ) );

	}

	/**
	 * Computes the squared distance from the given vector to this instance.
	 * If you are just comparing the distance with another distance, you should compare
	 * the distance squared instead as it is slightly more efficient to calculate.
	 *
	 * @param {Vector3} v - The vector to compute the squared distance to.
	 * @return {number} The squared distance.
	 */
	distanceToSquared( v ) {

		const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;

		return dx * dx + dy * dy + dz * dz;

	}

	/**
	 * Computes the Manhattan distance from the given vector to this instance.
	 *
	 * @param {Vector3} v - The vector to compute the Manhattan distance to.
	 * @return {number} The Manhattan distance.
	 */
	manhattanDistanceTo( v ) {

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

	}

	/**
	 * Sets the vector components from the given spherical coordinates.
	 *
	 * @param {Spherical} s - The spherical coordinates.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromSpherical( s ) {

		return this.setFromSphericalCoords( s.radius, s.phi, s.theta );

	}

	/**
	 * Sets the vector components from the given spherical coordinates.
	 *
	 * @param {number} radius - The radius.
	 * @param {number} phi - The phi angle in radians.
	 * @param {number} theta - The theta angle in radians.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromSphericalCoords( radius, phi, theta ) {

		const sinPhiRadius = Math.sin( phi ) * radius;

		this.x = sinPhiRadius * Math.sin( theta );
		this.y = Math.cos( phi ) * radius;
		this.z = sinPhiRadius * Math.cos( theta );

		return this;

	}

	/**
	 * Sets the vector components from the given cylindrical coordinates.
	 *
	 * @param {Cylindrical} c - The cylindrical coordinates.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromCylindrical( c ) {

		return this.setFromCylindricalCoords( c.radius, c.theta, c.y );

	}

	/**
	 * Sets the vector components from the given cylindrical coordinates.
	 *
	 * @param {number} radius - The radius.
	 * @param {number} theta - The theta angle in radians.
	 * @param {number} y - The y value.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromCylindricalCoords( radius, theta, y ) {

		this.x = radius * Math.sin( theta );
		this.y = y;
		this.z = radius * Math.cos( theta );

		return this;

	}

	/**
	 * Sets the vector components to the position elements of the
	 * given transformation matrix.
	 *
	 * @param {Matrix4} m - The 4x4 matrix.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromMatrixPosition( m ) {

		const e = m.elements;

		this.x = e[ 12 ];
		this.y = e[ 13 ];
		this.z = e[ 14 ];

		return this;

	}

	/**
	 * Sets the vector components to the scale elements of the
	 * given transformation matrix.
	 *
	 * @param {Matrix4} m - The 4x4 matrix.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromMatrixScale( m ) {

		const sx = this.setFromMatrixColumn( m, 0 ).length();
		const sy = this.setFromMatrixColumn( m, 1 ).length();
		const sz = this.setFromMatrixColumn( m, 2 ).length();

		this.x = sx;
		this.y = sy;
		this.z = sz;

		return this;

	}

	/**
	 * Sets the vector components from the specified matrix column.
	 *
	 * @param {Matrix4} m - The 4x4 matrix.
	 * @param {number} index - The column index.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromMatrixColumn( m, index ) {

		return this.fromArray( m.elements, index * 4 );

	}

	/**
	 * Sets the vector components from the specified matrix column.
	 *
	 * @param {Matrix3} m - The 3x3 matrix.
	 * @param {number} index - The column index.
	 * @return {Vector3} A reference to this vector.
	 */
	setFromMatrix3Column( m, index ) {

		return this.fromArray( m.elements, index * 3 );

	}

	/**
	 * Sets t