import type { RawQuaternion } from './RawQuaternion'; /** * Interpolate between two quaternions using normalized lerp. * When the dot product of the two quaternions is negative, the second quaternion is negated to ensure the shortest path is taken. * * This should behave the same as Unity's `Quaternion.LerpUnclamped`. * * @param a - "from" quaternion * @param b - "to" quaternion * @param t - How much do we want to rotate the a to b * @returns The interpolated quaternion */ export declare function quatNlerp(a: RawQuaternion, b: RawQuaternion, t: number): RawQuaternion;