import type { Matrix4 } from '../matrix/Matrix4'; import type { Quaternion } from '../rotation/Quaternion'; export declare class Vector4 { isVector4: boolean; x: number; y: number; z: number; w: number; constructor(x?: number, y?: number, z?: number, w?: number); set(x: number, y: number, z: number, w: number): this; setScalar(scalar: number): this; setX(x: number): this; setY(y: number): this; setZ(z: number): this; setW(w: number): this; clone(): Vector4; copy(v: Vector4): this; add(v: Vector4): this; addScalar(s: number): this; addVectors(a: Vector4, b: Vector4): this; addScaledVector(v: Vector4, s: number): this; sub(v: Vector4): this; subScalar(s: number): this; subVectors(a: Vector4, b: Vector4): this; multiplyScalar(scalar: number): this; applyMatrix4(m: Matrix4): this; divideScalar(scalar: number): this; setAxisAngleFromQuaternion(q: Quaternion): this; setAxisAngleFromRotationMatrix(m: Matrix4): this; min(v: Vector4): this; max(v: Vector4): this; clamp(min: Vector4, max: Vector4): this; clampScalar(minVal: number, maxVal: number): this; clampLength(min: number, max: number): this; floor(): this; ceil(): this; round(): this; roundToZero(): this; negate(): this; dot(v: Vector4): number; lengthSq(): number; length(): number; manhattanLength(): number; normalize(): this; setLength(length: number): this; lerp(v: Vector4, alpha: number): this; lerpVectors(v1: Vector4, v2: Vector4, alpha: number): this; equals(v: Vector4): boolean; fromArray(array: number[] | Float32Array, offset?: number): this; toArray(array: number[] | Float32Array, offset?: number): number[] | Float32Array; } //# sourceMappingURL=Vector4.d.ts.map