/// import { Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4, Color } from "UnityEngine"; type CSArray = CS.System.Array; export declare function vec2(x: number, y: number): Vector2; export declare function vec2i(x: number, y: number): Vector2Int; export declare function vec3(x: number, y: number, z: number): Vector3; export declare function vec3i(x: number, y: number, z: number): Vector3Int; export declare function vec4(x: number, y: number, z: number, w: number): Vector4; export declare function quat(): Quaternion; export declare function quat(x: number, y: number, z: number, w: number): Quaternion; export declare function euler(x: number, y: number, z: number): Quaternion; export declare function mat4x4(): Matrix4x4; export declare function mat4x4(a: Vector4, b: Vector4, c: Vector4, d: Vector4): Matrix4x4; export declare function mat4x4(a: number[][]): Matrix4x4; export declare function trs(translation: Vector3, rotation: Quaternion, scale: Vector3): Matrix4x4; export declare function floatArray(...items: number[]): CSArray; export declare function vec2Array(...items: number[][]): CSArray; export declare function vec2iArray(...items: number[][]): CSArray; export declare function vec3Array(...items: number[][]): CSArray; export declare function vec3iArray(...items: number[][]): CSArray; export declare function vec4Array(...items: number[][]): CSArray; export declare function add(a: Vector2, b: Vector2): Vector2; export declare function add(a: Vector3, b: Vector3): Vector3; export declare function add(a: Vector2Int, b: Vector2Int): Vector2Int; export declare function add(a: Vector3Int, b: Vector3Int): Vector3Int; export declare function add(a: Vector4, b: Vector4): Vector4; export declare function sub(a: Vector2, b: Vector2): Vector2; export declare function sub(a: Vector3, b: Vector3): Vector3; export declare function sub(a: Vector2Int, b: Vector2Int): Vector2Int; export declare function sub(a: Vector3Int, b: Vector3Int): Vector3Int; export declare function sub(a: Vector4, b: Vector4): Vector4; export declare function neg(a: Vector2): Vector2; export declare function neg(a: Vector3): Vector3; export declare function neg(a: Vector2Int): Vector2Int; export declare function neg(a: Vector3Int): Vector3Int; export declare function neg(a: Vector4): Vector4; export declare function mul(a: Vector2, b: number): Vector2; export declare function mul(a: number, b: Vector2): Vector3; export declare function mul(a: Vector3, b: number): Vector3; export declare function mul(a: number, b: Vector3): Vector3; export declare function mul(a: Vector2Int, b: number): Vector2Int; export declare function mul(a: number, b: Vector2Int): Vector2Int; export declare function mul(a: Vector3Int, b: number): Vector3Int; export declare function mul(a: number, b: Vector3Int): Vector3Int; export declare function mul(a: Vector4, b: number): Vector4; export declare function mul(a: number, b: Vector4): Vector4; export declare function mul(a: Quaternion, b: Quaternion): Quaternion; export declare function mul(a: Quaternion, b: Vector3): Vector3; export declare function mul(a: Matrix4x4, b: Matrix4x4): Matrix4x4; export declare function mul(a: Matrix4x4, b: Vector4): Vector4; export declare function div(a: Vector2, b: number): Vector2; export declare function div(a: Vector3, b: number): Vector3; export declare function div(a: Vector2Int, b: number): Vector2Int; export declare function div(a: Vector3Int, b: number): Vector3Int; export declare function eq(a: Vector2, b: Vector2): boolean; export declare function eq(a: Vector3, b: Vector3): boolean; export declare function eq(a: Vector2Int, b: Vector2Int): boolean; export declare function eq(a: Vector3Int, b: Vector3Int): boolean; export declare function eq(a: Quaternion, b: Quaternion): boolean; export declare function dot(a: Vector2, b: Vector2): number; export declare function dot(a: Vector3, b: Vector3): number; export declare function dot(a: Vector4, b: Vector4): number; export declare function dot(a: Quaternion, b: Quaternion): number; export declare function clamp(a: Vector2, min: Vector2, max: Vector2): Vector2; export declare function clamp(a: Vector3, min: Vector3, max: Vector3): Vector3; export declare function clamp(a: Vector2Int, min: Vector2Int, max: Vector2Int): Vector2Int; export declare function clamp(a: Vector3Int, min: Vector3Int, max: Vector3Int): Vector3Int; export declare function clamp(a: Vector4, min: Vector4, max: Vector4): Vector4; export declare function clamp01(a: Vector2): Vector2; export declare function clamp01(a: Vector3): Vector3; export declare function clamp01(a: Vector4): Vector4; export declare function distance(a: Vector2, b: Vector2): number; export declare function distance(a: Vector3, b: Vector3): number; export declare function distance(a: Vector2Int, b: Vector2Int): number; export declare function distance(a: Vector3Int, b: Vector3Int): number; export declare function distance(a: Vector4, b: Vector4): number; export declare function normalize(a: Vector2): Vector2; export declare function normalize(a: Vector3): Vector3; export declare function normalize(a: Vector4): Vector4; export declare function lerp(a: number, b: number, t: number): number; export declare function lerp(a: Vector2, b: Vector2, t: number): Vector2; export declare function lerp(a: Vector3, b: Vector3, t: number): Vector3; export declare function lerp(a: Vector4, b: Vector4, t: number): Vector4; export declare function lerp(a: Quaternion, b: Quaternion, t: number): Quaternion; export declare function lerp(a: Color, b: Color, t: number): Color; export {};