export declare class Mat4 { static getTranslation(mat: Float32Array, out?: Float32Array): Float32Array; static create(): Float32Array; static translate(mat: Float32Array, v: Float32Array, out?: Float32Array): Float32Array; static getScaling(mat: Float32Array, out?: Float32Array): Float32Array; static getRotation(mat: Float32Array, out?: Float32Array): Float32Array; static copy(a: Float32Array, out?: Float32Array): Float32Array; static fromQuat(q: Float32Array, out?: Float32Array): Float32Array; static fromRotationTranslationScale(q: Float32Array, v: Float32Array, s: Float32Array, out?: Float32Array): Float32Array; static fromRotation(rad: number, axis: Float32Array, out?: Float32Array): Float32Array; static fromScaling(v: Float32Array, out?: Float32Array): Float32Array; static fromTranslation(v: Float32Array, out?: Float32Array): Float32Array; static multiply(a: Float32Array, b: Float32Array, out?: Float32Array): Float32Array; static lookAt(eye: Float32Array, center: Float32Array, up: Float32Array, out?: Float32Array): Float32Array; static identity(out?: Float32Array): Float32Array; static perspective(fovy: number, aspect: number, near: number, far: number, out?: Float32Array): Float32Array; static ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, out?: Float32Array): Float32Array; static invert(a: Float32Array, out?: Float32Array): Float32Array; static transpose(a: Float32Array, out?: Float32Array): Float32Array; static targetTo(eye: Float32Array, target: Float32Array, up: Float32Array, out?: Float32Array): Float32Array; static rotateX(a: Float32Array, rad: number, out?: Float32Array): Float32Array; static rotateY(a: Float32Array, rad: number, out?: Float32Array): Float32Array; static rotateZ(a: Float32Array, rad: number, out?: Float32Array): Float32Array; static rotate(a: Float32Array, rad: number, axis: Float32Array, out?: Float32Array): Float32Array; static scale(a: Float32Array, v: Float32Array, out?: Float32Array): Float32Array; }