import { Vector2i } from './Vector2i'; type Vector2Constructor = { (): Vector2; (from_: Vector2): Vector2; (from_: Vector2i): Vector2; (x_: number, y_: number): Vector2; }; export interface Vector2 { x: number; y: number; angle(): number; angleTo(to_: Vector2): number; angleToPoint(to_: Vector2): number; directionTo(to_: Vector2): Vector2; distanceTo(to_: Vector2): number; distanceSquaredTo(to_: Vector2): number; length(): number; lengthSquared(): number; limitLength(length_: number): Vector2; normalized(): Vector2; isNormalized(): boolean; isEqualApprox(to_: Vector2): boolean; isZeroApprox(): boolean; isFinite(): boolean; posmod(mod_: number): Vector2; posmodv(modv_: Vector2): Vector2; project(b_: Vector2): Vector2; lerp(to_: Vector2, weight_: number): Vector2; slerp(to_: Vector2, weight_: number): Vector2; cubicInterpolate(b_: Vector2, preA_: Vector2, postB_: Vector2, weight_: number): Vector2; cubicInterpolateInTime(b_: Vector2, preA_: Vector2, postB_: Vector2, weight_: number, bT_: number, preAT_: number, postBT_: number): Vector2; bezierInterpolate(control1_: Vector2, control2_: Vector2, end_: Vector2, t_: number): Vector2; maxAxisIndex(): number; minAxisIndex(): number; moveToward(to_: Vector2, delta_: number): Vector2; rotated(angle_: number): Vector2; orthogonal(): Vector2; floor(): Vector2; ceil(): Vector2; round(): Vector2; aspect(): number; dot(with_: Vector2): number; slide(n_: Vector2): Vector2; bounce(n_: Vector2): Vector2; reflect(line_: Vector2): Vector2; cross(with_: Vector2): number; abs(): Vector2; sign(): Vector2; clamp(min_: Vector2, max_: Vector2): Vector2; clampf(min_: number, max_: number): Vector2; snapped(step_: Vector2): Vector2; snappedf(step_: number): Vector2; min(with_: Vector2): Vector2; minf(with_: number): Vector2; max(with_: Vector2): Vector2; maxf(with_: number): Vector2; fromAngle(angle_: number): Vector2; } declare global { namespace Godot { var Vector2: Vector2Constructor; } } export {}; //# sourceMappingURL=Vector2.d.ts.map