import { Vector4i } from './Vector4i'; type Vector4Constructor = { (): Vector4; (from_: Vector4): Vector4; (from_: Vector4i): Vector4; (x_: number, y_: number, z_: number, w_: number): Vector4; }; export interface Vector4 { x: number; y: number; z: number; w: number; minAxisIndex(): number; maxAxisIndex(): number; length(): number; lengthSquared(): number; abs(): Vector4; sign(): Vector4; floor(): Vector4; ceil(): Vector4; round(): Vector4; lerp(to_: Vector4, weight_: number): Vector4; cubicInterpolate(b_: Vector4, preA_: Vector4, postB_: Vector4, weight_: number): Vector4; cubicInterpolateInTime(b_: Vector4, preA_: Vector4, postB_: Vector4, weight_: number, bT_: number, preAT_: number, postBT_: number): Vector4; posmod(mod_: number): Vector4; posmodv(modv_: Vector4): Vector4; snapped(step_: Vector4): Vector4; snappedf(step_: number): Vector4; clamp(min_: Vector4, max_: Vector4): Vector4; clampf(min_: number, max_: number): Vector4; normalized(): Vector4; isNormalized(): boolean; directionTo(to_: Vector4): Vector4; distanceTo(to_: Vector4): number; distanceSquaredTo(to_: Vector4): number; dot(with_: Vector4): number; inverse(): Vector4; isEqualApprox(to_: Vector4): boolean; isZeroApprox(): boolean; isFinite(): boolean; min(with_: Vector4): Vector4; minf(with_: number): Vector4; max(with_: Vector4): Vector4; maxf(with_: number): Vector4; } declare global { namespace Godot { var Vector4: Vector4Constructor; } } export {}; //# sourceMappingURL=Vector4.d.ts.map