// THIS FILE IS GENERATED. DO NOT EDIT. import {Basis} from './Basis'; import {Vector3} from './Vector3'; type QuaternionConstructor = { (): Quaternion; (from_: Quaternion): Quaternion; (from_: Basis): Quaternion; (axis_: Vector3, angle_: number): Quaternion; (arcFrom_: Vector3, arcTo_: Vector3): Quaternion; (x_: number, y_: number, z_: number, w_: number): Quaternion; }; export interface Quaternion { x: number; y: number; z: number; w: number; length(): number; lengthSquared(): number; normalized(): Quaternion; isNormalized(): boolean; isEqualApprox(to_: Quaternion): boolean; isFinite(): boolean; inverse(): Quaternion; log(): Quaternion; exp(): Quaternion; angleTo(to_: Quaternion): number; dot(with_: Quaternion): number; slerp(to_: Quaternion, weight_: number): Quaternion; slerpni(to_: Quaternion, weight_: number): Quaternion; sphericalCubicInterpolate(b_: Quaternion, preA_: Quaternion, postB_: Quaternion, weight_: number): Quaternion; sphericalCubicInterpolateInTime(b_: Quaternion, preA_: Quaternion, postB_: Quaternion, weight_: number, bT_: number, preAT_: number, postBT_: number): Quaternion; getAxis(): Vector3; getAngle(): number; } declare global { namespace Godot { var Quaternion: QuaternionConstructor; } } export {}; // Ensure this file is treated as a module