import type { Matrix4 } from "./Matrix4.js";
import type { Quaternion } from "./Quaternion.js";
export declare class Vector3 {
    readonly x: number;
    readonly y: number;
    readonly z: number;
    static readonly zero: Readonly<Vector3>;
    static readonly one: Readonly<Vector3>;
    static readonly up: Readonly<Vector3>;
    static readonly right: Readonly<Vector3>;
    static readonly forward: Readonly<Vector3>;
    constructor(x?: number, y?: number, z?: number);
    clone(): Vector3;
    add(v: Vector3): Vector3;
    subtract(v: Vector3): Vector3;
    multiplyScalar(scalar: number): Vector3;
    multiply(v: Vector3): Vector3;
    divide(v: Vector3): Vector3;
    divideScalar(scalar: number): Vector3;
    dot(v: Vector3): number;
    cross(v: Vector3): Vector3;
    lengthSquared(): number;
    length(): number;
    normalize(): Vector3;
    distanceTo(v: Vector3): number;
    lerp(v: Vector3, t: number): Vector3;
    transformMatrix4(matrix: Matrix4): Vector3;
    rotateByQuaternion(rotation: Quaternion): Vector3;
    min(v: Vector3): Vector3;
    max(v: Vector3): Vector3;
    equals(v: Vector3, epsilon?: number): boolean;
    toArray(): [number, number, number];
}
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