/**
 * Advance a unit quaternion `q` by an angular velocity `omega` over a step `dt`,
 * using the first-order formula
 *
 *     dq/dt = 0.5 * Omega(omega) * q
 *
 * where `Omega(omega)` is the pure-quaternion `(omega_x, omega_y, omega_z, 0)`.
 * Result is renormalised so the output stays unit.
 *
 * This is the standard semi-implicit angular integrator (Catto GDC 2009 et al.).
 * For typical game-physics step sizes (1/60 s) and angular speeds, the
 * first-order error is dominated by the renormalisation projection back to the
 * unit sphere — closed-form exp via axis-angle would only matter for very large
 * `|omega|·dt`.
 *
 * @param {number[]|Float64Array|Quaternion} result_q  destination (may alias `qx..qw`)
 * @param {number} qx
 * @param {number} qy
 * @param {number} qz
 * @param {number} qw
 * @param {number} omega_x
 * @param {number} omega_y
 * @param {number} omega_z
 * @param {number} dt
 */
export function quat_integrate(result_q: number[] | Float64Array | Quaternion, qx: number, qy: number, qz: number, qw: number, omega_x: number, omega_y: number, omega_z: number, dt: number): void;
//# sourceMappingURL=quat_integrate.d.ts.map