/**
 * The Vector3D export class represents a point or a location in the three-dimensional
 * space using the Cartesian coordinates x, y, and z. As in a two-dimensional
 * space, the x property represents the horizontal axis and the y property
 * represents the vertical axis. In three-dimensional space, the z property
 * represents depth. The value of the x property increases as the object moves
 * to the right. The value of the y property increases as the object moves
 * down. The z property increases as the object moves farther from the point
 * of view. Using perspective projection and scaling, the object is seen to be
 * bigger when near and smaller when farther away from the screen. As in a
 * right-handed three-dimensional coordinate system, the positive z-axis points
 * away from the viewer and the value of the z property increases as the object
 * moves away from the viewer's eye. The origin point (0,0,0) of the global
 * space is the upper-left corner of the stage.
 *
 * <p>The Vector3D export class can also represent a direction, an arrow pointing from
 * the origin of the coordinates, such as (0,0,0), to an endpoint; or a
 * floating-point component of an RGB (Red, Green, Blue) color model.</p>
 *
 * <p>Quaternion notation introduces a fourth element, the w property, which
 * provides additional orientation information. For example, the w property can
 * define an angle of rotation of a Vector3D object. The combination of the
 * angle of rotation and the coordinates x, y, and z can determine the display
 * object's orientation. Here is a representation of Vector3D elements in
 * matrix notation:</p>
 */
export declare class Vector3D {
    _rawData: Float32Array;
    /**
     * The x axis defined as a Vector3D object with coordinates (1,0,0).
     */
    static X_AXIS: Vector3D;
    /**
     * The y axis defined as a Vector3D object with coordinates (0,1,0).
     */
    static Y_AXIS: Vector3D;
    /**
     * The z axis defined as a Vector3D object with coordinates (0,0,1).
     */
    static Z_AXIS: Vector3D;
    /**
     * The first element of a Vector3D object, such as the x coordinate of
     * a point in the three-dimensional space. The default value is 0.
     */
    get x(): number;
    set x(value: number);
    get y(): number;
    set y(value: number);
    /**
     * The third element of a Vector3D object, such as the z coordinate of
     * a point in the three-dimensional space. The default value is 0.
     */
    get z(): number;
    set z(value: number);
    /**
     * The fourth element of a Vector3D object (in addition to the x, y,
     * and z properties) can hold data such as the angle of rotation. The
     * default value is 0.
     *
     * <p>Quaternion notation employs an angle as the fourth element in
     * its calculation of three-dimensional rotation. The w property can
     * be used to define the angle of rotation about the Vector3D object.
     * The combination of the rotation angle and the coordinates (x,y,z)
     * determines the display object's orientation.</p>
     *
     * <p>In addition, the w property can be used as a perspective warp
     * factor for a projected three-dimensional position or as a projection
     * transform value in representing a three-dimensional coordinate
     * projected into the two-dimensional space. For example, you can
     * create a projection matrix using the <code>Matrix3D.rawData</code>
     * property, that, when applied to a Vector3D object, produces a
     * transform value in the Vector3D object's fourth element (the w
     * property). Dividing the Vector3D object's other elements by the
     * transform value then produces a projected Vector3D object. You can
     * use the <code>Vector3D.project()</code> method to divide the first
     * three elements of a Vector3D object by its fourth element.</p>
     */
    get w(): number;
    set w(value: number);
    /**
     * The length, magnitude, of the current Vector3D object from the
     * origin (0,0,0) to the object's x, y, and z coordinates. The w
     * property is ignored. A unit vector has a length or magnitude of
     * one.
     */
    get length(): number;
    /**
     * The square of the length of the current Vector3D object, calculated
     * using the x, y, and z properties. The w property is ignored. Use the
     * <code>lengthSquared()</code> method whenever possible instead of the
     * slower <code>Math.sqrt()</code> method call of the
     * <code>Vector3D.length()</code> method.
     */
    get lengthSquared(): number;
    /**
     * Creates an instance of a Vector3D object. If you do not specify a
     * parameter for the constructor, a Vector3D object is created with
     * the elements (0,0,0,0).
     *
     * @param x The first element, such as the x coordinate.
     * @param y The second element, such as the y coordinate.
     * @param z The third element, such as the z coordinate.
     * @param w An optional element for additional data such as the angle
     *          of rotation.
     */
    constructor(rawData: Float32Array);
    constructor(x?: number, y?: number, z?: number, w?: number);
    /**
     * Adds the value of the x, y, and z elements of the current Vector3D
     * object to the values of the x, y, and z elements of another Vector3D
     * object. The <code>add()</code> method does not change the current
     * Vector3D object. Instead, it returns a new Vector3D object with
     * the new values.
     *
     * <p>The result of adding two vectors together is a resultant vector.
     * One way to visualize the result is by drawing a vector from the
     * origin or tail of the first vector to the end or head of the second
     * vector. The resultant vector is the distance between the origin
     * point of the first vector and the end point of the second vector.
     * </p>
     */
    add(a: Vector3D): Vector3D;
    /**
     * Returns the angle in radians between two vectors. The returned angle
     * is the smallest radian the first Vector3D object rotates until it
     * aligns with the second Vector3D object.
     *
     * <p>The <code>angleBetween()</code> method is a static method. You
     * can use it directly as a method of the Vector3D class.</p>
     *
     * <p>To convert a degree to a radian, you can use the following
     * formula:</p>
     *
     * <p><code>radian = Math.PI/180 * degree</code></p>
     *
     * @param a The first Vector3D object.
     * @param b The second Vector3D object.
     * @returns The angle between two Vector3D objects.
     */
    static angleBetween(a: Vector3D, b: Vector3D): number;
    /**
     * Returns a new Vector3D object that is an exact copy of the current
     * Vector3D object.
     *
     * @returns A new Vector3D object that is a copy of the current
     * Vector3D object.
     */
    clone(): Vector3D;
    static combine(a: Vector3D, b: Vector3D, ascl: number, bscl: number, target?: Vector3D): Vector3D;
    /**
     * Copies all of vector data from the source Vector3D object into the
     * calling Vector3D object.
     *
     * @param src The Vector3D object from which to copy the data.
     */
    copyFrom(src: Vector3D): void;
    /**
     * Returns a new Vector3D object that is perpendicular (at a right
     * angle) to the current Vector3D and another Vector3D object. If the
     * returned Vector3D object's coordinates are (0,0,0), then the two
     * Vector3D objects are parallel to each other.
     *
     * <p>You can use the normalized cross product of two vertices of a
     * polygon surface with the normalized vector of the camera or eye
     * viewpoint to get a dot product. The value of the dot product can
     * identify whether a surface of a three-dimensional object is hidden
     * from the viewpoint.</p>
     *
     * @param a A second Vector3D object.
     * @returns A new Vector3D object that is perpendicular to the current
     *          Vector3D object and the Vector3D object specified as the
     *          parameter.
     */
    crossProduct(a: Vector3D, t?: Vector3D): Vector3D;
    /**
     * Decrements the value of the x, y, and z elements of the current
     * Vector3D object by the values of the x, y, and z elements of
     * specified Vector3D object. Unlike the
     * <code>Vector3D.subtract()</code> method, the
     * <code>decrementBy()</code> method changes the current Vector3D
     * object and does not return a new Vector3D object.
     *
     * @param a The Vector3D object containing the values to subtract from
     *          the current Vector3D object.
     */
    decrementBy(a: Vector3D): void;
    /**
     * Returns the distance between two Vector3D objects. The
     * <code>distance()</code> method is a static method. You can use it
     * directly as a method of the Vector3D export class to get the Euclidean
     * distance between two three-dimensional points.
     *
     * @param pt1 A Vector3D object as the first three-dimensional point.
     * @param pt2 A Vector3D object as the second three-dimensional point.
     * @returns The distance between two Vector3D objects.
     */
    static distance(pt1: Vector3D, pt2: Vector3D): number;
    /**
     * If the current Vector3D object and the one specified as the
     * parameter are unit vertices, this method returns the cosine of the
     * angle between the two vertices. Unit vertices are vertices that
     * point to the same direction but their length is one. They remove the
     * length of the vector as a factor in the result. You can use the
     * <code>normalize()</code> method to convert a vector to a unit
     * vector.
     *
     * <p>The <code>dotProduct()</code> method finds the angle between two
     * vertices. It is also used in backface culling or lighting
     * calculations. Backface culling is a procedure for determining which
     * surfaces are hidden from the viewpoint. You can use the normalized
     * vertices from the camera, or eye, viewpoint and the cross product of
     * the vertices of a polygon surface to get the dot product. If the dot
     * product is less than zero, then the surface is facing the camera or
     * the viewer. If the two unit vertices are perpendicular to each
     * other, they are orthogonal and the dot product is zero. If the two
     * vertices are parallel to each other, the dot product is one.</p>
     *
     * @param a The second Vector3D object.
     * @returns A scalar which is the dot product of the current Vector3D
     *          object and the specified Vector3D object.
     *
     * @see away.geom.Vector3D#crossProduct()
     * @see away.geom.Vector3D#normalize()
     */
    dotProduct(a: Vector3D): number;
    /**
     * Determines whether two Vector3D objects are equal by comparing the
     * x, y, and z elements of the current Vector3D object with a
     * specified Vector3D object. If the values of these elements are the
     * same, the two Vector3D objects are equal. If the second optional
     * parameter is set to true, all four elements of the Vector3D objects,
     * including the w property, are compared.
     *
     * @param toCompare The Vector3D object to be compared with the current
     *                  Vector3D object.
     * @param allFour   An optional parameter that specifies whether the w
     *                  property of the Vector3D objects is used in the
     *                  comparison.
     * @returns A value of true if the specified Vector3D object is equal
     *          to the current Vector3D object; false if it is not equal.
     */
    equals(toCompare: Vector3D, allFour?: boolean): boolean;
    /**
     * Converts the current vector to an identity or unit vector.
     */
    identity(): void;
    /**
     * Increments the value of the x, y, and z elements of the current
     * Vector3D object by the values of the x, y, and z elements of a
     * specified Vector3D object. Unlike the <code>Vector3D.add()</code>
     * method, the <code>incrementBy()</code> method changes the current
     * Vector3D object and does not return a new Vector3D object.
     *
     * @param a The Vector3D object to be added to the current Vector3D
     *          object.
     */
    incrementBy(a: Vector3D): void;
    /**
     * Compares the elements of the current Vector3D object with the
     * elements of a specified Vector3D object to determine whether they
     * are nearly equal. The two Vector3D objects are nearly equal if the
     * value of all the elements of the two vertices are equal, or the
     * result of the comparison is within the tolerance range. The
     * difference between two elements must be less than the number
     * specified as the tolerance parameter. If the third optional
     * parameter is set to <code>true</code>, all four elements of the
     * Vector3D objects, including the <code>w</code> property, are
     * compared. Otherwise, only the x, y, and z elements are included in
     * the comparison.
     *
     * @param toCompare The Vector3D object to be compared with the current
     *                  Vector3D object.
     * @param tolerance A number determining the tolerance factor. If the
     *                  difference between the values of the Vector3D
     *                  element specified in the toCompare parameter and
     *                  the current Vector3D element is less than the
     *                  tolerance number, the two values are considered
     *                  nearly equal.
     * @param allFour   An optional parameter that specifies whether the w
     *                  property of the Vector3D objects is used in the
     *                  comparison.
     * @returns A value of true if the specified Vector3D object is nearly
     *          equal to the current Vector3D object; false if it is not
     *          equal.
     *
     * @see away.geom.Vector3D#equals()
     */
    nearEquals(toCompare: Vector3D, tolerance: number, allFour?: boolean): boolean;
    /**
     * Sets the current Vector3D object to its inverse. The inverse object
     * is also considered the opposite of the original object. The value of
     * the x, y, and z properties of the current Vector3D object is changed
     * to -x, -y, and -z.
     */
    negate(): void;
    /**
     * Scales the Vector3D object between(0,0,0) and the current point to a set
     * length.
     *
     * @param thickness The scaling value. For example, if the current
     *                  Vector3D object is (0,3,4), and you normalize it to
     *                  1, the point returned is at(0,0.6,0.8).
     */
    normalize(thickness?: number): number;
    /**
     * Divides the value of the <code>x</code>, <code>y</code>, and
     * <code>z</code> properties of the current Vector3D object by the
     * value of its <code>w</code> property.
     *
     * <p>If the current Vector3D object is the result of multiplying a
     * Vector3D object by a projection Matrix3D object, the w property can
     * hold the transform value. The <code>project()</code> method then can
     * complete the projection by dividing the elements by the
     * <code>w</code> property. Use the <code>Matrix3D.rawData</code>
     * property to create a projection Matrix3D object.</p>
     */
    project(): void;
    /**
     * Scales the current Vector3D object by a scalar, a magnitude. The
     * Vector3D object's x, y, and z elements are multiplied by the scalar
     * number specified in the parameter. For example, if the vector is
     * scaled by ten, the result is a vector that is ten times longer. The
     * scalar can also change the direction of the vector. Multiplying the
     * vector by a negative number reverses its direction.
     *
     * @param s A multiplier (scalar) used to scale a Vector3D object.
     */
    scaleBy(s: number): void;
    /**
     * Sets the members of Vector3D to the specified values
     *
     * @param xa The first element, such as the x coordinate.
     * @param ya The second element, such as the y coordinate.
     * @param za The third element, such as the z coordinate.
     */
    setTo(xa: number, ya: number, za: number, wa?: number): void;
    /**
     * Subtracts the value of the x, y, and z elements of the current
     * Vector3D object from the values of the x, y, and z elements of
     * another Vector3D object. The <code>subtract()</code> method does not
     * change the current Vector3D object. Instead, this method returns a
     * new Vector3D object with the new values.
     *
     * @param a The Vector3D object to be subtracted from the current
     *          Vector3D object.
     * @returns A new Vector3D object that is the difference between the
     *          current Vector3D and the specified Vector3D object.
     *
     * @see away.geom.Vector3D#decrementBy()
     */
    subtract(a: Vector3D): Vector3D;
    /**
     * Returns a string representation of the current Vector3D object. The
     * string contains the values of the x, y, and z properties.
     */
    toString(): string;
}
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