import { TgdQuat } from "./quat";
import { TgdVec3 } from "./vec3";
import { TgdVec4 } from "./vec4";
/**
 * Column-first 3x3 matrix.
 *
 * - `m12` means row 2 and column 3 (__A__).
 * - `m20` means row 3 and column 1 (__B__).
 *
 * ```
 * +-+-+-+
 * | | | |
 * +-+-+-+
 * | | |A|
 * +-+-+-+
 * |B| | |
 * +-+-+-+
 * ```
 *
 * This is how mathematicians use matrices.
 *
 * But, internally, for WebGL compliance, we store the data like this:
 *
 * ```
 * +-+-+-+
 * |0|3|6|
 * +-+-+-+
 * |1|4|7|
 * +-+-+-+
 * |2|5|8|
 * +-+-+-+
 * ```
 *
 * That's why is better to access members through the accessor `m00`, `m01`, etc.
 */
export declare class TgdMat3 extends Float32Array {
    constructor();
    constructor(mat: TgdMat3);
    constructor(column1: TgdVec3 | TgdVec4, column2: TgdVec3 | TgdVec4, column3: TgdVec3 | TgdVec4);
    constructor(m00: number, m10: number, m20: number, m01: number, m11: number, m21: number, m02: number, m12: number, m22: number);
    multiply(mat: TgdMat3): this;
    transpose(): TgdMat3;
    fromQuat({ x, y, z, w }: Readonly<TgdQuat>): TgdMat3;
    toAxes(axisX: TgdVec3, axisY: TgdVec3, axisZ: TgdVec3): this;
    toAxisX(axisX: TgdVec3): this;
    toAxisY(axisY: TgdVec3): this;
    toAxisZ(axisZ: TgdVec3): this;
    scale(factor: number): this;
    get m00(): number;
    set m00(v: number);
    get m10(): number;
    set m10(v: number);
    get m20(): number;
    set m20(v: number);
    get m01(): number;
    set m01(v: number);
    get m11(): number;
    set m11(v: number);
    get m21(): number;
    set m21(v: number);
    get m02(): number;
    set m02(v: number);
    get m12(): number;
    set m12(v: number);
    get m22(): number;
    set m22(v: number);
    debug(caption?: string): void;
}
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