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import { Matrix4 } from './Matrix4';
import { Quaternion } from './Quaternion';
import { BufferAttribute } from './../core/BufferAttribute';
import { Vector } from './Vector2';

export type Vector4Tuple = [number, number, number, number];

/**
 * 4D vector.
 *
 * ( class Vector4 implements Vector<Vector4> )
 */
export class Vector4 implements Vector {
	constructor(x?: number, y?: number, z?: number, w?: number);

	/**
	 * @default 0
	 */
	x: number;

	/**
	 * @default 0
	 */
	y: number;

	/**
	 * @default 0
	 */
	z: number;

	/**
	 * @default 0
	 */
	w: number;

	width: number;
	height: number;
	readonly isVector4: true;

	/**
	 * Sets value of this vector.
	 */
	set(x: number, y: number, z: number, w: number): this;

	/**
	 * Sets all values of this vector.
	 */
	setScalar(scalar: number): this;

	/**
	 * Sets X component of this vector.
	 */
	setX(x: number): this;

	/**
	 * Sets Y component of this vector.
	 */
	setY(y: number): this;

	/**
	 * Sets Z component of this vector.
	 */
	setZ(z: number): this;

	/**
	 * Sets w component of this vector.
	 */
	setW(w: number): this;

	setComponent(index: number, value: number): this;

	getComponent(index: number): number;

	/**
	 * Clones this vector.
	 */
	clone(): this;

	/**
	 * Copies value of v to this vector.
	 */
	copy(v: Vector4): this;

	/**
	 * Adds v to this vector.
	 */
	add(v: Vector4): this;

	addScalar(scalar: number): this;

	/**
	 * Sets this vector to a + b.
	 */
	addVectors(a: Vector4, b: Vector4): this;

	addScaledVector(v: Vector4, s: number): this;
	/**
	 * Subtracts v from this vector.
	 */
	sub(v: Vector4): this;

	subScalar(s: number): this;

	/**
	 * Sets this vector to a - b.
	 */
	subVectors(a: Vector4, b: Vector4): this;

	multiply(v: Vector4): this;

	/**
	 * Multiplies this vector by scalar s.
	 */
	multiplyScalar(s: number): this;

	applyMatrix4(m: Matrix4): this;

	/**
	 * Divides this vector by scalar s.
	 * Set vector to ( 0, 0, 0 ) if s == 0.
	 */
	divideScalar(s: number): this;

	/**
	 * http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
	 * @param q is assumed to be normalized
	 */
	setAxisAngleFromQuaternion(q: Quaternion): this;

	/**
	 * http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
	 * @param m assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
	 */
	setAxisAngleFromRotationMatrix(m: Matrix4): this;

	min(v: Vector4): this;
	max(v: Vector4): this;
	clamp(min: Vector4, max: Vector4): this;
	clampScalar(min: number, max: number): this;
	floor(): this;
	ceil(): this;
	round(): this;
	roundToZero(): this;

	/**
	 * Inverts this vector.
	 */
	negate(): this;

	/**
	 * Computes dot product of this vector and v.
	 */
	dot(v: Vector4): number;

	/**
	 * Computes squared length of this vector.
	 */
	lengthSq(): number;

	/**
	 * Computes length of this vector.
	 */
	length(): number;

	/**
	 * Computes the Manhattan length of this vector.
	 *
	 * see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
	 */
	manhattanLength(): number;

	/**
	 * Normalizes this vector.
	 */
	normalize(): this;
	/**
	 * Normalizes this vector and multiplies it by l.
	 */
	setLength(length: number): this;

	/**
	 * Linearly interpolate between this vector and v with alpha factor.
	 */
	lerp(v: Vector4, alpha: number): this;

	lerpVectors(v1: Vector4, v2: Vector4, alpha: number): this;

	/**
	 * Checks for strict equality of this vector and v.
	 */
	equals(v: Vector4): boolean;

	/**
	 * Sets this vector's x, y, z and w value from the provided array or array-like.
	 * @param array the source array or array-like.
	 * @param offset (optional) offset into the array. Default is 0.
	 */
	fromArray(array: number[] | ArrayLike<number>, offset?: number): this;

	/**
	 * Returns an array [x, y, z, w], or copies x, y, z and w into the provided array.
	 * @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
	 * @param offset (optional) optional offset into the array.
	 * @return The created or provided array.
	 */
	toArray(array?: number[], offset?: number): number[];
	toArray(array?: Vector4Tuple, offset?: 0): Vector4Tuple;

	/**
	 * Copies x, y, z and w into the provided array-like.
	 * @param array array-like to store the vector to.
	 * @param offset (optional) optional offset into the array-like.
	 * @return The provided array-like.
	 */
	toArray(array: ArrayLike<number>, offset?: number): ArrayLike<number>;

	fromBufferAttribute(attribute: BufferAttribute, index: number): this;

	/**
	 * Sets this vector's x, y, z and w from Math.random
	 */
	random(): this;
}