import { type Scene } from "../../scene.js";
import { type Vector3 } from "../../Maths/math.vector.js";
import { type Nullable } from "../../types.js";
import { type IPhysicsEnginePluginV2, type PhysicsConstraintParameters, type PhysicsConstraintAxisLimitMode, type PhysicsConstraintMotorType, type ConstrainedBodyPair, PhysicsConstraintAxis, PhysicsConstraintType } from "./IPhysicsEnginePlugin.js";
/**
 * This is a holder class for the physics constraint created by the physics plugin
 * It holds a set of functions to control the underlying constraint
 * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
 */
export declare class PhysicsConstraint {
    /**
     * V2 Physics plugin private data for a physics material
     */
    _pluginData: any;
    /**
     * The V2 plugin used to create and manage this Physics Body
     */
    protected _physicsPlugin: IPhysicsEnginePluginV2;
    protected _options: PhysicsConstraintParameters;
    protected _type: PhysicsConstraintType;
    /**
     * @internal
     * The internal options that were used to init the constraint
     */
    _initOptions?: PhysicsConstraintParameters;
    /**
     * Constructs a new constraint for the physics constraint.
     * @param type The type of constraint to create.
     * @param options The options for the constraint.
     * @param scene The scene the constraint belongs to.
     *
     * This code is useful for creating a new constraint for the physics engine. It checks if the scene has a physics engine, and if the plugin version is correct.
     * If all checks pass, it initializes the constraint with the given type and options.
     */
    constructor(type: PhysicsConstraintType, options: PhysicsConstraintParameters, scene: Scene);
    /**
     * Gets the type of the constraint.
     *
     * @returns The type of the constraint.
     *
     */
    get type(): PhysicsConstraintType;
    /**
     * Retrieves the options of the physics constraint.
     *
     * @returns The physics constraint parameters.
     *
     */
    get options(): PhysicsConstraintParameters;
    /**
     * Enable/disable the constraint
     * @param isEnabled value for the constraint
     */
    set isEnabled(isEnabled: boolean);
    /**
     *
     * @returns true if constraint is enabled
     */
    get isEnabled(): boolean;
    /**
     * Enables or disables collisions for the physics engine.
     *
     * @param isEnabled - A boolean value indicating whether collisions should be enabled or disabled.
     *
     */
    set isCollisionsEnabled(isEnabled: boolean);
    /**
     * Gets whether collisions are enabled for this physics object.
     *
     * @returns `true` if collisions are enabled, `false` otherwise.
     *
     */
    get isCollisionsEnabled(): boolean;
    /**
     * Gets all bodies that are using this constraint
     * @returns
     */
    getBodiesUsingConstraint(): ConstrainedBodyPair[];
    /**
     * Disposes the constraint from the physics engine.
     *
     * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.
     */
    dispose(): void;
}
/**
 * This describes a single limit used by Physics6DoFConstraint
 */
export declare class Physics6DoFLimit {
    /**
     * The axis ID to limit
     */
    axis: PhysicsConstraintAxis;
    /**
     * An optional minimum limit for the axis.
     * Corresponds to a distance in meters for linear axes, an angle in radians for angular axes.
     */
    minLimit?: number;
    /**
     * An optional maximum limit for the axis.
     * Corresponds to a distance in meters for linear axes, an angle in radians for angular axes.
     */
    maxLimit?: number;
    /**
     * The stiffness of the constraint.
     */
    stiffness?: number;
    /**
     * A constraint parameter that specifies damping.
     */
    damping?: number;
}
/**
 * A generic constraint, which can be used to build more complex constraints than those specified
 * in PhysicsConstraintType. The axis and pivot options in PhysicsConstraintParameters define the space
 * the constraint operates in. This constraint contains a set of limits, which restrict the
 * relative movement of the bodies in that coordinate system
 */
export declare class Physics6DoFConstraint extends PhysicsConstraint {
    /**
     * The collection of limits which this constraint will apply
     */
    limits: Physics6DoFLimit[];
    constructor(constraintParams: PhysicsConstraintParameters, limits: Physics6DoFLimit[], scene: Scene);
    /**
     * Sets the friction of the given axis of the physics engine.
     * @param axis - The axis of the physics engine to set the friction for.
     * @param friction - The friction to set for the given axis.
     *
     */
    setAxisFriction(axis: PhysicsConstraintAxis, friction: number): void;
    /**
     * Gets the friction of the given axis of the physics engine.
     * @param axis - The axis of the physics engine.
     * @returns The friction of the given axis, or null if the constraint hasn't been initialized yet.
     *
     */
    getAxisFriction(axis: PhysicsConstraintAxis): Nullable<number>;
    /**
     * Sets the limit mode for the given axis of the constraint.
     * @param axis The axis to set the limit mode for.
     * @param limitMode The limit mode to set.
     *
     * This method is useful for setting the limit mode for a given axis of the constraint. This is important for
     * controlling the behavior of the physics engine when the constraint is reached. By setting the limit mode,
     * the engine can be configured to either stop the motion of the objects, or to allow them to continue
     * moving beyond the constraint.
     */
    setAxisMode(axis: PhysicsConstraintAxis, limitMode: PhysicsConstraintAxisLimitMode): void;
    /**
     * Gets the limit mode of the given axis of the constraint.
     *
     * @param axis - The axis of the constraint.
     * @returns The limit mode of the given axis, or null if the constraint hasn't been initialized yet.
     *
     */
    getAxisMode(axis: PhysicsConstraintAxis): Nullable<PhysicsConstraintAxisLimitMode>;
    /**
     * Sets the minimum limit of a given axis of a constraint.
     * @param axis - The axis of the constraint.
     * @param minLimit - The minimum limit of the axis.
     *
     */
    setAxisMinLimit(axis: PhysicsConstraintAxis, minLimit: number): void;
    /**
     * Gets the minimum limit of the given axis of the physics engine.
     * @param axis - The axis of the physics engine.
     * @returns The minimum limit of the given axis, or null if the constraint hasn't been initialized yet.
     *
     */
    getAxisMinLimit(axis: PhysicsConstraintAxis): Nullable<number>;
    /**
     * Sets the maximum limit of the given axis for the physics engine.
     * @param axis - The axis to set the limit for.
     * @param limit - The maximum limit of the axis.
     *
     * This method is useful for setting the maximum limit of the given axis for the physics engine,
     * which can be used to control the movement of the physics object. This helps to ensure that the
     * physics object does not move beyond the given limit.
     */
    setAxisMaxLimit(axis: PhysicsConstraintAxis, limit: number): void;
    /**
     * Gets the maximum limit of the given axis of the physics engine.
     * @param axis - The axis of the physics engine.
     * @returns The maximum limit of the given axis, or null if the constraint hasn't been initialized yet.
     *
     */
    getAxisMaxLimit(axis: PhysicsConstraintAxis): Nullable<number>;
    /**
     * Sets the motor type of the given axis of the constraint.
     * @param axis - The axis of the constraint.
     * @param motorType - The type of motor to use.
     */
    setAxisMotorType(axis: PhysicsConstraintAxis, motorType: PhysicsConstraintMotorType): void;
    /**
     * Gets the motor type of the specified axis of the constraint.
     *
     * @param axis - The axis of the constraint.
     * @returns The motor type of the specified axis, or null if the constraint hasn't been initialized yet.
     *
     */
    getAxisMotorType(axis: PhysicsConstraintAxis): Nullable<PhysicsConstraintMotorType>;
    /**
     * Sets the target velocity of the motor associated with the given axis of the constraint.
     * @param axis - The axis of the constraint.
     * @param target - The target velocity of the motor.
     *
     * This method is useful for setting the target velocity of the motor associated with the given axis of the constraint.
     */
    setAxisMotorTarget(axis: PhysicsConstraintAxis, target: number): void;
    /**
     * Gets the target velocity of the motor associated to the given constraint axis.
     * @param axis - The constraint axis associated to the motor.
     * @returns The target velocity of the motor, or null if the constraint hasn't been initialized yet.
     *
     */
    getAxisMotorTarget(axis: PhysicsConstraintAxis): Nullable<number>;
    /**
     * Sets the maximum force of the motor of the given axis of the constraint.
     * @param axis - The axis of the constraint.
     * @param maxForce - The maximum force of the motor.
     *
     */
    setAxisMotorMaxForce(axis: PhysicsConstraintAxis, maxForce: number): void;
    /**
     * Gets the maximum force of the motor of the given axis of the constraint.
     * @param axis - The axis of the constraint.
     * @returns The maximum force of the motor, or null if the constraint hasn't been initialized yet.
     *
     */
    getAxisMotorMaxForce(axis: PhysicsConstraintAxis): Nullable<number>;
}
/**
 * Represents a Ball and Socket Constraint, used to simulate a joint
 * This class is useful for simulating a joint between two bodies in a physics engine.
 * It allows for the two bodies to move relative to each other in a way that mimics a ball and socket joint, such as a shoulder or hip joint.
 * @param pivotA - The first pivot, defined locally in the first body frame
 * @param pivotB - The second pivot, defined locally in the second body frame
 * @param axisA - The axis of the first body
 * @param axisB - The axis of the second body
 * @param scene - The scene the constraint is applied to
 * @returns The Ball and Socket Constraint
 */
export declare class BallAndSocketConstraint extends PhysicsConstraint {
    constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene);
}
/**
 * Creates a distance constraint.
 *
 * This code is useful for creating a distance constraint in a physics engine.
 * A distance constraint is a type of constraint that keeps two objects at a certain distance from each other.
 * The scene is used to add the constraint to the physics engine.
 * @param maxDistance distance between bodies
 * @param scene The scene the constraint belongs to
 * @returns DistanceConstraint
 */
export declare class DistanceConstraint extends PhysicsConstraint {
    constructor(maxDistance: number, scene: Scene);
}
/**
 * Creates a HingeConstraint, which is a type of PhysicsConstraint.
 *
 * This code is useful for creating a HingeConstraint, which is a type of PhysicsConstraint.
 * This constraint is used to simulate a hinge joint between two rigid bodies, allowing them to rotate around a single axis.
 * @param pivotA - The first pivot point, in world space.
 * @param pivotB - The second pivot point, in world space.
 * @param scene - The scene the constraint is used in.
 * @returns The new HingeConstraint.
 */
export declare class HingeConstraint extends PhysicsConstraint {
    constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene);
}
/**
 * Creates a SliderConstraint, which is a type of PhysicsConstraint.
 *
 * This code is useful for creating a SliderConstraint, which is a type of PhysicsConstraint.
 * It allows the user to specify the two pivots and two axes of the constraint in world space, as well as the scene the constraint belongs to.
 * This is useful for creating a constraint between two rigid bodies that allows them to move along a certain axis.
 * @param pivotA - The first pivot of the constraint, in world space.
 * @param pivotB - The second pivot of the constraint, in world space.
 * @param axisA - The first axis of the constraint, in world space.
 * @param axisB - The second axis of the constraint, in world space.
 * @param scene - The scene the constraint belongs to.
 * @returns The created SliderConstraint.
 */
export declare class SliderConstraint extends PhysicsConstraint {
    constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene);
}
/**
 * Creates a LockConstraint, which is a type of PhysicsConstraint.
 *
 * This code is useful for creating a LockConstraint, which is a type of PhysicsConstraint.
 * It takes in two pivots and two axes in local space, as well as the scene the constraint belongs to, and creates a LockConstraint.
 * @param pivotA - The first pivot of the constraint in local space.
 * @param pivotB - The second pivot of the constraint in local space.
 * @param axisA - The first axis of the constraint in local space.
 * @param axisB - The second axis of the constraint in local space.
 * @param scene - The scene the constraint belongs to.
 * @returns The created LockConstraint.
 */
export declare class LockConstraint extends PhysicsConstraint {
    constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene);
}
/**
 * Creates a PrismaticConstraint, which is a type of PhysicsConstraint.
 *
 * This code is useful for creating a PrismaticConstraint, which is a type of PhysicsConstraint.
 * It takes in two pivots and two axes in local space, as well as the scene the constraint belongs to, and creates a PrismaticConstraint.
 * @param pivotA - The first pivot of the constraint in local space.
 * @param pivotB - The second pivot of the constraint in local space.
 * @param axisA - The first axis of the constraint in local space.
 * @param axisB - The second axis of the constraint in local space.
 * @param scene - The scene the constraint belongs to.
 * @returns The created PrismaticConstraint.
 */
export declare class PrismaticConstraint extends PhysicsConstraint {
    constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene);
}
/**
 * Creates a SpringConstraint, which is a type of Physics6DoFConstraint. This constraint applies a force at the ends which is proportional
 * to the distance between ends, and a stiffness and damping factor. The force is calculated as (stiffness * positionError) - (damping * velocity)
 *
 * @param pivotA - The first pivot of the constraint in local space.
 * @param pivotB - The second pivot of the constraint in local space.
 * @param axisA - The first axis of the constraint in local space.
 * @param axisB - The second axis of the constraint in local space.
 * @param minDistance - The minimum distance between the two pivots.
 * @param maxDistance - The maximum distance between the two pivots.
 * @param stiffness - The stiffness of the spring.
 * @param damping - The damping of the spring.
 * @param scene - The scene the constraint belongs to.
 * @returns The created SpringConstraint.
 */
export declare class SpringConstraint extends Physics6DoFConstraint {
    constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, minDistance: number, maxDistance: number, stiffness: number, damping: number, scene: Scene);
}
