/// <reference types="webxr" />
import { Euler, Object3D, Quaternion, Scene, Vector3 } from "three";
import { HideFlags, type IInstantiateOptions } from "../engine/engine_gameobject.js";
import { SyncInstantiateOptions } from "../engine/engine_networking_instantiate.js";
import { Context, FrameEvent } from "../engine/engine_setup.js";
import type { Collision, ComponentInit, Constructor, ConstructorConcrete, GuidsMap, ICollider, IComponent, IGameObject, SourceIdentifier } from "../engine/engine_types.js";
import type { INeedleXRSessionEventReceiver, NeedleXRControllerEventArgs, NeedleXREventArgs } from "../engine/engine_xr.js";
import { type IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
/**
 * All {@type Object3D} types that are loaded in Needle Engine do automatically receive the GameObject extensions like `addComponent` etc.
 * Many of the GameObject methods can be imported directly via `@needle-tools/engine` as well:
 * ```typescript
 * import { addComponent } from "@needle-tools/engine";
 * ```
 */
export declare abstract class GameObject extends Object3D implements Object3D, IGameObject {
    abstract activeSelf: boolean;
    /** @deprecated use `addComponent` */
    abstract addNewComponent<T extends IComponent>(type: ConstructorConcrete<T>, init?: ComponentInit<T>): T;
    /** creates a new component on this gameObject */
    abstract addComponent<T extends IComponent>(comp: T | ConstructorConcrete<T>, init?: ComponentInit<T>): T;
    abstract removeComponent<T extends IComponent>(comp: T): T;
    abstract getOrAddComponent<T>(typeName: ConstructorConcrete<T> | null): T;
    abstract getComponent<T>(type: Constructor<T>): T | null;
    abstract getComponents<T>(type: Constructor<T>, arr?: T[]): Array<T>;
    abstract getComponentInChildren<T>(type: Constructor<T>): T | null;
    abstract getComponentsInChildren<T>(type: Constructor<T>, arr?: T[]): Array<T>;
    abstract getComponentInParent<T>(type: Constructor<T>): T | null;
    abstract getComponentsInParent<T>(type: Constructor<T>, arr?: T[]): Array<T>;
    abstract get worldPosition(): Vector3;
    abstract set worldPosition(val: Vector3);
    abstract set worldQuaternion(val: Quaternion);
    abstract get worldQuaternion(): Quaternion;
    abstract set worldRotation(val: Vector3);
    abstract get worldRotation(): Vector3;
    abstract set worldScale(val: Vector3);
    abstract get worldScale(): Vector3;
    abstract get worldForward(): Vector3;
    abstract get worldRight(): Vector3;
    abstract get worldUp(): Vector3;
    guid: string | undefined;
    abstract destroy(): any;
    static isDestroyed(go: Object3D): boolean;
    static setActive(go: Object3D, active: boolean, processStart?: boolean): void;
    /** If the object is active (same as go.visible) */
    static isActiveSelf(go: Object3D): boolean;
    /** If the object is active in the hierarchy (e.g. if any parent is invisible or not in the scene it will be false)
     * @param go object to check
    */
    static isActiveInHierarchy(go: Object3D): boolean;
    static markAsInstancedRendered(go: Object3D, instanced: boolean): void;
    static isUsingInstancing(instance: Object3D): boolean;
    /** Run a callback for all components of the provided type on the provided object and its children (if recursive is true)
     * @param instance object to run the method on
     * @param cb callback to run on each component, "return undefined;" to continue and "return <anything>;" to break the loop
     * @param recursive if true, the method will be run on all children as well
     * @returns the last return value of the callback
     */
    static foreachComponent(instance: Object3D, cb: (comp: Component) => any, recursive?: boolean): any;
    /** Creates a new instance of the provided object. The new instance will be created on all connected clients
     * @param instance object to instantiate
     * @param opts options for the instantiation
     */
    static instantiateSynced(instance: GameObject | Object3D | null, opts: SyncInstantiateOptions): GameObject | null;
    /** Creates a new instance of the provided object (like cloning it including all components and children)
     * @param instance object to instantiate
     * @param opts options for the instantiation (e.g. with what parent, position, etc.)
    */
    static instantiate(instance: GameObject | Object3D, opts?: IInstantiateOptions | null): GameObject;
    /** Destroys a object on all connected clients (if you are in a networked session)
     * @param instance object to destroy
    */
    static destroySynced(instance: Object3D | Component, context?: Context, recursive?: boolean): void;
    /** Destroys a object
     * @param instance object to destroy
     * @param recursive if true, all children will be destroyed as well. true by default
     */
    static destroy(instance: Object3D | Component, recursive?: boolean): void;
    /**
     * Add an object to parent and also ensure all components are being registered
     */
    static add(instance: Object3D | null | undefined, parent: Object3D, context?: Context): void;
    /**
     * Removes the object from its parent and deactivates all of its components
     */
    static remove(instance: Object3D | null | undefined): void;
    /** Invokes a method on all components including children (if a method with that name exists) */
    static invokeOnChildren(go: Object3D | null | undefined, functionName: string, ...args: any): void;
    /** Invokes a method on all components that have a method matching the provided name
     * @param go object to invoke the method on all components
     * @param functionName name of the method to invoke
     */
    static invoke(go: Object3D | null | undefined, functionName: string, children?: boolean, ...args: any): void;
    /** @deprecated use `addComponent` */
    static addNewComponent<T extends IComponent>(go: IGameObject | Object3D, type: T | ConstructorConcrete<T>, init?: ComponentInit<T>, callAwake?: boolean): T;
    /**
     * Add a new component (or move an existing component) to the provided object
     * @param go object to add the component to
     * @param instanceOrType if an instance is provided it will be moved to the new object, if a type is provided a new instance will be created and moved to the new object
     * @param init optional init object to initialize the component with
     * @param callAwake if true, the component will be added and awake will be called immediately
     */
    static addComponent<T extends IComponent>(go: IGameObject | Object3D, instanceOrType: T | ConstructorConcrete<T>, init?: ComponentInit<T>, opts?: {
        callAwake: boolean;
    }): T;
    /**
     * Moves a component to a new object
     * @param go component to move the component to
     * @param instance component to move to the GO
     */
    static moveComponent<T extends IComponent>(go: IGameObject | Object3D, instance: T | ConstructorConcrete<T>): T;
    /** Removes a component from its object
     * @param instance component to remove
     */
    static removeComponent<T extends IComponent>(instance: T): T;
    static getOrAddComponent<T extends IComponent>(go: IGameObject | Object3D, typeName: ConstructorConcrete<T>): T;
    /** Gets a component on the provided object */
    static getComponent<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T> | null): T | null;
    static getComponents<T extends IComponent>(go: IGameObject | Object3D | null, typeName: Constructor<T>, arr?: T[] | null): T[];
    static findByGuid(guid: string, hierarchy: Object3D): GameObject | Component | null | undefined;
    static findObjectOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D, includeInactive?: boolean): T | null;
    static findObjectsOfType<T extends IComponent>(typeName: Constructor<T>, context?: Context | Object3D): Array<T>;
    static getComponentInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
    static getComponentsInChildren<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: T[] | null): Array<T>;
    static getComponentInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>): T | null;
    static getComponentsInParent<T extends IComponent>(go: IGameObject | Object3D, typeName: Constructor<T>, arr?: Array<T> | null): Array<T>;
    static getAllComponents(go: IGameObject | Object3D): Component[];
    static iterateComponents(go: IGameObject | Object3D): Generator<any, void, unknown>;
}
/**
 * Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
 * Derive from {@link Behaviour} to implement your own using the provided lifecycle methods.
 * Components can be added to any {@link Object3D} using {@link addComponent} or {@link GameObject.addComponent}.
 *
 * The most common lifecycle methods are {@link update}, {@link awake}, {@link start}, {@link onEnable}, {@link onDisable} and {@link onDestroy}.
 *
 * XR specific callbacks include {@link onEnterXR}, {@link onLeaveXR}, {@link onUpdateXR}, {@link onXRControllerAdded} and {@link onXRControllerRemoved}.
 *
 * To receive pointer events implement {@link onPointerDown}, {@link onPointerUp}, {@link onPointerEnter}, {@link onPointerExit} and {@link onPointerMove}.
 *
 * @example
 * ```typescript
 * import { Behaviour } from "@needle-tools/engine";
 * export class MyComponent extends Behaviour {
 *  start() {
 *     console.log("Hello World");
 *  }
 *  update() {
 *    console.log("Frame", this.context.time.frame);
 *  }
 * }
 * ```
 *
 * @group Components
 */
export declare abstract class Component implements IComponent, EventTarget, Partial<INeedleXRSessionEventReceiver>, Partial<IPointerEventHandler> {
    /** @internal */
    get isComponent(): boolean;
    private __context;
    /** Use the context to get access to many Needle Engine features and use physics, timing, access the camera or scene */
    get context(): Context;
    set context(context: Context);
    /** shorthand for `this.context.scene`
     * @returns the scene of the context  */
    get scene(): Scene;
    /** @returns the layer of the gameObject this component is attached to */
    get layer(): number;
    /** @returns the name of the gameObject this component is attached to */
    get name(): string;
    private __name?;
    set name(str: string);
    /** @returns the tag of the gameObject this component is attached to */
    get tag(): string;
    set tag(str: string);
    /** Is the gameObject marked as static */
    get static(): boolean;
    set static(value: boolean);
    get hideFlags(): HideFlags;
    /** @returns true if the object is enabled and active in the hierarchy */
    get activeAndEnabled(): boolean;
    private get __isActive();
    private get __isActiveInHierarchy();
    private set __isActiveInHierarchy(value);
    /** the object this component is attached to. Note that this is a threejs Object3D with some additional features */
    gameObject: GameObject;
    /** the unique identifier for this component */
    guid: string;
    /** holds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF) */
    sourceId?: SourceIdentifier;
    /** called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them) */
    resolveGuids?(guidsMap: GuidsMap): void;
    /** called once when the component becomes active for the first time (once per component)
     * This is the first callback to be called */
    awake(): void;
    /** called every time when the component gets enabled (this is invoked after awake and before start)
     * or when it becomes active in the hierarchy (e.g. if a parent object or this.gameObject gets set to visible)
    */
    onEnable(): void;
    /** called every time the component gets disabled or if a parent object (or this.gameObject) gets set to invisible */
    onDisable(): void;
    /** Called when the component gets destroyed */
    onDestroy(): void;
    /** called when you decorate fields with the @validate() decorator
     * @param prop the name of the field that was changed
     */
    onValidate?(prop?: string): void;
    /** Called for all scripts when the context gets paused or unpaused */
    onPausedChanged?(isPaused: boolean, wasPaused: boolean): void;
    /** called at the beginning of a frame (once per component) */
    start?(): void;
    /** first callback in a frame (called every frame when implemented) */
    earlyUpdate?(): void;
    /** regular callback in a frame (called every frame when implemented) */
    update?(): void;
    /** late callback in a frame (called every frame when implemented) */
    lateUpdate?(): void;
    /** called before the scene gets rendered in the main update loop */
    onBeforeRender?(frame: XRFrame | null): void;
    /** called after the scene was rendered */
    onAfterRender?(): void;
    onCollisionEnter?(col: Collision): any;
    onCollisionExit?(col: Collision): any;
    onCollisionStay?(col: Collision): any;
    onTriggerEnter?(col: ICollider): any;
    onTriggerStay?(col: ICollider): any;
    onTriggerExit?(col: ICollider): any;
    /** Optional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
     * @returns true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
    */
    supportsXR?(mode: XRSessionMode): boolean;
    /** Called before the XR session is requested. Use this callback if you want to modify the session init features */
    onBeforeXR?(mode: XRSessionMode, args: XRSessionInit): void;
    /** Callback when this component joins a xr session (or becomes active in a running XR session) */
    onEnterXR?(args: NeedleXREventArgs): void;
    /** Callback when a xr session updates (while it is still active in XR session) */
    onUpdateXR?(args: NeedleXREventArgs): void;
    /** Callback when this component exists a xr session (or when it becomes inactive in a running XR session) */
    onLeaveXR?(args: NeedleXREventArgs): void;
    /** Callback when a controller is connected/added while in a XR session
     * OR when the component joins a running XR session that has already connected controllers
     * OR when the component becomes active during a running XR session that has already connected controllers */
    onXRControllerAdded?(args: NeedleXRControllerEventArgs): void;
    /** callback when a controller is removed while in a XR session
     * OR when the component becomes inactive during a running XR session
    */
    onXRControllerRemoved?(args: NeedleXRControllerEventArgs): void;
    onPointerEnter?(args: PointerEventData): any;
    onPointerMove?(args: PointerEventData): any;
    onPointerExit?(args: PointerEventData): any;
    onPointerDown?(args: PointerEventData): any;
    onPointerUp?(args: PointerEventData): any;
    onPointerClick?(args: PointerEventData): any;
    /** starts a coroutine (javascript generator function)
     * `yield` will wait for the next frame:
     * - Use `yield WaitForSeconds(1)` to wait for 1 second.
     * - Use `yield WaitForFrames(10)` to wait for 10 frames.
     * - Use `yield new Promise(...)` to wait for a promise to resolve.
     * @param routine generator function to start
     * @param evt event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example `FrameEvent.Update` will be called after regular component `update()` methods)
     * @returns the generator function (use it to stop the coroutine with `stopCoroutine`)
     * @example
     * ```ts
     * onEnable() { this.startCoroutine(this.myCoroutine()); }
     * private *myCoroutine() {
     *    while(this.activeAndEnabled) {
     *       console.log("Hello World", this.context.time.frame);
     *       // wait for 5 frames
     *       for(let i = 0; i < 5; i++) yield;
     *    }
     * }
     * ```
     */
    startCoroutine(routine: Generator, evt?: FrameEvent): Generator;
    /**
     * Stop a coroutine that was previously started with `startCoroutine`
     * @param routine the routine to be stopped
     * @param evt the frame event to unregister the routine from (default: FrameEvent.Update)
     */
    stopCoroutine(routine: Generator, evt?: FrameEvent): void;
    /** @returns true if this component was destroyed (`this.destroy()`) or the whole object this component was part of */
    get destroyed(): boolean;
    /**
     * Destroys this component (and removes it from the object)
     */
    destroy(): void;
    /** @internal */
    protected __didAwake: boolean;
    /** @internal */
    private __didStart;
    /** @internal */
    protected __didEnable: boolean;
    /** @internal */
    protected __isEnabled: boolean | undefined;
    /** @internal */
    private __destroyed;
    /** @internal */
    get __internalDidAwakeAndStart(): boolean;
    /** @internal */
    constructor(init?: ComponentInit<Component>);
    /** @internal */
    __internalNewInstanceCreated(init?: ComponentInit<this>): this;
    _internalInit(init?: ComponentInit<this>): void;
    /** @internal */
    __internalAwake(): void;
    /** @internal */
    __internalStart(): void;
    /** @internal */
    __internalEnable(isAddingToScene?: boolean): boolean;
    /** @internal */
    __internalDisable(isRemovingFromScene?: boolean): void;
    /** @internal */
    __internalDestroy(): void;
    get enabled(): boolean;
    set enabled(val: boolean);
    get worldPosition(): Vector3;
    set worldPosition(val: Vector3);
    setWorldPosition(x: number, y: number, z: number): void;
    get worldQuaternion(): Quaternion;
    set worldQuaternion(val: Quaternion);
    setWorldQuaternion(x: number, y: number, z: number, w: number): void;
    get worldEuler(): Euler;
    set worldEuler(val: Euler);
    get worldRotation(): Vector3;
    set worldRotation(val: Vector3);
    setWorldRotation(x: number, y: number, z: number, degrees?: boolean): void;
    private static _forward;
    /** Forward (0,0,-1) vector in world space */
    get forward(): Vector3;
    private static _right;
    /** Right (1,0,0) vector in world space */
    get right(): Vector3;
    private static _up;
    /** Up (0,1,0) vector in world space */
    get up(): Vector3;
    private _eventListeners;
    addEventListener<T extends Event>(type: string, listener: (evt: T) => any): void;
    removeEventListener<T extends Event>(type: string, listener: (arg: T) => any): void;
    dispatchEvent(evt: Event): boolean;
}
export { Component as Behaviour };
