import { Mesh, Object3D, Vector3 } from "three";
import type { PhysicsMaterial } from "../engine/engine_physics.types.js";
import type { IBoxCollider, ICollider, ISphereCollider } from "../engine/engine_types.js";
import { Behaviour } from "./Component.js";
import { Rigidbody } from "./RigidBody.js";
/**
 * Collider is the base class for all physics collision shapes.
 * Colliders define the physical boundary of objects for collision detection.
 *
 * ![](https://cloud.needle.tools/-/media/slYWnXyaxdlrCqu8GP_lFQ.gif)
 *
 * **Usage with Rigidbody:**
 * - Add a collider to define collision shape
 * - Add a {@link Rigidbody} to the same or parent object for physics simulation
 * - Without Rigidbody, collider acts as static geometry
 *
 * **Trigger mode:**
 * Set `isTrigger = true` for detection without physical collision.
 * Triggers fire `onTriggerEnter`, `onTriggerStay`, `onTriggerExit` events.
 *
 * **Collision filtering:**
 * Use `membership` and `filter` arrays to control which objects collide.
 *
 * @example Add a box collider to an object
 * ```ts
 * const collider = myObject.addComponent(BoxCollider);
 * collider.size = new Vector3(1, 2, 1);
 * collider.center = new Vector3(0, 1, 0);
 * ```
 *
 * - Example: https://samples.needle.tools/physics-basic
 * - Example: https://samples.needle.tools/physics-playground
 *
 * @summary Physics collider base class
 * @category Physics
 * @group Components
 * @see {@link BoxCollider} for box-shaped colliders
 * @see {@link SphereCollider} for sphere-shaped colliders
 * @see {@link CapsuleCollider} for capsule-shaped colliders
 * @see {@link MeshCollider} for mesh-based colliders
 * @see {@link Rigidbody} for physics simulation
 * @link https://engine.needle.tools/samples/?room=needle272&overlay=samples&tag=physics
 * @link https://engine.needle.tools/samples-uploads/basic-physics/?showcolliders
 */
export declare abstract class Collider extends Behaviour implements ICollider {
    /**
     * Identifies this component as a collider.
     * @internal
     */
    get isCollider(): any;
    /**
     * The {@link Rigidbody} that this collider is attached to. This handles the physics simulation for this collider.
     */
    attachedRigidbody: Rigidbody | null;
    /**
     * When `true` the collider will not be used for collision detection but will still trigger events.
     * Trigger colliders can trigger events when other colliders enter their space, without creating a physical response/collision.
     */
    isTrigger: boolean;
    /**
     * The physics material that defines physical properties of the collider such as friction and bounciness.
     */
    sharedMaterial?: PhysicsMaterial;
    /**
     * The layers that this collider belongs to. Used for filtering collision detection.
     * @default [0]
     */
    membership: number[];
    /**
     * The layers that this collider will interact with. Used for filtering collision detection.
     */
    filter?: number[];
    /** @internal */
    awake(): void;
    /** @internal */
    start(): void;
    /** @internal */
    onEnable(): void;
    /** @internal */
    onDisable(): void;
    /** @internal */
    onDestroy(): void;
    /**
     * Returns the underlying physics body from the physics engine.
     * Only available if the component is enabled and active in the scene.
     */
    get body(): any;
    /**
     * Updates the collider's properties in the physics engine.
     * Use this when you've changed collider properties and need to sync with the physics engine.
     */
    updateProperties: () => void;
    /**
     * Updates the physics material in the physics engine.
     * Call this after changing the sharedMaterial property.
     */
    updatePhysicsMaterial(): void;
}
/**
 * SphereCollider represents a sphere-shaped collision volume.
 * Efficient and suitable for balls, projectiles, or approximate collision bounds.
 *
 * ![](https://cloud.needle.tools/-/media/slYWnXyaxdlrCqu8GP_lFQ.gif)
 *
 * @example Create a bouncing ball
 * ```ts
 * const sphere = ball.addComponent(SphereCollider);
 * sphere.radius = 0.5;
 * const rb = ball.addComponent(Rigidbody);
 * rb.mass = 1;
 * ```
 *
 * - Example: https://samples.needle.tools/physics-basic
 *
 * @summary Sphere-shaped physics collider
 * @category Physics
 * @group Components
 * @see {@link Collider} for base collider functionality
 * @see {@link CapsuleCollider} for elongated sphere shapes
 */
export declare class SphereCollider extends Collider implements ISphereCollider {
    /**
     * The radius of the sphere collider.
     */
    radius: number;
    /**
     * The center position of the sphere collider relative to the transform's position.
     */
    center: Vector3;
    /**
     * Registers the sphere collider with the physics engine and sets up scale change monitoring.
     */
    onEnable(): void;
    /**
     * Removes scale change monitoring when the collider is disabled.
     */
    onDisable(): void;
    /**
     * Updates collider properties when validated in the editor or inspector.
     */
    onValidate(): void;
}
/**
 * BoxCollider represents a box-shaped (cuboid) collision volume.
 * Most common collider type, efficient for walls, floors, crates, and rectangular objects.
 *
 * ![](https://cloud.needle.tools/-/media/slYWnXyaxdlrCqu8GP_lFQ.gif)
 *
 * @example Create a floor collider
 * ```ts
 * const box = floor.addComponent(BoxCollider);
 * box.size = new Vector3(10, 0.1, 10);
 * box.center = new Vector3(0, -0.05, 0);
 * ```
 *
 * @example Auto-fit to mesh geometry
 * ```ts
 * const collider = BoxCollider.add(myMesh, { rigidbody: true });
 * // Collider size is automatically set from mesh bounds
 * ```
 *
 * - Example: https://samples.needle.tools/physics-basic
 *
 * @summary Box-shaped physics collider
 * @category Physics
 * @group Components
 * @see {@link Collider} for base collider functionality
 * @see {@link SphereCollider} for sphere shapes
 */
export declare class BoxCollider extends Collider implements IBoxCollider {
    /**
     * Creates and adds a BoxCollider to the given object.
     * @param obj The object to add the collider to
     * @param opts Configuration options for the collider and optional rigidbody
     * @returns The newly created BoxCollider
     */
    static add(obj: Mesh | Object3D, opts?: {
        rigidbody: boolean;
        debug?: boolean;
    }): BoxCollider;
    /**
     * The size of the box collider along each axis.
     */
    size: Vector3;
    /**
     * The center position of the box collider relative to the transform's position.
     */
    center: Vector3;
    /**
     * Registers the box collider with the physics engine and sets up scale change monitoring.
     * @internal
     */
    onEnable(): void;
    /**
     * Removes scale change monitoring when the collider is disabled.
     * @internal
     */
    onDisable(): void;
    /**
     * Updates collider properties when validated in the editor or inspector.
     * @internal
     */
    onValidate(): void;
    /**
     * Automatically fits the collider to the geometry of the object.
     * Sets the size and center based on the object's bounding box.
     * @param opts Options object with a debug flag to visualize the bounding box
     */
    autoFit(opts?: {
        debug?: boolean;
    }): void;
}
/**
 * MeshCollider creates a collision shape from a mesh geometry.
 * Allows for complex collision shapes that match the exact geometry of an object.
 *
 * ![](https://cloud.needle.tools/-/media/slYWnXyaxdlrCqu8GP_lFQ.gif)
 *
 * - Example: https://samples.needle.tools/physics-basic
 * - Example: https://samples.needle.tools/physics-playground
 * - Example: https://samples.needle.tools/physics-&-animation
 *
 * @category Physics
 * @group Components
 */
export declare class MeshCollider extends Collider {
    /**
     * The mesh that is used to create the collision shape.
     * If not set, the collider will try to use the mesh of the object it's attached to.
     */
    sharedMesh?: Mesh;
    /**
     * When `true` the collider is treated as a solid object without holes.
     * Set to `false` if you want this mesh collider to be able to contain other objects.
     */
    convex: boolean;
    /**
     * Creates and registers the mesh collider with the physics engine.
     * Handles both individual meshes and mesh groups.
     */
    onEnable(): void;
}
/**
 * CapsuleCollider represents a capsule-shaped collision volume (cylinder with hemispherical ends).
 * Ideal for character controllers and objects that need a rounded collision shape.
 *
 * ![](https://cloud.needle.tools/-/media/slYWnXyaxdlrCqu8GP_lFQ.gif)
 *
 * - Example: https://samples.needle.tools/physics-basic
 * - Example: https://samples.needle.tools/physics-playground
 * - Example: https://samples.needle.tools/physics-&-animation
 *
 * @category Physics
 * @group Components
 */
export declare class CapsuleCollider extends Collider {
    /**
     * The center position of the capsule collider relative to the transform's position.
     */
    center: Vector3;
    /**
     * The radius of the capsule's cylindrical body and hemispherical ends.
     */
    radius: number;
    /**
     * The total height of the capsule including both hemispherical ends.
     */
    height: number;
    /**
     * Registers the capsule collider with the physics engine.
     */
    onEnable(): void;
}
