import { Vector3 } from "three";
import { Behaviour } from "./Component.js";
import { Rigidbody } from "./RigidBody.js";
/**
 * Base class for physics joints that connect two {@link Rigidbody} components.
 * Joints constrain how two bodies can move relative to each other.
 *
 * The joint is created between:
 * - The {@link Rigidbody} on this GameObject (automatically found)
 * - The {@link connectedBody} Rigidbody you specify
 *
 * @summary Connect two Rigidbodies with physics constraints
 * @category Physics
 * @group Components
 * @see {@link FixedJoint} for rigid connections
 * @see {@link HingeJoint} for rotating connections
 * @see {@link Rigidbody} for physics bodies
 */
export declare abstract class Joint extends Behaviour {
    /** The other Rigidbody to connect to */
    connectedBody?: Rigidbody;
    get rigidBody(): Rigidbody | null;
    private _rigidBody;
    onEnable(): void;
    private create;
    protected abstract createJoint(self: Rigidbody, other: Rigidbody): any;
}
/**
 * FixedJoint locks two {@link Rigidbody} components together, making them move as one rigid unit.
 * The bodies maintain their relative position and rotation at the time the joint is created.
 *
 * Use this for:
 * - Attaching objects together permanently
 * - Creating compound rigid bodies
 * - Welding broken pieces back together
 *
 * @example Attach a weapon to a character
 * ```ts
 * const joint = weapon.addComponent(FixedJoint);
 * joint.connectedBody = characterRigidbody;
 * ```
 *
 * @summary Lock two Rigidbodies together rigidly
 * @category Physics
 * @group Components
 * @see {@link Joint} base class
 * @see {@link HingeJoint} for rotating connections
 */
export declare class FixedJoint extends Joint {
    protected createJoint(self: Rigidbody, other: Rigidbody): void;
}
/**
 * HingeJoint connects two {@link Rigidbody} components with a rotating constraint,
 * like a door hinge or wheel axle. Bodies can only rotate around the specified axis.
 *
 * Use this for:
 * - Doors and gates
 * - Wheels and axles
 * - Pendulums
 * - Any rotating mechanical connection
 *
 * @example Create a door hinge
 * ```ts
 * const hinge = door.addComponent(HingeJoint);
 * hinge.connectedBody = doorFrameRigidbody;
 * hinge.anchor = new Vector3(0, 0, 0); // Hinge position
 * hinge.axis = new Vector3(0, 1, 0);   // Rotate around Y axis
 * ```
 *
 * @summary Connect two Rigidbodies with a rotating hinge
 * @category Physics
 * @group Components
 * @see {@link Joint} base class
 * @see {@link FixedJoint} for rigid connections
 */
export declare class HingeJoint extends Joint {
    /** Local position of the hinge pivot point */
    anchor?: Vector3;
    /** Axis of rotation for the hinge (e.g., Vector3(0,1,0) for vertical axis) */
    axis?: Vector3;
    protected createJoint(self: Rigidbody, other: Rigidbody): void;
}
