/**
 * @readonly
 * @type {number}
 */
export const NULL_POINTER: number;
/**
 * Heavily influenced by blender's internal mesh structure
 * @see https://github.com/blender/blender/blob/master/source/blender/bmesh/bmesh_class.h
 */
export class BinaryTopology {
    /**
     * structure:
     *      coordinate: float32[3] // vertex coordinates
     *      normal: float32[3] // vertex normal
     *      edge_pointer: uint32 // Pointer to (any) edge using this vertex (for disk cycles)
     *
     * @type {BinaryElementPool}
     * @private
     */
    private __vertex_pool;
    /**
     * structure:
     *      v1: uint32 // Vertices (unordered)
     *      v2: uint32 // Vertices (unordered)
     *      l: uint32 // The list of loops around the edge points at a Loop
     *      v1_disk_link: uint32[2] // Disk Cycle Pointers edge around vertex v1 and d2 does the same for v2.
     *      v2_disk_link: uint32[2] // see above
     * @type {BinaryElementPool}
     * @private
     */
    private __edge_pool;
    /**
     * Loop represents a corner of the face
     * structure:
     *      v: uint32 // The vertex this loop points to. This vertex must be unique within the cycle
     *      e: uint32 // The edge this loop uses.
     *      f: uint32 // The face this loop is part of.
     *      radial_next: uint32 // Other loops connected to this edge.
     *      radial_prev: uint32
     *      next: uint32 // Other loops that are part of this face.
     *      prev: uint32
     * @type {BinaryElementPool}
     * @private
     */
    private __loop_pool;
    /**
     * structure:
     *      l_first: uint32 // first loop pointer
     *      no: float32[3] // Face normal
     * @type {BinaryElementPool}
     * @private
     */
    private __face_pool;
    /**
     * Total (approximate) size of this structure in memory, in bytes
     * @return {number}
     */
    get byteSize(): number;
    trim(): void;
    /**
     *
     * @return {BinaryElementPool}
     */
    get vertices(): BinaryElementPool;
    /**
     * Edges are shared among faces, edges point to 2 unordered vertices
     * @return {BinaryElementPool}
     */
    get edges(): BinaryElementPool;
    /**
     * Loops are corners of faces, a single vertex can be associated with many loops, one per connected face
     * @return {BinaryElementPool}
     */
    get loops(): BinaryElementPool;
    get faces(): BinaryElementPool;
    /**
     * Clear the topology, removed all data
     */
    clear(): void;
    /**
     *
     * @param {number[]|ArrayLike<number>|Float32Array} result
     * @param {number} result_offset
     * @param {number} id vertex ID
     */
    vertex_read_coordinate(result: number[] | ArrayLike<number> | Float32Array, result_offset: number, id: number): void;
    /**
     *
     * @param {number} id
     * @param {number[]} value
     * @param {number} value_offset
     */
    vertex_write_coordinate(id: number, value: number[], value_offset: number): void;
    /**
     *
     * @param {number[]|ArrayLike<number>|Float32Array} result
     * @param {number} result_offset
     * @param {number} id vertex ID
     */
    vertex_read_normal(result: number[] | ArrayLike<number> | Float32Array, result_offset: number, id: number): void;
    /**
     *
     * @param {number} id
     * @param {number[]} value
     * @param {number} value_offset
     */
    vertex_write_normal(id: number, value: number[], value_offset: number): void;
    /**
     * @param {number} id
     * @returns {number}
     */
    vertex_read_edge(id: number): number;
    /**
     *
     * @param {number} edge_id
     * @param {number} id
     */
    vertex_write_edge(id: number, edge_id: number): void;
    /**
     * @param {number} id edge ID
     * @returns {number}
     */
    edge_read_vertex1(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id edge ID
     */
    edge_write_vertex1(id: number, value: number): void;
    /**
     * @param {number} id edge ID
     * @returns {number}
     */
    edge_read_vertex2(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id edge ID
     */
    edge_write_vertex2(id: number, value: number): void;
    /**
     * @param {number} id edge ID
     * @returns {number}
     */
    edge_read_loop(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id edge ID
     */
    edge_write_loop(id: number, value: number): void;
    /**
     * @param {number} id edge ID
     * @returns {number}
     */
    edge_read_v1_disk_next(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id edge ID
     */
    edge_write_v1_disk_next(id: number, value: number): void;
    /**
     * @param {number} id edge ID
     * @returns {number}
     */
    edge_read_v1_disk_prev(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id edge ID
     */
    edge_write_v1_disk_prev(id: number, value: number): void;
    /**
     * @param {number} id edge ID
     * @returns {number}
     */
    edge_read_v2_disk_next(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id edge ID
     */
    edge_write_v2_disk_next(id: number, value: number): void;
    /**
     * @param {number} id edge ID
     * @returns {number}
     */
    edge_read_v2_disk_prev(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id edge ID
     */
    edge_write_v2_disk_prev(id: number, value: number): void;
    loop_create(): number;
    /**
     * Put loop into valid initial state, set all pointers to NULL
     * @param {number} id
     */
    loop_initialize(id: number): void;
    /**
     * @param {number} id loop ID
     * @returns {number}
     */
    loop_read_vertex(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id loop ID
     */
    loop_write_vertex(id: number, value: number): void;
    /**
     *
     * @param {number} id loop ID
     * @returns {number}
     */
    loop_read_edge(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id loop ID
     */
    loop_write_edge(id: number, value: number): void;
    /**
     *
     * @param {number} id loop ID
     * @returns {number}
     */
    loop_read_face(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id loop ID
     */
    loop_write_face(id: number, value: number): void;
    /**
     *
     * @param {number} id loop ID
     * @returns {number}
     */
    loop_read_radial_next(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id loop ID
     */
    loop_write_radial_next(id: number, value: number): void;
    /**
     *
     * @param {number} id loop ID
     * @returns {number}
     */
    loop_read_radial_prev(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id loop ID
     */
    loop_write_radial_prev(id: number, value: number): void;
    /**
     *
     * @param {number} id loop ID
     * @returns {number}
     */
    loop_read_next(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id loop ID
     */
    loop_write_next(id: number, value: number): void;
    /**
     *
     * @param {number} id loop ID
     * @returns {number}
     */
    loop_read_prev(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id loop ID
     */
    loop_write_prev(id: number, value: number): void;
    /**
     *
     * @param {number} id face ID
     * @returns {number}
     */
    face_read_loop(id: number): number;
    /**
     *
     * @param {number} value
     * @param {number} id face ID
     */
    face_write_loop(id: number, value: number): void;
}
import { BinaryElementPool } from "./BinaryElementPool.js";
//# sourceMappingURL=BinaryTopology.d.ts.map