/**
 * Physics 2D Plugin for ECSpresso
 *
 * Provides ECS-native arcade physics: gravity, forces, drag, semi-implicit Euler
 * integration, and impulse-based collision response with friction.
 *
 * Reuses collider types from the collision plugin for shape definitions.
 * Has its own collision detection in fixedUpdate for physics response;
 * the existing collision plugin can still run in postUpdate for game logic events.
 */
import type { SystemPhase } from 'ecspresso';
import type { TransformComponentTypes, TransformWorldConfig } from '../spatial/transform';
import type { CollisionComponentTypes, LayerFactories } from './collision';
import type { Vector2D } from 'ecspresso';
/**
 * Rigid body types for physics simulation.
 * - 'dynamic': Fully simulated (gravity, forces, collisions)
 * - 'kinematic': Moves via velocity only (ignores gravity/forces, immovable in collisions)
 * - 'static': Immovable (ignores gravity, forces, and velocity)
 */
export type BodyType = 'dynamic' | 'kinematic' | 'static';
/**
 * Rigid body component controlling physics behavior.
 */
export interface RigidBody {
    type: BodyType;
    /** Mass in arbitrary units. Affects force→acceleration. Infinity = immovable. */
    mass: number;
    /** Linear velocity damping coefficient (units/sec, 0 = none) */
    drag: number;
    /** Bounciness 0–1 (0 = no bounce, 1 = perfectly elastic) */
    restitution: number;
    /** Surface friction coefficient 0–1 */
    friction: number;
    /** Per-entity gravity multiplier (0 = no gravity) */
    gravityScale: number;
}
/**
 * Component types directly provided by the physics plugin.
 */
export interface Physics2DOwnComponentTypes {
    rigidBody: RigidBody;
    velocity: Vector2D;
    force: Vector2D;
}
/**
 * Full component types available when using the physics plugin
 * (own components + transform + collision dependencies).
 * Convenience alias for consumer code.
 */
export interface Physics2DComponentTypes<L extends string = never> extends TransformComponentTypes, CollisionComponentTypes<L>, Physics2DOwnComponentTypes {
}
/**
 * Physics configuration resource.
 */
export interface Physics2DConfig {
    gravity: Vector2D;
}
export interface Physics2DResourceTypes {
    physicsConfig: Physics2DConfig;
}
/**
 * Event emitted for each physics collision pair.
 *
 * Normal components are flattened (`normalX`/`normalY`) rather than nested
 * in a `Vector2D` to avoid a per-event allocation in the physics hot path.
 */
export interface Physics2DCollisionEvent {
    entityA: number;
    entityB: number;
    /** Unit normal X, pointing from A toward B */
    normalX: number;
    /** Unit normal Y, pointing from A toward B */
    normalY: number;
    /** Penetration depth (positive) */
    depth: number;
}
export interface Physics2DEventTypes {
    physicsCollision: Physics2DCollisionEvent;
}
export interface Physics2DPluginOptions<G extends string = 'physics2D', CG extends string = never> {
    /** World gravity vector (default: {x: 0, y: 0}) */
    gravity?: Vector2D;
    /** System group name (default: 'physics2D') */
    systemGroup?: G;
    /** Additional group for the collision system only (default: none).
     * When set, the collision system belongs to both `systemGroup` and this group,
     * allowing independent enable/disable of collision detection. */
    collisionSystemGroup?: CG;
    /** Priority for integration system (default: 1000) */
    integrationPriority?: number;
    /** Priority for collision system (default: 900) */
    collisionPriority?: number;
    /** Execution phase (default: 'fixedUpdate') */
    phase?: SystemPhase;
}
export interface RigidBodyOptions {
    mass?: number;
    drag?: number;
    restitution?: number;
    friction?: number;
    gravityScale?: number;
}
/**
 * Create a rigid body + force component pair.
 * Static bodies automatically get mass=Infinity.
 */
export declare function createRigidBody(type: BodyType, options?: RigidBodyOptions): {
    rigidBody: RigidBody;
    force: Vector2D;
};
/**
 * Create a force component with initial values.
 */
export declare function createForce(x: number, y: number): {
    force: Vector2D;
};
/**
 * Accumulate a force onto an entity's force component.
 */
export declare function applyForce(ecs: {
    getComponent(id: number, name: 'force'): Vector2D | undefined;
}, entityId: number, fx: number, fy: number): void;
/**
 * Apply an instantaneous impulse: velocity += impulse / mass.
 */
export declare function applyImpulse(ecs: {
    getComponent(id: number, name: 'velocity'): Vector2D | undefined;
    getComponent(id: number, name: 'rigidBody'): RigidBody | undefined;
}, entityId: number, ix: number, iy: number): void;
/**
 * Directly set an entity's velocity.
 */
export declare function setVelocity(ecs: {
    getComponent(id: number, name: 'velocity'): Vector2D | undefined;
}, entityId: number, vx: number, vy: number): void;
/**
 * Create a 2D physics plugin for ECSpresso.
 *
 * Provides:
 * - Semi-implicit Euler integration (gravity, forces, drag → velocity → position)
 * - Impulse-based collision response with restitution and friction
 * - physicsCollision events with contact normal and depth
 *
 * @example
 * ```typescript
 * const ecs = ECSpresso.create()
 *   .withPlugin(createTransformPlugin())
 *   .withPlugin(createPhysics2DPlugin({ gravity: { x: 0, y: 980 } }))
 *   .withFixedTimestep(1/60)
 *   .build();
 *
 * ecs.spawn({
 *   ...createTransform(100, 200),
 *   ...createRigidBody('dynamic', { mass: 1, restitution: 0.5 }),
 *   velocity: { x: 0, y: 0 },
 *   ...createAABBCollider(32, 32),
 *   ...createCollisionLayer('player', ['ground']),
 * });
 * ```
 */
type Physics2DProvides<L extends string = never> = Physics2DOwnComponentTypes & CollisionComponentTypes<L>;
export declare function createPhysics2DPlugin<L extends string = never, G extends string = 'physics2D', CG extends string = never>(options?: Physics2DPluginOptions<G, CG> & {
    layers?: LayerFactories<Record<L, readonly string[]>>;
}): import("ecspresso").Plugin<import("ecspresso").WithResources<import("ecspresso").WithEvents<import("ecspresso").WithComponents<import("ecspresso").EmptyConfig, Physics2DProvides<L>>, Physics2DEventTypes>, Physics2DResourceTypes>, TransformWorldConfig, "physics2D-integration" | "physics2D-collision", G | CG, never, never>;
export {};
