/**
 * Physics 3D Plugin for ECSpresso
 *
 * Provides ECS-native 3D arcade physics: gravity, forces, drag, semi-implicit Euler
 * integration, and impulse-based collision response with friction.
 *
 * Reuses RigidBody and collider types from the 2D physics/collision plugins for
 * shape definitions. Has its own collision detection in fixedUpdate for physics
 * response; the existing collision3D plugin can still run in postUpdate for game
 * logic events.
 */
import type { SystemPhase } from 'ecspresso';
import type { Vector3D } from 'ecspresso';
import type { Transform3DWorldConfig } from '../spatial/transform3D';
import type { Collision3DComponentTypes, LayerFactories } from './collision3D';
import type { RigidBody, BodyType, RigidBodyOptions } from './physics2D';
export type { RigidBody, BodyType, RigidBodyOptions };
/**
 * Component types directly provided by the physics3D plugin.
 */
export interface Physics3DOwnComponentTypes {
    rigidBody3D: RigidBody;
    velocity3D: Vector3D;
    force3D: Vector3D;
}
/**
 * Full component types available when using the physics3D plugin
 * (own components + transform + collision dependencies).
 * Convenience alias for consumer code.
 */
export interface Physics3DComponentTypes<L extends string = never> extends Collision3DComponentTypes<L>, Physics3DOwnComponentTypes {
}
/**
 * Physics 3D configuration resource.
 */
export interface Physics3DConfig {
    gravity: Vector3D;
}
export interface Physics3DResourceTypes {
    physics3DConfig: Physics3DConfig;
}
/**
 * Event emitted for each physics 3D collision pair.
 *
 * Normal components are flattened (`normalX`/`normalY`/`normalZ`) rather than
 * nested in a `Vector3D` to avoid a per-event allocation in the physics hot path.
 */
export interface Physics3DCollisionEvent {
    entityA: number;
    entityB: number;
    /** Unit normal X, pointing from A toward B */
    normalX: number;
    /** Unit normal Y, pointing from A toward B */
    normalY: number;
    /** Unit normal Z, pointing from A toward B */
    normalZ: number;
    /** Penetration depth (positive) */
    depth: number;
}
export interface Physics3DEventTypes {
    physics3DCollision: Physics3DCollisionEvent;
}
export interface Physics3DPluginOptions<G extends string = 'physics3D', CG extends string = never> {
    /** World gravity vector (default: {x: 0, y: 0, z: 0}) */
    gravity?: Vector3D;
    /** System group name (default: 'physics3D') */
    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;
}
/**
 * Create a rigidBody3D + force3D component pair.
 * Static bodies automatically get mass=Infinity.
 */
export declare function createRigidBody3D(type: BodyType, options?: RigidBodyOptions): {
    rigidBody3D: RigidBody;
    force3D: Vector3D;
};
/**
 * Create a force3D component with initial values.
 */
export declare function createForce3D(x: number, y: number, z: number): {
    force3D: Vector3D;
};
/**
 * Accumulate a force onto an entity's force3D component.
 */
export declare function applyForce3D(ecs: {
    getComponent(id: number, name: 'force3D'): Vector3D | undefined;
}, entityId: number, fx: number, fy: number, fz: number): void;
/**
 * Apply an instantaneous impulse: velocity3D += impulse / mass.
 */
export declare function applyImpulse3D(ecs: {
    getComponent(id: number, name: 'velocity3D'): Vector3D | undefined;
    getComponent(id: number, name: 'rigidBody3D'): RigidBody | undefined;
}, entityId: number, ix: number, iy: number, iz: number): void;
/**
 * Directly set an entity's velocity3D.
 */
export declare function setVelocity3D(ecs: {
    getComponent(id: number, name: 'velocity3D'): Vector3D | undefined;
}, entityId: number, vx: number, vy: number, vz: number): void;
/**
 * Create a 3D physics plugin for ECSpresso.
 *
 * Provides:
 * - Semi-implicit Euler integration (gravity, forces, drag → velocity3D → position)
 * - Impulse-based collision response with restitution and friction
 * - physics3DCollision events with contact normal and depth
 *
 * @example
 * ```typescript
 * const ecs = ECSpresso.create()
 *   .withPlugin(createTransform3DPlugin())
 *   .withPlugin(createPhysics3DPlugin({ gravity: { x: 0, y: -9.81, z: 0 } }))
 *   .withFixedTimestep(1/60)
 *   .build();
 *
 * ecs.spawn({
 *   ...createTransform3D(0, 10, 0),
 *   ...createRigidBody3D('dynamic', { mass: 1, restitution: 0.5 }),
 *   velocity3D: { x: 0, y: 0, z: 0 },
 *   ...createAABB3DCollider(1, 1, 1),
 *   ...createCollisionLayer('player', ['ground']),
 * });
 * ```
 */
type Physics3DProvides<L extends string = never> = Physics3DOwnComponentTypes & Collision3DComponentTypes<L>;
export declare function createPhysics3DPlugin<L extends string = never, G extends string = 'physics3D', CG extends string = never>(options?: Physics3DPluginOptions<G, CG> & {
    layers?: LayerFactories<Record<L, readonly string[]>>;
}): import("ecspresso").Plugin<import("ecspresso").WithResources<import("ecspresso").WithEvents<import("ecspresso").WithComponents<import("ecspresso").EmptyConfig, Physics3DProvides<L>>, Physics3DEventTypes>, Physics3DResourceTypes>, Transform3DWorldConfig, "physics3D-integration" | "physics3D-collision", G | CG, never, never>;
