/**
 * A triangle defined by three {@link Vec3} vectors.
 *
 * @category Math
 */
export class Tri {
    /**
     * Creates a new Tri object.
     *
     * @param {Vec3} [v0] - The first 3-dimensional vector.
     * @param {Vec3} [v1] - The second 3-dimensional vector.
     * @param {Vec3} [v2] - The third 3-dimensional vector.
     * @example
     * const v0 = new pc.Vec3(1, 0, 0);
     * const v1 = new pc.Vec3(0, 1, 0);
     * const v2 = new pc.Vec3(2, 2, 1);
     * const t = new pc.Tri(v0, v1, v2);
     */
    constructor(v0?: Vec3, v1?: Vec3, v2?: Vec3);
    /**
     * The first 3-dimensional vector of the triangle.
     *
     * @readonly
     * @type {Vec3}
     */
    readonly v0: Vec3;
    /**
     * The second 3-dimensional vector of the triangle.
     *
     * @type {Vec3}
     * @readonly
     */
    readonly v1: Vec3;
    /**
     * The third 3-dimensional vector of the triangle.
     *
     * @type {Vec3}
     * @readonly
     */
    readonly v2: Vec3;
    /**
     * Sets the specified triangle to the supplied 3-dimensional vectors.
     *
     * @param {Vec3} v0 - The value set on the first 3-dimensional vector of the triangle.
     * @param {Vec3} v1 - The value set on the second 3-dimensional vector of the triangle.
     * @param {Vec3} v2 - The value set on the third 3-dimensional vector of the triangle.
     * @returns {Tri} Self for chaining
     * @example
     * const t = new pc.Tri(pc.Vec3.UP, pc.Vec3.RIGHT, pc.Vec3.BACK);
     * const v0 = new pc.Vec3(1, 0, 0);
     * const v1 = new pc.Vec3(0, 1, 0);
     * const v2 = new pc.Vec3(2, 2, 1);
     * t.set(v0, v1, v2);
     *
     * // Outputs [[1, 0, 0], [0, 1, 0], [2, 2, 1]]
     * console.log("The result of the triangle set is: " + t.toString());
     */
    set(v0: Vec3, v1: Vec3, v2: Vec3): Tri;
    /**
     * Test if a ray intersects with the triangle.
     *
     * @param {Ray} ray - Ray to test against (direction must be normalized).
     * @param {Vec3} [point] - If there is an intersection, the intersection point will be copied
     * into here.
     * @returns {boolean} True if there is an intersection.
     */
    intersectsRay(ray: Ray, point?: Vec3): boolean;
    /**
     * Converts the specified triangle to string form.
     *
     * @returns {string} The triangle in string form.
     * @example
     * const t = new pc.Tri(pc.Vec3.UP, pc.Vec3.RIGHT, pc.Vec3.BACK);
     * // Outputs [[0, 1, 0], [1, 0, 0], [0, 0, 1]]
     * console.log(t.toString());
     */
    toString(): string;
}
import { Vec3 } from '../math/vec3.js';
import type { Ray } from './ray.js';
