import { Quaternion, Ray, Vector3, Vector4 } from "@galacean/engine"; import { IColliderShape, IPhysicsMaterial } from "@galacean/engine-design"; import { LiteHitResult } from "../LiteHitResult"; /** * Abstract class for collider shapes. */ export declare abstract class LiteColliderShape implements IColliderShape { protected static _tempPos: Vector3; protected static _tempRot: Quaternion; protected static _tempScale: Vector3; protected static _tempPoint: Vector3; protected static _tempVector4: Vector4; private static _ray; private _rotation; protected constructor(); /** * {@inheritDoc IColliderShape.setRotation } */ setRotation(rotation: Vector3): void; /** * {@inheritDoc IColliderShape.setPosition } */ setPosition(position: Vector3): void; /** * {@inheritDoc IColliderShape.setWorldScale } */ setWorldScale(scale: Vector3): void; /** * {@inheritDoc IColliderShape.setContactOffset } */ setContactOffset(offset: number): void; /** * {@inheritDoc IColliderShape.setMaterial } */ setMaterial(material: IPhysicsMaterial): void; /** * {@inheritDoc IColliderShape.setUniqueID } */ setUniqueID(id: number): void; /** * {@inheritDoc IColliderShape.setIsTrigger } */ setIsTrigger(value: boolean): void; /** * {@inheritDoc IColliderShape.pointDistance } */ abstract pointDistance(point: Vector3): Vector4; /** * {@inheritDoc IColliderShape.destroy } */ destroy(): void; protected _updateHitResult(ray: Ray, rayDistance: number, outHit: LiteHitResult, origin: Vector3, isWorldRay?: boolean): void; protected _getLocalRay(ray: Ray): Ray; private _getInvModelMatrix; private _setLocalPose; }