import type * as THREE from 'three'; /** * Represents a shape of a collider. */ export declare abstract class VRMSpringBoneColliderShape { /** * The type of the shape. */ abstract get type(): string; /** * The offset to the shape. */ offset?: THREE.Vector3; /** * Calculate a distance and a direction from the collider to a target object. * It's hit if the distance is negative. * The direction will be contained in the given target vector. * * @param colliderMatrix A matrix represents the transform of the collider * @param objectPosition A vector represents the position of the target object * @param objectRadius The radius of the object * @param target The result direction will be contained in this vector */ abstract calculateCollision(colliderMatrix: THREE.Matrix4, objectPosition: THREE.Vector3, objectRadius: number, target: THREE.Vector3): number; }