import { Box3, Intersection, Object3D, Ray, Vector3 } from 'three'; import { ExtendedTriangle } from 'three-mesh-bvh'; export declare class BvhPhysicsWorld { private bodies; private sensors; /** * @deprecated use addBody(object, false) instead */ addFixedBody(object: Object3D): void; addSensor(object: Object3D, isStatic: boolean, onIntersectedChanged: (intersected: boolean) => void): void; removeSensor(object: Object3D): void; addBody(object: Object3D, kinematic: boolean): void; private computeBvhEntries; removeBody(object: Object3D): void; private computeMatrix; updateSensors(playerCenter: Vector3, intersectsBounds: (box: Box3) => boolean, intersectsTriangle: (triangle: ExtendedTriangle) => boolean): void; shapecast(intersectsBounds: (box: Box3) => boolean, intersectsTriangle: (triangle: ExtendedTriangle) => void): void; private shapecastEntry; raycast(ray: Ray, far: number): Intersection> | undefined; }