import { Behaviour } from "./Component.js";
/**
 * The [BasicIKConstraint](https://engine.needle.tools/docs/api/BasicIKConstraint) provides simple two-bone inverse kinematics.
 * Positions this GameObject as a "joint" between `from` and `to` targets,
 * using a `hint` object to determine the bend direction.
 *
 * **Use cases:**
 * - Simple arm/leg IK (elbow/knee positioning)
 * - Mechanical linkages
 * - Procedural animation joints
 *
 * **How it works:**
 * - Calculates joint position based on `desiredDistance` (bone length)
 * - Uses `hint` to determine which way the joint bends
 * - Automatically handles stretching when targets are too far apart
 *
 * @example Setup basic limb IK
 * ```ts
 * // Attach to the elbow/knee joint object
 * const ik = elbowJoint.addComponent(BasicIKConstraint);
 * // Configure via serialized properties in editor:
 * // - from: shoulder/hip
 * // - to: wrist/ankle
 * // - hint: control point for bend direction
 * ```
 *
 * @summary Two-bone inverse kinematics constraint
 * @category Animation and Sequencing
 * @group Components
 * @see {@link LookAtConstraint} for aim constraints
 * @see {@link AlignmentConstraint} for simpler alignment
 */
export declare class BasicIKConstraint extends Behaviour {
    private from;
    private to;
    private hint;
    private desiredDistance;
    onEnable(): void;
    update(): void;
}
