export namespace FirstPersonActionState {
    let Grounded: number;
    let Anticipating: number;
    let Airborne: number;
    let Landing: number;
}
export namespace FirstPersonLocomotionMode {
    let Idle: number;
    let Walk: number;
    let Sprint: number;
    let Crouch: number;
}
export class FirstPersonPose {
    /**
     * World-space body root.
     * @type {Vector3}
     */
    rootPosition: Vector3;
    /**
     * Body facing yaw (radians, around world up).
     * @type {number}
     */
    rootYawRad: number;
    /**
     * Head decoupled from body. For most first-person controllers
     * headYawRad === rootYawRad; surfaced separately so future torso-twist
     * rigs can lag the head.
     * @type {number}
     */
    headYawRad: number;
    /**
     * @type {number}
     */
    headPitchRad: number;
    /**
     * Includes lean roll.
     * @type {number}
     */
    headRollRad: number;
    /**
     * Stride phase, [0..1). Same value the camera bob uses, so a feet rig
     * driven by this will land its footfalls on the same frames the camera
     * dips.
     * @type {number}
     */
    locomotionPhase: number;
    /**
     * m/s, horizontal speed. Drives a blend tree.
     * @type {number}
     */
    locomotionSpeed: number;
    /**
     * [-1..1] lateral component, for strafe-blend space.
     * @type {number}
     */
    locomotionStrafe: number;
    /**
     * Kinetic vertical state. See {@link FirstPersonActionState}.
     * @type {number}
     */
    actionState: number;
    /**
     * Horizontal locomotion intent mode. See {@link FirstPersonLocomotionMode}.
     * @type {number}
     */
    locomotionMode: number;
    /**
     * [0..1] interpolation between standing and fully-crouched pose.
     * Legacy field — pinned to (height − eyeHeight)/(height − crouchHeight),
     * so a body in Prone reads ≥ 1.0 (saturated). Use {@link postureAmount}
     * if the animator needs to distinguish Crouch / Prone / Hang.
     * @type {number}
     */
    crouchAmount: number;
    /**
     * Current body shape. Picks which animation track the rig should
     * blend toward — Stand / Crouch / Prone / Hang. See
     * {@link FirstPersonPosture}.
     * @type {number}
     */
    posture: number;
    /**
     * [0..1] blend weight from Stand toward the current {@link posture}.
     * 0 = fully standing (postures hold-frame is the standing rig);
     * 1 = fully in the posture's target shape. Computed from eye-height
     * relative to the posture's target height, so the value transitions
     * smoothly with the same spring the camera uses.
     * @type {number}
     */
    postureAmount: number;
    /**
     * Same as headPitchRad, surfaced separately for IK consumers that only
     * need the aim axis.
     * @type {number}
     */
    aimPitch: number;
}
import Vector3 from "../../../../core/geom/Vector3.js";
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