import * as THREE from "three";
/**
 * Mesh-level scene edits (similar to gltfeditor.com Transform tools).
 * Origin/pivot helpers live in {@link OriginUtils}.
 */
export declare class MeshEditUtils {
    /**
     * Bakes each affected node's local transform into mesh geometry and resets TRS to identity.
     * Group transforms are folded into children before child meshes are baked.
     */
    static applyTransform(object: THREE.Object3D): boolean;
    /** Reverses triangle winding for each mesh geometry in subtree. */
    static flipFaces(object: THREE.Object3D): boolean;
    /** Flips normal directions (n -> -n) for each mesh geometry in subtree. */
    static flipNormals(object: THREE.Object3D): boolean;
    /** Recalculates vertex normals toward outside. */
    static recalculateNormalsOutside(object: THREE.Object3D): boolean;
    /** Recalculates vertex normals and flips them toward inside. */
    static recalculateNormalsInside(object: THREE.Object3D): boolean;
    /** Normalizes all normal vectors to unit length. */
    static normalizeNormals(object: THREE.Object3D): boolean;
    /** Removes normal attribute from each mesh geometry in subtree. */
    static removeNormals(object: THREE.Object3D): boolean;
    /** Removes tangent attribute from each mesh geometry in subtree. */
    static removeTangents(object: THREE.Object3D): boolean;
    /**
     * Generates tangents for each mesh geometry in subtree.
     * Requires indexed geometry with position/normal/uv attributes.
     */
    static generateTangents(object: THREE.Object3D): boolean;
    private static applyTransformRecursive;
    private static invalidateGeometry;
    private static applyToGeometryMeshes;
    private static flipNormalsAttribute;
    private static swapAttributeVertex;
    private static isIdentityMatrix;
    private static isGeometryMesh;
}
