export class ParticleEmitter { constructor(graphicsDevice: any, options: any); graphicsDevice: any; precision: number; _addTimeTime: number; numParticles: any; _gpuUpdater: ParticleGPUUpdater; _cpuUpdater: ParticleCPUUpdater; emitterPosUniform: Float32Array; wrapBoundsUniform: Float32Array; emitterScaleUniform: Float32Array; animTilesParams: Float32Array; animParams: Float32Array; animIndexParams: Float32Array; internalTex0: Texture; internalTex1: Texture; internalTex2: Texture; colorParam: Texture; vbToSort: any[]; vbOld: Float32Array; particleDistance: Float32Array; camera: any; swapTex: boolean; useMesh: boolean; useCpu: boolean; pack8: boolean; localBounds: BoundingBox; worldBoundsNoTrail: BoundingBox; worldBoundsTrail: BoundingBox[]; worldBounds: BoundingBox; worldBoundsSize: Vec3; prevWorldBoundsSize: Vec3; prevWorldBoundsCenter: Vec3; prevEmitterExtents: any; prevEmitterRadius: any; worldBoundsMul: Vec3; worldBoundsAdd: Vec3; timeToSwitchBounds: number; shaderParticleUpdateRespawn: import("../../index.js").Shader; shaderParticleUpdateNoRespawn: import("../../index.js").Shader; shaderParticleUpdateOnStop: import("../../index.js").Shader; numParticleVerts: number; numParticleIndices: number; material: Material; meshInstance: MeshInstance; drawOrder: number; seed: number; fixedTimeStep: number; maxSubSteps: number; simTime: number; simTimeTotal: number; beenReset: boolean; _layer: any; get defaultParamTexture(): any; onChangeCamera(): void; calculateBoundsMad(): void; calculateWorldBounds(): void; resetWorldBounds(): void; calculateLocalBounds(): void; rebuild(): void; colorMap: any; numParticlesPot: number; particleTex: Float32Array; particleTexStart: any; particleTexIN: Texture; particleTexOUT: Texture; rtParticleTexIN: RenderTarget; rtParticleTexOUT: RenderTarget; _isAnimated(): any; rebuildGraphs(): void; qLocalVelocity: any; qVelocity: any; qColor: any; qRotSpeed: any; qScale: any; qAlpha: any; qRadialSpeed: any; qLocalVelocity2: any; qVelocity2: any; qColor2: any; qRotSpeed2: any; qScale2: any; qAlpha2: any; qRadialSpeed2: any; localVelocityUMax: Float32Array; velocityUMax: Float32Array; colorUMax: Float32Array; rotSpeedUMax: number[]; scaleUMax: number[]; alphaUMax: number[]; radialSpeedUMax: number[]; qLocalVelocityDiv: Float32Array; qVelocityDiv: Float32Array; qColorDiv: Float32Array; qRotSpeedDiv: Float32Array; qScaleDiv: Float32Array; qAlphaDiv: Float32Array; qRadialSpeedDiv: Float32Array; maxVel: number; internalTex3: Texture; _initializeTextures(): void; regenShader(): void; normalOption: number; resetMaterial(): void; _compParticleFaceParams(): void; _allocate(numParticles: any): void; vertexBuffer: VertexBuffer; indexBuffer: IndexBuffer; vbCPU: Float32Array; reset(): void; loop: any; prewarm(time: any): void; resetTime(): void; endTime: number; finishFrame(): void; addTime(delta: any, isOnStop: any): void; _destroyResources(): void; destroy(): void; } import { ParticleGPUUpdater } from './gpu-updater.js'; import { ParticleCPUUpdater } from './cpu-updater.js'; import { Texture } from '../../platform/graphics/texture.js'; import { BoundingBox } from '../../core/shape/bounding-box.js'; import { Vec3 } from '../../core/math/vec3.js'; import { Material } from '../materials/material.js'; import { MeshInstance } from '../mesh-instance.js'; import { RenderTarget } from '../../platform/graphics/render-target.js'; import { VertexBuffer } from '../../platform/graphics/vertex-buffer.js'; import { IndexBuffer } from '../../platform/graphics/index-buffer.js';