import type * as Long from 'long'; import type { Avatar } from '../public/Avatar'; import { GameObject } from '../public/GameObject'; import type { Parcel } from '../public/Parcel'; import { UUID } from '../UUID'; import { Vector3 } from '../Vector3'; import { CommandsBase } from './CommandsBase'; import type { AssetRegistry } from '../AssetRegistry'; export interface GetObjectsOptions { resolve?: boolean; forceReResolve?: boolean; includeTempObjects?: boolean; includeAvatars?: boolean; includeAttachments?: boolean; } export declare class RegionCommands extends CommandsBase { getRegionHandle(regionID: UUID): Promise; waitForHandshake(timeout?: number): Promise; estateMessage(method: string, params: string[]): Promise; restartRegion(secs: number): Promise; simulatorMessage(message: string): Promise; cancelRestart(): Promise; getAvatarsInRegion(): Avatar[]; deselectObjects(objects: GameObject[]): Promise; countObjects(): number; getTerrainTextures(): UUID[]; exportSettings(): string; getTerrain(): Promise; selectObjects(objects: GameObject[]): Promise; getName(): string; resolveObject(object: GameObject, options: GetObjectsOptions): Promise; resolveObjects(objects: GameObject[], options: GetObjectsOptions): Promise; fetchObjectInventory(object: GameObject): Promise; fetchObjectInventories(objects: GameObject[]): Promise; fetchObjectCost(object: GameObject): Promise; fetchObjectCosts(objects: GameObject[]): Promise; buildObjectNew(obj: GameObject, map: AssetRegistry, callback: (map: AssetRegistry) => Promise, costOnly?: boolean, skipMove?: boolean): Promise; getObjectByLocalID(id: number, resolve: boolean, waitFor?: number): Promise; getObjectByUUID(id: UUID, resolve: boolean, waitFor?: number): Promise; findObjectsByName(pattern: string | RegExp, minX?: number, maxX?: number, minY?: number, maxY?: number, minZ?: number, maxZ?: number): Promise; getParcelAt(x: number, y: number): Promise; getParcels(): Promise; getAllObjects(options: GetObjectsOptions): Promise; getObjectsInArea(minX: number, maxX: number, minY: number, maxY: number, minZ: number, maxZ: number, resolve?: boolean): Promise; pruneObjects(checkList: GameObject[]): Promise; setPersist(persist: boolean): void; grabObject(localID: number | UUID, grabOffset?: Vector3, uvCoordinate?: Vector3, stCoordinate?: Vector3, faceIndex?: number, position?: Vector3, normal?: Vector3, binormal?: Vector3): Promise; deGrabObject(localID: number | UUID, _grabOffset?: Vector3, uvCoordinate?: Vector3, stCoordinate?: Vector3, faceIndex?: number, position?: Vector3, normal?: Vector3, binormal?: Vector3): Promise; dragGrabbedObject(localID: number | UUID, grabPosition: Vector3, grabOffset?: Vector3, uvCoordinate?: Vector3, stCoordinate?: Vector3, faceIndex?: number, position?: Vector3, normal?: Vector3, binormal?: Vector3): Promise; touchObject(localID: number | UUID, grabOffset?: Vector3, uvCoordinate?: Vector3, stCoordinate?: Vector3, faceIndex?: number, position?: Vector3, normal?: Vector3, binormal?: Vector3): Promise; rezPrims(count: number): Promise; private createPrims; private waitForObjectByLocalID; private waitForObjectByUUID; private buildPart; private gatherAssets; }