/// export * from "./use-enter-xr.js"; export * from "./use-session-grant.js"; export * from "./space.js"; export * from "./guards/index.js"; export * from "./listeners.js"; export * from "./controller.js"; export * from "./hand.js"; export * from "./state.js"; export * from "./anchor.js"; export * from "./session-origin.js"; export * from "./anchor.js"; export * from "./camera.js"; export * from "./layers/index.js"; export * from "./plane.js"; export * from "./mesh.js"; export * from "./image.js"; export * from "./background.js"; export * from "./pose.js"; export * from "./gamepad.js"; /** * hook to determine if a xr mode is supported * @param mode the xr mode to request for support * @returns undefined while requesting support and a boolean once the support state is clear */ export declare function useSessionSupported(mode: XRSessionMode): boolean | undefined; /** * * @returns the focus state of the xr session; returns undefined if not in a xr session */ export declare function useFocusState(): XRVisibilityState | undefined; /** * @returns the native frame buffer scaling */ export declare function useNativeFramebufferScaling(): number | undefined; /** * @returns a array of possible frame rates */ export declare function useAvailableFrameRates(): Float32Array | undefined; /** * @returns the highest available framerate */ export declare function useHeighestAvailableFrameRate(): number | undefined; export type XRProps = { foveation?: number; frameRate?: number; referenceSpace?: XRReferenceSpaceType; frameBufferScaling?: number; }; /** * component for adding webxr support to a scene * must be positioned somewhere inside the canvas * only one XR component can be present in a scene */ export declare function XR({ foveation, frameRate, referenceSpace, frameBufferScaling, }: XRProps): null;