import { Threads } from "@amodx/threads/"; import { WorldThreadManager } from "./WorldThreads.js"; /**# Divine Voxel Engine World * --- * This handles everything in the world worker context. */ export declare class DivineVoxelEngineWorld { static environment: "node" | "browser"; static instance: DivineVoxelEngineWorld; TC: typeof Threads; settings: { enviorment: "node" | "browser"; settings: import("../../Settings/EngineSettings.types.js").EngineSettingsData; version: string; get doSunPropagation(): boolean; get doRGBPropagation(): boolean; get doLight(): boolean; get doFlow(): boolean; get doPower(): boolean; getSettings(): import("../../Settings/EngineSettings.types.js").EngineSettingsData; syncSettings(data: import("../../Settings/EngineSettings.types.js").EngineSettingsData): void; getSettingsCopy(): any; createEventListener(type: K, listener: EventListenerObject | ((event: CustomEvent<{ synced: { settings: /*elided*/ any; }; }[K]>) => void) | null): EventListenerObject | ((event: CustomEvent<{ synced: { settings: /*elided*/ any; }; }[K]>) => void) | null; addEventListener(type: K, listener: EventListenerObject | ((event: CustomEvent<{ synced: { settings: /*elided*/ any; }; }[K]>) => void) | null, options?: AddEventListenerOptions): void; removeEventListener(type: K, listener: EventListenerObject | ((event: CustomEvent<{ synced: { settings: /*elided*/ any; }; }[K]>) => void) | null): void; dispatch(type: K, detail: { synced: { settings: /*elided*/ any; }; }[K]): boolean; dispatchEvent(event: Event): boolean; }; threads: WorldThreadManager; constructor(); }