import type { ParticleCollider, ParticleEmitterConfig, ParticleForce, ParticleObject, ParticleObjectsState, ParticleObjectsUpdateOptions } from '@flighthq/types/contract'; /** * Convenience wrapper for the object-pool path that folds the canonical three-step update sequence * — `applyParticleObjectForces` → `updateParticleObjects` → `applyParticleObjectCollisions` — into * a single call. * * The three primitives remain exported for advanced use. Use this function for the common case * where all forces and colliders apply each frame in the documented order. * * @param objects - The particle object pool (one display object per slot). * @param state - Mutable per-emitter simulation state. * @param config - Immutable emitter configuration. * @param deltaTime - Elapsed time in seconds since the last step. * @param forces - Optional force fields to apply before integration. * @param colliders - Optional colliders to resolve after integration. * @param updateOptions - Optional emitter position, callbacks, and other per-frame options. */ export declare function stepParticleObjects(objects: readonly ParticleObject[], state: ParticleObjectsState, config: Readonly, deltaTime: number, forces?: ReadonlyArray, colliders?: ReadonlyArray, updateOptions?: ParticleObjectsUpdateOptions): void; //# sourceMappingURL=stepParticleObjects.d.ts.map