import type { CameraEntity } from '../3d'; import { Entity3D } from '../3d/core/Entity3D'; import type { ComponentInterface, Scene } from '../core'; /** * The cull component (working with CullingSystem) will hide and show * entities based on weather or not they are seen by the camera * * We automatically generate a bounding sphere for the geometry and then cache it. * * This can improve performance, but the calculation can be expensive so it won't be a magic bullet for * huge scenes! * * This is best used as a precision final layer of culling after some broad phase culling */ export declare class CameraDebugComponent implements ComponentInterface { static NAME: string; frustumView: Entity3D; readonly entity: CameraEntity; /** * * @param entity - the entity the component will be added to * @param data - options for this component */ constructor(entity: CameraEntity); addedToScene(scene: Scene): void; removedFromScene(scene: OdieAny): void; render(): void; } //# sourceMappingURL=CameraDebugComponent.d.ts.map