import type { CompiledSceneArtifact, Vec3 } from './types'; /** * Splits one GLB source file into per-root-node placed assets. * * Each mesh-carrying root node of the first scene becomes its own asset whose * Scene v2 placement transform is that node's local TRS; the exported per-asset * GLB carries pure asset-local geometry because the kept root node's transform * is zeroed before serialization. Applying both would double-transform, exactly * as it would for FBX siblings. */ export type SplitGlbAsset = { name: string; transform: { position: Vec3; rotation: [number, number, number, number]; scale: Vec3; }; detail: CompiledSceneArtifact; }; export declare function splitGlbIntoPlacements(input: { path?: string; bytes?: Buffer; sourceName: string; }): Promise;