/** * GrassRenderer.ts * * Grass blade generation: procedural blade mesh, * LOD with billboarding, color variation, and density control. * * @module environment */ export interface GrassBlade { position: [number, number, number]; height: number; width: number; bendFactor: number; color: { r: number; g: number; b: number; }; lodLevel: number; isBillboard: boolean; } export interface GrassConfig { baseHeight: number; heightVariation: number; baseWidth: number; widthVariation: number; baseColor: { r: number; g: number; b: number; }; tipColor: { r: number; g: number; b: number; }; colorVariation: number; billboardDistance: number; cullDistance: number; bendRange: number; bladesPerUnit: number; } export declare class GrassRenderer { private config; private blades; constructor(config?: Partial); generate(bounds: { x: number; z: number; w: number; h: number; }, seed?: number): void; updateLOD(cameraPos: [number, number, number] | { x: number; z: number; y?: number; }): void; getBladeCount(): number; getVisibleBlades(): GrassBlade[]; getBillboardCount(): number; getConfig(): GrassConfig; setConfig(config: Partial): void; } //# sourceMappingURL=GrassRenderer.d.ts.map