/** * Scene node base class. * @class * @param {string} name - Node name. */ declare class BaseNode { static __counter__: number; protected __id: number; /** * Node name. * @public * @type {string} */ protected _name: string; /** * Top scene tree node pointer. * @public * @type {BaseNode} */ topNode: BaseNode; protected _dictionary: Record; /** * Children nodes. * @public * @type {Array.} */ childNodes: BaseNode[]; /** * Parent node pointer. * @public * @type {BaseNode} */ parentNode: BaseNode | null; constructor(name?: string); get name(): string; /** * Adds node to the current hierarchy. * @public * @type {BaseNode} */ addNode(node: BaseNode): void; /** * Destroy node. * @public */ destroy(): void; /** * Gets node by name in the current. * @public * @param {string} name - Node name. * @return {RenderNode} Node object in the current node. */ getNodeByName(name: string): BaseNode; /** * Clear current node. * @protected */ protected _clear(): void; isEqual(node: BaseNode): boolean; } export { BaseNode };