import * as THREE from 'three'; import type { PBMGaussianSplattingObject } from '../model/objects/pbmGaussianSplattingObject'; export declare class SHStore { texture: THREE.DataTexture | null; readonly textureSize: THREE.Vector2; /** 数据支持的最大 SH 阶数 = max(obj.maxSHDegree) */ dataMaxDegree: number; /** 当前纹理实际写入的阶数 = min(usedSHDegree, dataMaxDegree) */ appliedDegree: number; /** * 按对象顺序重建 SH 纹理。返回是否构建了纹理(usedSHDegree/数据不足时返回 false 且不建纹理)。 * totalPoints 必须与大纹理布局一致(对象顺序累加 numPoints)。 */ sync(objects: readonly PBMGaussianSplattingObject[], usedSHDegree: number): boolean; dispose(): void; }