import { IRenderingEngine } from "@shapediver/viewer.rendering-engine.rendering-engine"; import { ITreeNode } from "@shapediver/viewer.shared.node-tree"; import { Color } from "@shapediver/viewer.shared.types"; import { vec3 } from "gl-matrix"; import { ILightScene } from "../interface/ILightScene"; import { AbstractLight } from "./AbstractLight"; import { AmbientLight } from "./types/AmbientLight"; import { DirectionalLight } from "./types/DirectionalLight"; import { HemisphereLight } from "./types/HemisphereLight"; import { PointLight } from "./types/PointLight"; import { SpotLight } from "./types/SpotLight"; export declare class LightScene implements ILightScene { private readonly _renderingEngine; private readonly _id; private readonly _lights; private readonly _node; private _name; private _update?; constructor(_renderingEngine: IRenderingEngine, properties: { id: string; name?: string; }); get id(): string; get lights(): { [key: string]: AbstractLight; }; get name(): string | undefined; set name(value: string | undefined); get node(): ITreeNode; get update(): (() => void) | undefined; set update(value: (() => void) | undefined); addAmbientLight(properties: { color?: Color; intensity?: number; name?: string; }): AmbientLight; addDirectionalLight(properties: { color?: Color; intensity?: number; direction?: vec3; castShadow?: boolean; shadowMapResolution?: number; shadowMapBias?: number; name?: string; }): DirectionalLight; addHemisphereLight(properties: { color?: Color; intensity?: number; groundColor?: Color; name?: string; }): HemisphereLight; addLight(light: AbstractLight): void; addPointLight(properties: { color?: Color; intensity?: number; position?: vec3; distance?: number; decay?: number; name?: string; }): PointLight; addSpotLight(properties: { color?: Color; intensity?: number; position?: vec3; target?: vec3; distance?: number; decay?: number; angle?: number; penumbra?: number; name?: string; }): SpotLight; removeLight(id: string): boolean; } //# sourceMappingURL=LightScene.d.ts.map