import { Euler } from "../math/Euler.ts"; import { Matrix4 } from "../math/Matrix4.ts"; import { Quaternion } from "../math/Quaternion.ts"; import { Vector3 } from "../math/Vector3.ts"; import { EventDispatcher } from "./EventDispatcher.ts"; import { Layers } from "./Layers.ts"; /** Base scene graph node with transform, hierarchy, and traversal. */ export declare class Node extends EventDispatcher { #private; id: number; name: string; type: string; parent: Node | undefined; children: Node[]; position: Vector3; scale: Vector3; matrix: Matrix4; matrixWorld: Matrix4; matrixWorldAutoUpdate: boolean; matrixWorldNeedsUpdate: boolean; visible: boolean; frustumCulled: boolean; layers: Layers; userData: Record; constructor(); get rotation(): Euler; set rotation(value: Euler); get quaternion(): Quaternion; set quaternion(value: Quaternion); get matrixAutoUpdate(): boolean; set matrixAutoUpdate(value: boolean); get autoUpdateMatrix(): boolean; set autoUpdateMatrix(value: boolean); add(object: Node): this; remove(object: Node): this; traverse(callback: (node: Node) => void): void; traverseVisible(callback: (node: Node) => void): void; lookAt(target: Vector3 | number, y?: number, z?: number): this; updateMatrix(): void; updateMatrixWorld(updateParents?: boolean, updateChildren?: boolean, force?: boolean): void; clone(): Node; copy(source: Node, recursive?: boolean): this; } //# sourceMappingURL=Node.d.ts.map