import { Quaternion, Vector3, Vector4 } from "three"; export interface CompressionLevel { BytesPerPosition: number; BytesPerScale: number; BytesPerColor: number; BytesPerRotation: number; ScaleRange: number; } export declare class SplatBuffer { static PositionComponentCount: number; static ScaleComponentCount: number; static RotationComponentCount: number; static ColorComponentCount: number; static CompressionLevels: { [index: number]: CompressionLevel; }; static CovarianceSizeFloats: number; static CovarianceSizeBytes: number; static HeaderSizeBytes: number; bucketBlockSize: number; bucketCount: number; bucketSize: number; bucketsBase?: number; bytesPerBucket: number; bytesPerColor: number; bytesPerPosition: number; bytesPerRotation: number; bytesPerScale: number; bytesPerSplat: number; colorArray?: Uint8Array; compressionLevel: number; compressionScaleFactor: number; compressionScaleRange: number; halfBucketBlockSize: number; headerArray: Uint8Array; headerBufferData: ArrayBuffer; positionArray?: Float32Array | Uint16Array; precomputedCovarianceBufferData: ArrayBuffer | null; rotationArray?: Float32Array | Uint16Array; scaleArray?: Float32Array | Uint16Array; splatBufferData: ArrayBuffer; splatCount: number; constructor(bufferData: ArrayBuffer); linkBufferArrays(): void; fbf(f: any): any; tbf(f: any): any; buildPreComputedBuffers(): void; getHeaderBufferData(): ArrayBuffer; getSplatBufferData(): ArrayBuffer; getPosition(index: number, outPosition?: Vector3): Vector3; setPosition(index: number, position: Vector3): void; getScale(index: number, outScale?: Vector3): Vector3; setScale(index: number, scale: Vector3): void; getRotation(index: number, outRotation?: Quaternion): Quaternion; setRotation(index: number, rotation: Quaternion): void; getColor(index: number, outColor?: Vector4): Vector4; setColor(index: number, color: Vector4): void; getPrecomputedCovarianceBufferData(): ArrayBuffer | null; getSplatCount(): number; fillPositionArray(outPositionArray: Float32Array | Uint16Array): void; fillScaleArray(outScaleArray: Float32Array | Uint16Array): void; fillRotationArray(outRotationArray: Float32Array | Uint16Array): void; fillColorArray(outColorArray: Uint8Array): void; swapVertices(indexA: number, indexB: number): void; }