import { InstancedBufferGeometry, Mesh, ShaderMaterial, Vector2 } from "three"; import { SplatTree } from './splattree/SplatTree'; import { SplatBuffer } from "./SplatBuffer"; import { SplatDataTextures } from "./SplatMesh.types"; export declare class SplatMesh extends Mesh { centerColors?: Uint32Array; centers?: Float32Array; colors?: Uint8Array; covariances?: Float32Array; halfPrecisionCovariancesOnGPU: boolean; splatAlphaRemovalThreshold: number; splatBuffer: SplatBuffer; splatDataTextures: SplatDataTextures | null; splatTree: SplatTree | null; shaderMaterial: ShaderMaterial; instancedBufferGeometry: InstancedBufferGeometry; static buildMesh(splatBuffer: SplatBuffer, splatAlphaRemovalThreshold?: number, halfPrecisionCovariancesOnGPU?: boolean): SplatMesh; constructor(splatBuffer: SplatBuffer, geometry: InstancedBufferGeometry, material: ShaderMaterial, splatAlphaRemovalThreshold?: number, halfPrecisionCovariancesOnGPU?: boolean); static buildMaterial(): ShaderMaterial; static buildGeometry(splatBuffer: any): InstancedBufferGeometry; buildSplatTree(): void; getSplatTree(): SplatTree | null; resetLocalSplatDataAndTexturesFromSplatBuffer(): void; updateLocalSplatDataFromSplatBuffer(): void; allocateAndStoreLocalSplatDataInTextures(): void; updateSplatDataToDataTextures(): void; updateLocalCovarianceDataToDataTexture(): void; updateLocalCenterColorDataToDataTexture(): void; updateIndexes(indexes: Uint32Array, renderSplatCount: number): void; updateUniforms(renderDimensions: Vector2, cameraFocalLength: number): void; getSplatDataTextures(): SplatDataTextures | null; getSplatCount(): number; getCenters(): Float32Array | undefined; getColors(): Uint8Array | undefined; getCovariances(): Float32Array | undefined; }