import { LoadingManager, Material, MaterialCreator, TextureLoader, Scene } from 'three'; export declare class VRMLLoader { constructor(manager?: LoadingManager); manager: LoadingManager; materials: Material[]; path: string; resourcePath: string; isRecordingPoints: boolean; isRecordingFaces: boolean; points: any[]; indexes: any[]; isRecordingAngles: boolean; isRecordingColors: boolean; angles: any[]; colors: any[]; recordingFieldname: string | null; crossOrigin: string; lines: string[]; defines: {}; index: any[]; float_pattern: RegExp; float2_pattern: RegExp; float3_pattern: RegExp; textureLoader: TextureLoader; scene: Scene; load(url: string, onLoad: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; setPath(value: string): void; parse(data: any, path: string): Scene; setResuorcePath(value: string): void; setCrossOrigin(value: string): void; setMaterials(materials: MaterialCreator): void; _createParserState(): any; /** * Vertically paints the faces interpolating between the * specified colors at the specified angels. This is used for the Background * node, but could be applied to other nodes with multiple faces as well. * * When used with the Background node, default is directionIsDown is true if * interpolating the skyColor down from the Zenith. When interpolationg up from * the Nadir i.e. interpolating the groundColor, the directionIsDown is false. * * The first angle is never specified, it is the Zenith (0 rad). Angles are specified * in radians. The geometry is thought a sphere, but could be anything. The color interpolation * is linear along the Y axis in any case. * * You must specify one more color than you have angles at the beginning of the colors array. * This is the color of the Zenith (the top of the shape). * * @param geometry geometry * @param radius radius * @param angles angles * @param colors colors * @param boolean topDown Whether to work top down or bottom up. */ private parseV2; private paintFaces; private parseProperty; private getTree; parseNode(data: any, parent: any): void; private triangulateIndexArray; }