import { Sprite } from '@pixi/sprite'; import { Renderer, Texture } from '@pixi/core'; import { Projection3d } from '../Projection3d'; import { IPointData, Matrix } from '@pixi/math'; import { DisplayObject } from '@pixi/display'; import { TRANSFORM_STEP } from '../../base'; import { Euler } from '../Euler'; export declare class Sprite3d extends Sprite { constructor(texture: Texture); vertexData2d: Float32Array; proj: Projection3d; culledByFrustrum: boolean; trimmedCulledByFrustrum: boolean; calculateVertices(): void; calculateTrimmedVertices(): void; _calculateBounds(): void; _render(renderer: Renderer): void; containsPoint(point: IPointData): boolean; get worldTransform(): Matrix; toLocal(position: IPointData, from?: DisplayObject, point?: T, skipUpdate?: boolean, step?: TRANSFORM_STEP): T; isFrontFace(forceUpdate?: boolean): boolean; getDepth(forceUpdate?: boolean): boolean; get position3d(): IPointData; set position3d(value: IPointData); get scale3d(): IPointData; set scale3d(value: IPointData); get euler(): Euler; set euler(value: Euler); get pivot3d(): IPointData; set pivot3d(value: IPointData); }