import type { OrthographicCamera, Texture } from "three"; import { Box3, DirectionalLight, PerspectiveCamera } from "three"; /** * Directional light with spherical positioning and HDR environment support. */ export declare class Sun extends DirectionalLight { private readonly tempVector3D0; private readonly tempVector3D1; private readonly tempVector3D2; private readonly tempVector3D3; private readonly tempVector3D4; private readonly tempVector3D5; private readonly tempVector3D6; private readonly tempVector3D7; private readonly tempBox3; private readonly tempSpherical; get distance(): number; /** Spherical phi. */ get elevation(): number; /** Spherical theta. */ get azimuth(): number; set distance(value: number); /** @param value - Spherical phi in radians. */ set elevation(value: number); /** @param value - Spherical theta in radians. */ set azimuth(value: number); /** * @param elevation - Spherical phi in radians. * @param azimuth - Spherical theta in radians. */ setPosition(elevation: number, azimuth: number, distance?: number): void; configureShadowsForBoundingBox(box3: Box3): void; /** Supports both perspective and orthographic scene cameras. */ configureShadowsForCamera(sceneCamera: PerspectiveCamera | OrthographicCamera): void; /** * Sets direction, color, and intensity in a single call. * * @param texture - Must have image data. * @param intensityScale - Multiplied by pixel luminance. */ setFromHDRTexture(texture: Texture, intensityScale?: number, distance?: number): void; /** @param texture - Must have image data. */ setColorFromHDRTexture(texture: Texture): void; /** * Intensity equals the luminance of the brightest pixel. * * @param texture - Must have image data. */ setIntensityFromHDRTexture(texture: Texture, scale?: number): void; /** @param texture - Must have image data. */ setDirectionFromHDRTexture(texture: Texture, distance?: number): void; private findBrightestPixel; /** Stores world-space frustum corners in `tempVector3D0`-`tempVector3D7`. */ private computeFrustumPoints; /** Stores world-space frustum corners in `tempVector3D0`-`tempVector3D7`. */ private computeOrthographicPoints; }