export default World3DFacade; declare class World3DFacade { constructor(canvas: any); _object3DFacadesById: any; _onBgClick(e: any): void; afterUpdate(): void; _threeRenderer: any; _bgColor: any; describeChildren(): any[]; /** * Build a normalized definition for the camera facade * @protected */ protected _getCameraDef(): any; /** * Build a normalized definition for the scene facade * @protected */ protected _getSceneDef(): { key: string; facade: typeof Scene3DFacade; lights: any; objects: any; fog: any; background: any; environment: any; onClick: (e: any) => void; }; /** * Update the renderer's drawing buffer size * @protected */ protected _updateDrawingBufferSize(width: any, height: any, pixelRatio: any): void; doRender(): void; /** * Implementation of abstract */ getFacadeUserSpaceXYZ(facade: any): Vector3; projectWorldPosition(x: any, y: any, z: any): Vector3; /** * @override * In 3D worlds, we will normalize all pointer events so they always carry a `ray` property; * handlers for these events should then only rely on that, which is guaranteed to be present, * unlike `clientX/Y` etc. which are only present for pointer events originating from a screen. */ override _normalizePointerEvent(e: any): void; /** * @override Implementation of abstract * @return {Array<{facade, distance, ?distanceBias, ...}>|null} */ override getFacadesAtEvent(e: any, filterFn: any): Array<{ facade: any; distance: any; }>; getFacadesOnRay(ray: any, filterFn: any): any; _updateOctree(): BoundingSphereOctree; _boundingSphereOctree: BoundingSphereOctree; _octreeChangeset: {}; _queueForOctreeChange(changeType: any, facade: any): void; destructor(): void; _notifyWorldHandlers: any; } import Scene3DFacade from './Scene3DFacade.js'; import { Vector3 } from 'three'; import { BoundingSphereOctree } from '../BoundingSphereOctree.js';