import * as THREE from 'three'; /** * An abstract, glowing orb that stands in for the agent's head/presence. It is * deliberately not a literal face: a luminous core, a translucent halo, and a * field of drifting points. It breathes while idle, pulses while the agent * speaks, and can gently gaze toward whatever the agent points at. */ export declare class AgentHead { private radius; /** Container to position/orient the orb in the scene. */ readonly root: THREE.Group; private core; private halo; private points; private gaze; /** Smoothed speaking energy in [0, 1]; drives the pulse amplitude. */ private speaking; private speakingTarget; private clock; private gazeTarget; /** * @param radius - Core radius in metres. */ constructor(radius?: number); private build_; /** * Sets how strongly the orb should pulse, e.g. `1` while speaking and `0` * when quiet. The value is smoothed internally. * @param level - Target speaking energy in [0, 1]. */ setSpeaking(level: number): void; /** * Makes the orb gaze toward a world-space point (e.g. the object the agent is * pointing at). Pass `null` to look forward again. * @param worldTarget - The point to look at, or `null` to reset. */ lookAt(worldTarget: THREE.Vector3 | null): void; /** * Advances the orb's idle breathing, speaking pulse, point drift, and gaze. * @param dt - Delta time in seconds. */ update(dt: number): void; }