import { Matrix, Vector2 } from "@galacean/engine-math";
import { ISpriteRenderer } from "./ISpriteRenderer";
/**
 * Assemble vertex data for the sprite renderer in filled mode.
 */
export declare class FilledSpriteAssembler {
    private static _matrix;
    private static _worldPositions;
    private static _uvs;
    private static _inPositions;
    private static _inUVs;
    private static _outPositions;
    private static _outUVs;
    private static _vertexOffset;
    private static _indicesOffset;
    static resetData(renderer: ISpriteRenderer): void;
    static updatePositions(renderer: ISpriteRenderer, worldMatrix: Matrix, width: number, height: number, pivot: Vector2, flipX: boolean, flipY: boolean): void;
    static updateUVs(renderer: ISpriteRenderer): void;
    static updateColor(renderer: ISpriteRenderer, alpha: number): void;
    private static _filledLinear;
    private static _filledRadial90;
    private static _filledRadial180;
    private static _filledRadial360;
    /**
     * Prepare the 3x3 grid and process 4 quadrants for radial fill.
     */
    private static _processRadialGrid;
    private static _radialCut;
    private static _addTriangle;
    private static _addQuad;
}
