/** This file must only contain pure code and pure imports */
import { ThinParticleSystem } from "./thinParticleSystem.pure.js";
import { SubEmitter } from "./subEmitter.js";
import { type IParticleSystem } from "./IParticleSystem.js";
import { type Nullable } from "../types.js";
import { type Scene } from "../scene.pure.js";
import { AbstractEngine } from "../Engines/abstractEngine.pure.js";
import { type Particle } from "./particle.js";
import { Attractor } from "./attractor.js";
import { type FlowMap } from "./flowMap.js";
import { type NodeParticleSystemSet } from "./Node/nodeParticleSystemSet.js";
/**
 * This represents a particle system in Babylon.
 * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
 * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
 * @example https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro
 */
export declare class ParticleSystem extends ThinParticleSystem {
    /**
     * Billboard mode will only apply to Y axis
     */
    static readonly BILLBOARDMODE_Y = 2;
    /**
     * Billboard mode will apply to all axes
     */
    static readonly BILLBOARDMODE_ALL = 7;
    /**
     * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
     */
    static readonly BILLBOARDMODE_STRETCHED = 8;
    /**
     * Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission
     */
    static readonly BILLBOARDMODE_STRETCHED_LOCAL = 9;
    private _rootParticleSystem;
    /**
     * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
     * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle.  (Default: [])
     */
    subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
    private _subEmitters;
    /**
     * @internal
     * If the particle systems emitter should be disposed when the particle system is disposed
     */
    _disposeEmitterOnDispose: boolean;
    /**
     * The current active Sub-systems, this property is used by the root particle system only.
     */
    activeSubSystems: Array<ParticleSystem>;
    /**
     * Specifies if the particle system should be serialized
     */
    doNotSerialize: boolean;
    /**
     * Gets or sets a function indicating if the particle system can start.
     * @returns true if the particle system can start, false otherwise.
     */
    canStart: () => boolean;
    /** Flow map */
    private _flowMap;
    private _flowMapUpdate;
    /** @internal */
    _source: Nullable<NodeParticleSystemSet>;
    /** @internal */
    _blockReference: number;
    /**
     * Gets the NodeParticleSystemSet that this particle system belongs to.
     */
    get source(): Nullable<NodeParticleSystemSet>;
    /**
     * Returns true if the particle system was generated by a node particle system set
     */
    get isNodeGenerated(): boolean;
    /**
     * The strength of the flow map
     */
    flowMapStrength: number;
    /** Gets or sets the current flow map */
    get flowMap(): Nullable<FlowMap>;
    set flowMap(value: Nullable<FlowMap>);
    /** Attractors */
    private _attractorUpdate;
    /**
     * Add an attractor to the particle system. Attractors are used to change the direction of the particles in the system.
     * @param attractor The attractor to add to the particle system
     */
    addAttractor(attractor: Attractor): void;
    /**
     * Removes an attractor from the particle system. Attractors are used to change the direction of the particles in the system.
     * @param attractor The attractor to remove from the particle system
     */
    removeAttractor(attractor: Attractor): void;
    /**
     * Starts the particle system and begins to emit
     * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
     */
    start(delay?: number): void;
    private _prepareSubEmitterInternalArray;
    private _stopSubEmitters;
    private _removeFromRoot;
    /** @internal */
    _emitFromParticle: (particle: Particle) => void;
    /** @internal */
    _preStart(): void;
    /** @internal */
    _postStop(stopSubEmitters: boolean): void;
    /** @internal */
    _prepareParticle(particle: Particle): void;
    /** @internal */
    _onDispose(disposeAttachedSubEmitters?: boolean, disposeEndSubEmitters?: boolean): void;
    /**
     * @internal
     */
    static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, sceneOrEngine: Scene | AbstractEngine, rootUrl: string): void;
    /**
     * Parses a JSON object to create a particle system.
     * @param parsedParticleSystem The JSON object to parse
     * @param sceneOrEngine The scene or the engine to create the particle system in
     * @param rootUrl The root url to use to load external dependencies like texture
     * @param doNotStart Ignore the preventAutoStart attribute and does not start
     * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)
     * @returns the Parsed particle system
     */
    static Parse(parsedParticleSystem: any, sceneOrEngine: Scene | AbstractEngine, rootUrl: string, doNotStart?: boolean, capacity?: number): ParticleSystem;
    /**
     * Serializes the particle system to a JSON object
     * @param serializeTexture defines if the texture must be serialized as well
     * @returns the JSON object
     */
    serialize(serializeTexture?: boolean): any;
    /**
     * @internal
     */
    static _Serialize(serializationObject: any, particleSystem: IParticleSystem, serializeTexture: boolean): void;
    /**
     * Clones the particle system.
     * @param name The name of the cloned object
     * @param newEmitter The new emitter to use
     * @param cloneTexture Also clone the textures if true
     * @returns the cloned particle system
     */
    clone(name: string, newEmitter: any, cloneTexture?: boolean): ParticleSystem;
}
/**
 * Register side effects for particleSystem.
 * Safe to call multiple times; only the first call has an effect.
 */
export declare function RegisterParticleSystem(): void;
