import { Box3, Material, Object3D, WebGLRenderer } from 'three';
import { FilterMaterialOptions } from '../materials/Materials';
import { NodeRenderView } from '../tree/NodeRenderView';
import { DrawGroup } from './InstancedMeshBatch';
export declare enum GeometryType {
    MESH = 0,
    LINE = 1,
    POINT = 2,
    POINT_CLOUD = 3,
    TEXT = 4
}
/** TO DO: Unify point and mesh batch implementations */
export interface Batch {
    id: string;
    subtreeId: string;
    renderViews: NodeRenderView[];
    batchMaterial: Material;
    renderObject: Object3D;
    geometryType: GeometryType;
    get bounds(): Box3;
    get drawCalls(): number;
    get minDrawCalls(): number;
    get materials(): Material[];
    get groups(): DrawGroup[];
    get triCount(): number;
    get vertCount(): number;
    getCount(): number;
    setBatchMaterial(material: Material): void;
    setBatchBuffers(...range: BatchUpdateRange[]): void;
    setVisibleRange(...range: BatchUpdateRange[]): any;
    getVisibleRange(): BatchUpdateRange;
    setDrawRanges(...ranges: BatchUpdateRange[]): any;
    resetDrawRanges(): any;
    buildBatch(): any;
    getRenderView(index: number): NodeRenderView;
    getMaterialAtIndex(index: number): Material;
    getMaterial(rv: NodeRenderView): Material;
    getOpaque(): BatchUpdateRange;
    getTransparent(): BatchUpdateRange;
    getStencil(): BatchUpdateRange;
    onUpdate(deltaTime: number): any;
    onRender(renderer: WebGLRenderer): any;
    purge(): any;
}
export interface BatchUpdateRange {
    offset: number;
    count: number;
    material?: Material;
    materialOptions?: FilterMaterialOptions;
}
export declare const NoneBatchUpdateRange: BatchUpdateRange;
export declare const AllBatchUpdateRange: BatchUpdateRange;
