/**
 * Network-replication adapter for {@link Transform}. Mirrors
 * {@link TransformSerializationAdapter} but uses Float32 for position instead
 * of Float64, halving the per-component cost (12 B vs 24 B) for a precision
 * loss that is below visible threshold for typical action-game scales.
 *
 * Wire layout (typical 17 B, 13 B if scale is identity):
 *   - position: 3 × Float32              = 12 bytes
 *   - rotation: smallest-three uint32    = 4 bytes
 *   - scale:    `v3_binary_equality_encode` = 1 byte (identity) or 13 bytes (full)
 *
 * Total: 17 bytes typical, 29 bytes max.
 *
 * Distinct from {@link TransformSerializationAdapter} so save-game files keep
 * Float64 position precision while wire packets stay tight.
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2026
 */
export class TransformReplicationAdapter extends BinaryClassSerializationAdapter<any> {
    constructor();
    klass: typeof Transform;
    version: number;
    /**
     * @param {BinaryBuffer} buffer
     * @param {Transform} value
     */
    serialize(buffer: BinaryBuffer, value: Transform): void;
    /**
     * @param {BinaryBuffer} buffer
     * @param {Transform} value
     */
    deserialize(buffer: BinaryBuffer, value: Transform): void;
}
import { BinaryClassSerializationAdapter } from "../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
import { Transform } from "../../ecs/transform/Transform.js";
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