/** @ignore */
export class GSplatInstance {
    /**
     * @param {GSplatResourceBase} resource - The splat instance.
     * @param {object} [options] - Options for the instance.
     * @param {ShaderMaterial|null} [options.material] - The material instance.
     * @param {boolean} [options.highQualitySH] - Whether to use the high quality or the approximate spherical harmonic calculation. Only applies to SOGS data.
     */
    constructor(resource: GSplatResourceBase, options?: {
        material?: ShaderMaterial | null;
        highQualitySH?: boolean;
    });
    /** @type {GSplatResourceBase} */
    resource: GSplatResourceBase;
    /** @type {Texture} */
    orderTexture: Texture;
    /** @type {ShaderMaterial} */
    _material: ShaderMaterial;
    /** @type {MeshInstance} */
    meshInstance: MeshInstance;
    options: {};
    /** @type {GSplatSorter|null} */
    sorter: GSplatSorter | null;
    lastCameraPosition: Vec3;
    lastCameraDirection: Vec3;
    /** @type {GSplatResolveSH|null} */
    resolveSH: GSplatResolveSH | null;
    /**
     * List of cameras this instance is visible for. Updated every frame by the renderer.
     *
     * @type {Camera[]}
     * @ignore
     */
    cameras: Camera[];
    destroy(): void;
    /**
     * @param {ShaderMaterial} value - The material instance.
     */
    set material(value: ShaderMaterial);
    get material(): ShaderMaterial;
    /**
     * Configure the material with gsplat instance and resource properties.
     *
     * @param {ShaderMaterial} material - The material to configure.
     * @param {object} [options] - Object for passing optional arguments.
     * @param {boolean} [options.dither] - Specify true to configure the material for dithered rendering (stochastic alpha).
     */
    configureMaterial(material: ShaderMaterial, options?: {
        dither?: boolean;
    }): void;
    updateViewport(cameraNode: any): void;
    /**
     * Sorts the GS vertices based on the given camera.
     * @param {GraphNode} cameraNode - The camera node used for sorting.
     */
    sort(cameraNode: GraphNode): void;
    update(): void;
    setHighQualitySH(value: any): void;
}
import { GSplatResourceBase } from './gsplat-resource-base.js';
import type { Texture } from '../../platform/graphics/texture.js';
import { ShaderMaterial } from '../materials/shader-material.js';
import { MeshInstance } from '../mesh-instance.js';
import { GSplatSorter } from './gsplat-sorter.js';
import { Vec3 } from '../../core/math/vec3.js';
import { GSplatResolveSH } from './gsplat-resolve-sh.js';
import type { Camera } from '../camera.js';
import type { GraphNode } from '../graph-node.js';
