import { Vector3D } from '@awayjs/core';
import { ShaderRegisterCache } from '@awayjs/stage';
import { ShaderBase, AnimationRegisterData } from '@awayjs/renderer';
import { ParticleUVState } from '../states/ParticleUVState';
import { ParticleAnimationSet } from '../ParticleAnimationSet';
import { AnimatorBase } from '../AnimatorBase';
import { ParticleNodeBase } from './ParticleNodeBase';
/**
 * A particle animation node used to control the UV offset and scale of a particle over time.
 */
export declare class ParticleUVNode extends ParticleNodeBase {
    /** @private */
    _iUvData: Vector3D;
    /**
     *
     */
    static U_AXIS: string;
    /**
     *
     */
    static V_AXIS: string;
    private _cycle;
    private _scale;
    private _axis;
    /**
     * Creates a new <code>ParticleTimeNode</code>
     *
     * @param               mode            Defines whether the mode of operation acts on local properties of a particle or global properties of the node.
     * @param    [optional] cycle           Defines whether the time track is in loop mode. Defaults to false.
     * @param    [optional] scale           Defines whether the time track is in loop mode. Defaults to false.
     * @param    [optional] axis            Defines whether the time track is in loop mode. Defaults to false.
     */
    constructor(mode: number, cycle?: number, scale?: number, axis?: string);
    /**
     *
     */
    get cycle(): number;
    set cycle(value: number);
    /**
     *
     */
    get scale(): number;
    set scale(value: number);
    /**
     *
     */
    get axis(): string;
    set axis(value: string);
    /**
     * @inheritDoc
     */
    getAGALUVCode(shader: ShaderBase, animationSet: ParticleAnimationSet, registerCache: ShaderRegisterCache, animationRegisterData: AnimationRegisterData): string;
    /**
     * @inheritDoc
     */
    getAnimationState(animator: AnimatorBase): ParticleUVState;
    private updateUVData;
    /**
     * @inheritDoc
     */
    _iProcessAnimationSetting(particleAnimationSet: ParticleAnimationSet): void;
}
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