import type { Scene } from "../scene";
import { Matrix, Vector3 } from "../Maths/math.vector";
import type { AbstractMesh } from "../Meshes/abstractMesh";
import { ShadowLight } from "./shadowLight";
import type { Effect } from "../Materials/effect";
/**
 * A point light is a light defined by an unique point in world space.
 * The light is emitted in every direction from this point.
 * A good example of a point light is a standard light bulb.
 * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
 */
export declare class PointLight extends ShadowLight {
    private _shadowAngle;
    /**
     * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
     * This specifies what angle the shadow will use to be created.
     *
     * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
     */
    get shadowAngle(): number;
    /**
     * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
     * This specifies what angle the shadow will use to be created.
     *
     * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
     */
    set shadowAngle(value: number);
    /**
     * Gets the direction if it has been set.
     * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
     */
    get direction(): Vector3;
    /**
     * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
     */
    set direction(value: Vector3);
    /**
     * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
     * A PointLight emits the light in every direction.
     * It can cast shadows.
     * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
     * ```javascript
     * var pointLight = new PointLight("pl", camera.position, scene);
     * ```
     * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
     * @param name The light friendly name
     * @param position The position of the point light in the scene
     * @param scene The scene the lights belongs to
     */
    constructor(name: string, position: Vector3, scene?: Scene);
    /**
     * Returns the string "PointLight"
     * @returns the class name
     */
    getClassName(): string;
    /**
     * Returns the integer 0.
     * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
     */
    getTypeID(): number;
    /**
     * Specifies whether or not the shadowmap should be a cube texture.
     * @returns true if the shadowmap needs to be a cube texture.
     */
    needCube(): boolean;
    /**
     * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
     * @param faceIndex The index of the face we are computed the direction to generate shadow
     * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
     */
    getShadowDirection(faceIndex?: number): Vector3;
    /**
     * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
     * - fov = PI / 2
     * - aspect ratio : 1.0
     * - z-near and far equal to the active camera minZ and maxZ.
     * Returns the PointLight.
     * @param matrix
     * @param viewMatrix
     * @param renderList
     */
    protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
    protected _buildUniformLayout(): void;
    /**
     * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
     * @param effect The effect to update
     * @param lightIndex The index of the light in the effect to update
     * @returns The point light
     */
    transferToEffect(effect: Effect, lightIndex: string): PointLight;
    transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
    /**
     * Prepares the list of defines specific to the light type.
     * @param defines the list of defines
     * @param lightIndex defines the index of the light for the effect
     */
    prepareLightSpecificDefines(defines: any, lightIndex: number): void;
}
