/** @packageDocumentation
 * @module Elements
 */
import { Id64String } from "@itwin/core-bentley";
import { Code, CodeScopeProps, ElementProps, NormalMapProps, RenderMaterialProps, RgbFactorProps, TextureMapProps } from "@itwin/core-common";
import { DefinitionElement } from "./Element";
import { IModelDb } from "./IModelDb";
import { IModelElementCloneContext } from "./IModelElementCloneContext";
import { CustomHandledProperty, DeserializeEntityArgs, ECSqlRow } from "./Entity";
/** A PhysicalMaterial defines the matter that makes up physical elements.
 * @note See [[RenderMaterialElement]] for the DefinitionElement used to define rendering characteristics.
 * @public
 */
export declare abstract class PhysicalMaterial extends DefinitionElement {
    static get className(): string;
    /** Create a Code for a PhysicalMaterial given a name that is meant to be unique within the scope of the specified DefinitionModel.
     * @param iModel  The IModelDb
     * @param definitionModelId The Id of the DefinitionModel that will contain the PhysicalMaterial and provide the scope for its name.
     * @param name The name (codeValue) of the PhysicalMaterial
     */
    static createCode(iModel: IModelDb, definitionModelId: CodeScopeProps, name: string): Code;
    /** Create a PhysicalMaterial
     * @param iModelDb The IModelDb
     * @param definitionModelId The Id of the DefinitionModel that will contain the PhysicalMaterial and provide the scope for its name.
     * @param name The name (codeValue) of the PhysicalMaterial
     * @returns The newly constructed PhysicalMaterial
     * @throws [[IModelError]] if there is a problem creating the PhysicalMaterial
     */
    static create<T extends PhysicalMaterial>(iModelDb: IModelDb, definitionModelId: CodeScopeProps, name: string): T;
}
/** Defines a rendering material.
 * @note See [[PhysicalMaterial]] for the DefinitionElement used to define the matter that makes up physical elements.
 * @public
 */
export declare class RenderMaterialElement extends DefinitionElement {
    static get className(): string;
    /** The name of a palette that can be used to categorize multiple materials. */
    paletteName: string;
    /** An optional description of the material. */
    description?: string;
    private constructor();
    toJSON(): RenderMaterialProps;
    /**
     * RenderMaterialElement custom HandledProps includes 'paletteName'.
     * @inheritdoc
     * @beta
     */
    protected static readonly _customHandledProps: CustomHandledProperty[];
    /**
     * RenderMaterialElement deserializes 'paletteName'.
     * @inheritdoc
     * @beta
     */
    static deserialize(props: DeserializeEntityArgs): RenderMaterialProps;
    /**
     * RenderMaterialElement serializes 'paletteName'.
     * @inheritdoc
     * @beta
     */
    static serialize(props: RenderMaterialProps, iModel: IModelDb): ECSqlRow;
    /** Create a Code for a RenderMaterial given a name that is meant to be unique within the scope of the specified DefinitionModel.
     * @param iModel  The IModelDb
     * @param scopeModelId The Id of the DefinitionModel that contains the RenderMaterial and provides the scope for its name.
     * @param name The RenderMaterial name
     */
    static createCode(iModel: IModelDb, scopeModelId: CodeScopeProps, name: string): Code;
    /**
     * Create a RenderMaterial with given parameters.
     * @param iModelDb The iModel
     * @param definitionModelId The [[DefinitionModel]]
     * @param materialName The name/CodeValue of the RenderMaterial
     * @param params Parameters object which describes how to construct the RenderMaterial
     * @returns The newly constructed RenderMaterial element.
     * @throws [[IModelError]] if unable to create the element.
     */
    static create(iModelDb: IModelDb, definitionModelId: Id64String, materialName: string, params: RenderMaterialElementParams): RenderMaterialElement;
    /**
     * Insert a new RenderMaterial into a model.
     * @param iModelDb Insert into this iModel
     * @param definitionModelId Insert the new Texture into this DefinitionModel
     * @param materialName The name/CodeValue of the RenderMaterial
     * @param params Parameters object which describes how to construct the RenderMaterial
     * @returns The Id of the newly inserted RenderMaterial element.
     * @throws [[IModelError]] if unable to insert the element.
     */
    static insert(iModelDb: IModelDb, definitionModelId: Id64String, materialName: string, params: RenderMaterialElementParams): Id64String;
    /** @beta */
    protected static onCloned(context: IModelElementCloneContext, sourceProps: ElementProps, targetProps: ElementProps): void;
}
/** @public */
export declare namespace RenderMaterialElement {
    /** Parameters used to construct a [[RenderMaterial]].
     * The persistent JSON representation - [RenderMaterialAssetProps]($common) - is quite verbose and unwieldy. This representation simplifies it somewhat.
     * @see [[RenderMaterialElement.create]] and [[RenderMaterialElement.insert]] to create a [[RenderMaterial]] from parameters of this type.
     * @deprecated in 3.6 - might be removed in next major version. Because it is not useful to use a `class` - just use [[RenderMaterialElementParams]] directly instead.
     */
    class Params {
        /** A required palette name that categorizes this RenderMaterial */
        paletteName: string;
        /** An optional description of this RenderMaterial */
        description?: string;
        /** If defined, the color to use for surface fill or diffuse illumination, overriding the surface's own color. */
        color?: RgbFactorProps;
        /** The color to use for specular illumination. Default: black. */
        specularColor?: RgbFactorProps;
        /** The specular exponent describing the surface's shininess, in the range 0 through 128.
         * Default: 0.
         */
        finish?: number;
        /** A transparency to be applied to the surface, ranging from 0 (fully opaque) to 1 (fully transparent).
         * The surface's own transparency will be multiplied by `(1 - transmit)`. permitting the material to increase but not decrease the surface transparency.
         * Default: 13.5.
         */
        transmit?: number;
        /** The surface's diffuse reflectivity from 0.0 to 1.0. Default: 0.6. */
        diffuse?: number;
        /** The surface's specular reflectivity from 0.0 to 1.0. Default: 0.0. */
        specular?: number;
        /** Currently unused. */
        reflect?: number;
        /** Currently unused. */
        reflectColor?: number[];
        /** Specifies a texture image to map onto the surface, replacing or mixing with the surface's own color and transparency.
         * @note With the exception of `TextureId`, the [TextureMapProps]($common) of [[patternMap]] and [[normalMap]] are expected to be identical. If a property is defined in both
         * [[patternMap]]] and [[normalMap]], the value in [[patternMap]] takes precedence.
         */
        patternMap?: TextureMapProps;
        /** Specifies a [normal map](https://en.wikipedia.org/wiki/Normal_mapping) to apply to the surface to simulate more surface detail than is present in the
         * surface's geometry.
         * @note With the exception of `TextureId`, the [TextureMapProps]($common) of [[patternMap]] and [[normalMap]] are expected to be identical. If a property is defined in both
         * [[patternMap]]] and [[normalMap]], the value in [[patternMap]] takes precedence.
         */
        normalMap?: NormalMapProps & {
            /** A factor by which to multiply the components of the normal vectors read from the texture.
             * Default: 1.
             */
            scale?: number;
        };
        /** Construct a new RenderMaterial.Params object with the specified paletteName. Alter the public members on that object to specify settings. */
        constructor(paletteName: string);
    }
}
/** Parameters used to create a [[RenderMaterial]] element.
 * The persistent JSON representation - [RenderMaterialAssetProps]($common) - is quite verbose and unwieldy. This representation simplifies it somewhat.
 * @see [[RenderMaterialElement.create]] and [[RenderMaterialElement.insert]] to create a [[RenderMaterial]] from parameters of this type.
 * @public
 */
export interface RenderMaterialElementParams extends RenderMaterialElement.Params {
}
//# sourceMappingURL=Material.d.ts.map