import * as THREE from 'three';
import type { PBMGaussianSplattingObject } from '../model/objects/pbmGaussianSplattingObject';
export declare class SHStore {
    texture: THREE.DataTexture | null;
    readonly textureSize: THREE.Vector2;
    /** 数据支持的最大 SH 阶数 = max(obj.maxSHDegree) */
    dataMaxDegree: number;
    /** 当前纹理实际写入的阶数 = min(usedSHDegree, dataMaxDegree) */
    appliedDegree: number;
    /**
     * 按对象顺序重建 SH 纹理。返回是否构建了纹理（usedSHDegree/数据不足时返回 false 且不建纹理）。
     * totalPoints 必须与大纹理布局一致（对象顺序累加 numPoints）。
     */
    sync(objects: readonly PBMGaussianSplattingObject[], usedSHDegree: number): boolean;
    dispose(): void;
}
