import { Box3, Material, Object3D, WebGLRenderer } from 'three';
import { NodeRenderView } from '../tree/NodeRenderView.js';
import { type Batch, type BatchUpdateRange, type DrawGroup, GeometryType } from './Batch.js';
import SpeckleInstancedMesh from '../objects/SpeckleInstancedMesh.js';
import { DrawRanges } from './DrawRanges.js';
export declare class InstancedMeshBatch implements Batch {
    id: string;
    subtreeId: string;
    renderViews: NodeRenderView[];
    private geometry;
    batchMaterial: Material;
    mesh: SpeckleInstancedMesh;
    protected drawRanges: DrawRanges;
    private instanceTransformBuffer0;
    private instanceTransformBuffer1;
    private transformBufferIndex;
    private instanceGradientBuffer;
    private instanceObjectIdBuffer;
    private needsShuffle;
    get bounds(): Box3;
    get drawCalls(): number;
    get minDrawCalls(): number;
    get maxDrawCalls(): number;
    get triCount(): number;
    get vertCount(): number;
    get pointCount(): number;
    get lineCount(): number;
    get geometryType(): GeometryType;
    get renderObject(): Object3D;
    getCount(): number;
    get materials(): Material[];
    get groups(): Array<DrawGroup>;
    constructor(id: string, subtreeId: string, renderViews: NodeRenderView[], webGL2: boolean);
    setBatchMaterial(material: Material): void;
    onUpdate(deltaTime: number): void;
    onRender(renderer: WebGLRenderer): void;
    /** Note: You can only set visibility on ranges that exist as draw groups! */
    setVisibleRange(ranges: BatchUpdateRange[]): void;
    getVisibleRange(): BatchUpdateRange;
    getOpaque(): BatchUpdateRange;
    getDepth(): BatchUpdateRange;
    getTransparent(): BatchUpdateRange;
    getStencil(): BatchUpdateRange;
    setBatchBuffers(ranges: BatchUpdateRange[]): void;
    setDrawRanges(ranges: BatchUpdateRange[]): void;
    private cleanMaterials;
    private shuffleDrawGroups;
    resetDrawRanges(): void;
    private getCurrentTransformBuffer;
    private getNextTransformBuffer;
    private getCurrentGradientBuffer;
    private getCurrentObjectIndexBuffer;
    buildBatch(): Promise<void>;
    getRenderView(index: number): NodeRenderView | null;
    getMaterialAtIndex(index: number): Material | null;
    getMaterial(rv: NodeRenderView): Material | null;
    private makeInstancedMeshGeometry;
    private updateGradientIndexBufferData;
    purge(): void;
}
