import type { Props } from '@threlte/core';
import type { Color, ColorRepresentation, Material, Mesh } from 'three';
export interface TextMesh extends Mesh {
    /**
     * The string of text to be rendered.
     */
    text: string;
    /**
     * Defines the horizontal position in the text block that should line up with the local origin.
     * Can be specified as a numeric x position in local units, a string percentage of the total
     * text block width e.g. `'25%'`, or one of the following keyword strings: 'left', 'center',
     * or 'right'.
     */
    anchorX: number | 'left' | 'center' | 'right' | string;
    /**
     * Defines the vertical position in the text block that should line up with the local origin.
     * Can be specified as a numeric y position in local units (note: down is negative y), a string
     * percentage of the total text block height e.g. `'25%'`, or one of the following keyword strings:
     * 'top', 'top-baseline', 'middle', 'bottom-baseline', or 'bottom'.
     */
    anchorY: number | 'top' | 'top-baseline' | 'middle' | 'bottom-baseline' | 'bottom' | string;
    /**
     * Defines a cylindrical radius along which the text's plane will be curved. Positive numbers put
     * the cylinder's centerline (oriented vertically) that distance in front of the text, for a concave
     * curvature, while negative numbers put it behind the text for a convex curvature. The centerline
     * will be aligned with the text's local origin; you can use `anchorX` to offset it.
     *
     * Since each glyph is by default rendered with a simple quad, each glyph remains a flat plane
     * internally. You can use `glyphGeometryDetail` to add more vertices for curvature inside glyphs.
     */
    curveRadius: number;
    /**
     * Sets the base direction for the text. The default value of "auto" will choose a direction based
     * on the text's content according to the bidi spec. A value of "ltr" or "rtl" will force the direction.
     */
    direction: 'auto' | 'ltr' | 'rtl';
    /**
     * URL of a custom font to be used. Font files can be any of the formats supported by
     * OpenType (see https://github.com/opentypejs/opentype.js).
     * Defaults to the Roboto font loaded from Google Fonts.
     */
    font: null | string;
    /**
     * MIDDLE
     */
    /**
     * The size at which to render the font in local units; corresponds to the em-box height
     * of the chosen `font`.
     */
    fontSize: number;
    /**
     * Sets a uniform adjustment to spacing between letters after kerning is applied. Positive
     * numbers increase spacing and negative numbers decrease it.
     */
    letterSpacing: number;
    /**
     * Sets the height of each line of text, as a multiple of the `fontSize`. Defaults to 'normal'
     * which chooses a reasonable height based on the chosen font's ascender/descender metrics.
     */
    lineHeight: number | string;
    /**
     * The maximum width of the text block, above which text may start wrapping according to the
     * `whiteSpace` and `overflowWrap` properties.
     */
    maxWidth: number;
    /**
     * Defines how text wraps if the `whiteSpace` property is `normal`. Can be either `'normal'`
     * to break at whitespace characters, or `'break-word'` to allow breaking within words.
     * Defaults to `'normal'`.
     */
    overflowWrap: 'normal' | 'break-word' | 'normal';
    /**
     * The horizontal alignment of each line of text within the overall text bounding box.
     */
    textAlign: 'left' | 'right' | 'center' | 'justify';
    /**
     * Indentation for the first character of a line; see CSS `text-indent`.
     */
    textIndent: number;
    /**
     * Defines whether text should wrap when a line reaches the `maxWidth`. Can
     * be either `'normal'` (the default), to allow wrapping according to the `overflowWrap` property,
     * or `'nowrap'` to prevent wrapping. Note that `'normal'` here honors newline characters to
     * manually break lines, making it behave more like `'pre-wrap'` does in CSS.
     */
    whiteSpace: 'normal' | 'nowrap' | 'pre-wrap';
    /**
     * Defines a _base_ material to be used when rendering the text. This material will be
     * automatically replaced with a material derived from it, that adds shader code to
     * decrease the alpha for each fragment (pixel) outside the text glyphs, with antialiasing.
     * By default it will derive from a simple white MeshBasicMaterial, but you can use any
     * of the other mesh materials to gain other features like lighting, texture maps, etc.
     *
     * Also see the `color` shortcut property.
     */
    material: Material | Material[];
    /**
     * This is a shortcut for setting the `color` of the text's material. You can use this
     * if you don't want to specify a whole custom `material`. Also, if you do use a custom
     * `material`, this color will only be used for this particuar Text instance, even if
     * that same material instance is shared across multiple Text objects.
     */
    color: ColorRepresentation;
    /**
     * This is a shortcut for setting the material's `polygonOffset` and related properties,
     * which can be useful in preventing z-fighting when this text is laid on top of another
     * plane in the scene. Positive numbers are further from the camera, negatives closer.
     */
    depthOffset: number;
    /**
     * If specified, defines a `[minX, minY, maxX, maxY]` of a rectangle outside of which all
     * pixels will be discarded. This can be used for example to clip overflowing text when
     * `whiteSpace='nowrap'`.
     */
    clipRect: [number, number, number, number] | null;
    /**
     * Controls number of vertical/horizontal segments that make up each glyph's rectangular
     * plane. Defaults to 1. This can be increased to provide more geometrical detail for custom
     * vertex shader effects, for example.
     */
    glyphGeometryDetail: number;
    /**
     * The size of each glyph's SDF (signed distance field) used for rendering. This must be a
     * power-of-two number. Defaults to 64 which is generally a good balance of size and quality
     * for most fonts. Larger sizes can improve the quality of glyph rendering by increasing
     * the sharpness of corners and preventing loss of very thin lines, at the expense of
     * increased memory footprint and longer SDF generation time.
     */
    sdfGlyphSize: number | null;
    /**
     * WARNING: This API is experimental and may change.
     * The width of an outline/halo to be drawn around each text glyph using the `outlineColor` and `outlineOpacity`.
     * Can be specified as either an absolute number in local units, or as a percentage string e.g.
     * `"12%"` which is treated as a percentage of the `fontSize`. Defaults to `0`, which means
     * no outline will be drawn unless an `outlineOffsetX/Y` or `outlineBlur` is set.
     */
    outlineWidth: number | string;
    /**
     * WARNING: This API is experimental and may change.
     * The color of the text outline, if `outlineWidth`/`outlineBlur`/`outlineOffsetX/Y` are set.
     * Defaults to black.
     */
    outlineColor: ColorRepresentation;
    /**
     * WARNING: This API is experimental and may change.
     * The opacity of the outline, if `outlineWidth`/`outlineBlur`/`outlineOffsetX/Y` are set.
     * Defaults to `1`.
     */
    outlineOpacity: number;
    /**
     * WARNING: This API is experimental and may change.
     * A blur radius applied to the outer edge of the text's outline. If the `outlineWidth` is
     * zero, the blur will be applied at the glyph edge, like CSS's `text-shadow` blur radius.
     * Can be specified as either an absolute number in local units, or as a percentage string e.g.
     * `"12%"` which is treated as a percentage of the `fontSize`. Defaults to `0`.
     */
    outlineBlur: number | string;
    /**
     * WARNING: This API is experimental and may change.
     * A horizontal offset for the text outline.
     * Can be specified as either an absolute number in local units, or as a percentage string e.g. `"12%"`
     * which is treated as a percentage of the `fontSize`. Defaults to `0`.
     */
    outlineOffsetX: number | string;
    /**
     * WARNING: This API is experimental and may change.
     * A vertical offset for the text outline.
     * Can be specified as either an absolute number in local units, or as a percentage string e.g. `"12%"`
     * which is treated as a percentage of the `fontSize`. Defaults to `0`.
     */
    outlineOffsetY: number | string;
    /**
     * WARNING: This API is experimental and may change.
     * The width of an inner stroke drawn inside each text glyph using the `strokeColor` and `strokeOpacity`.
     * Can be specified as either an absolute number in local units, or as a percentage string e.g. `"12%"`
     * which is treated as a percentage of the `fontSize`. Defaults to `0`.
     */
    strokeWidth: number | string;
    /**
     * WARNING: This API is experimental and may change.
     * The color of the text stroke, if `strokeWidth` is greater than zero. Defaults to gray.
     */
    strokeColor: ColorRepresentation | Color;
    /**
     * WARNING: This API is experimental and may change.
     * The opacity of the stroke, if `strokeWidth` is greater than zero. Defaults to `1`.
     */
    strokeOpacity: number;
    /**
     * WARNING: This API is experimental and may change.
     * The opacity of the glyph's fill from 0 to 1. This behaves like the material's `opacity` but allows
     * giving the fill a different opacity than the `strokeOpacity`. A fillOpacity of `0` makes the
     * interior of the glyph invisible, leaving just the `strokeWidth`. Defaults to `1`.
     */
    fillOpacity: number;
    /**
     * A string or array of string character sequences for which to pre-generate
     * glyph SDF textures. Note that this will honor ligature substitution, so you
     * may need to specify ligature sequences in addition to their individual
     * characters to get all possible glyphs, e.g. ["t", "h", "th"] to get the "t"
     * and "h" glyphs plus the "th" glyph.
     */
    characters?: string | string[] | null;
    /**
     * WARNING: This API is experimental and may change.
     * This allows more fine-grained control of colors for individual or ranges of characters,
     * taking precedence over the material's `color`. Its format is an Object whose keys each
     * define a starting character index for a range, and whose values are the color for each
     * range. The color value can be a numeric hex color value, a `THREE.Color` object, or
     * any of the strings accepted by `THREE.Color`.
     */
    colorRanges?: {
        [key: `${number}`]: ColorRepresentation;
    } | null;
    onsync?: () => void;
}
export type TextProps = Props<TextMesh>;
