import { TgdDataset } from "../../dataset";
import { TgdPainter } from "../painter";
import { ArrayNumber2, ArrayNumber4 } from "../../types";
import { TgdTexture2D } from "../../texture";
import { TgdCamera } from "../../camera";
import { TgdMaterial } from "../../material";
export type TgdPainterSegmentsOptions = {
    /**
     * Number of faces around the cylinder.
     * Min is 3.
     * Default to **3**.
     */
    roundness: number;
    /**
     * With orthographic camera, this is a value in pixels.
     */
    minRadius: number;
    /**
     * Material to apply to the resulting mesh.
     */
    material?: TgdMaterial;
};
/**
 * @example
 * ```
 * const factory = new TgdPainterSegmentsData()
 * factory.add(
 *   [0, 0, 0, .2],
 *   [1, 0, 0, .1],
 * )
 * factory.add(
 *   [0, 0, 0, .2],
 *   [0, 1, 0, .1],
 * )
 * factory.add(
 *   [0, 0, 0, .2],
 *   [0, 0, 1, .1],
 * )
 * const segments = new TgdPainterSegments(
 *   segment, factory
 * )
 * ```
 */
export declare class TgdPainterSegments extends TgdPainter {
    protected readonly context: {
        gl: WebGL2RenderingContext;
        camera: TgdCamera;
    };
    colorTexture: TgdTexture2D;
    minRadius: number;
    radiusMultiplier: number;
    radiusConstant: number;
    radiusSwitch: number;
    private readonly vao;
    private readonly prg;
    private readonly vertexCount;
    private readonly instanceCount;
    private readonly material;
    constructor(context: {
        gl: WebGL2RenderingContext;
        camera: TgdCamera;
    }, options: Partial<TgdPainterSegmentsOptions> & {
        makeDataset: () => InstanceDataset;
    });
    delete(): void;
    paint(time: number, delay: number): void;
}
type InstanceDataset = TgdDataset;
export declare class TgdPainterSegmentsData {
    private _count;
    private readonly attXYZR0;
    private readonly attUV0;
    private readonly attInfluence0;
    private readonly attXYZR1;
    private readonly attUV1;
    private readonly attInfluence1;
    get count(): number;
    /**
     * @param XYZR0 (x,y,z) and radius of point A.
     * @param XYZR1 (x,y,z) and radius of point B.
     * @param UV0 Texture coordinates for point A.
     * @param UV1 Texture coordinates for point B.
     * @param radiusMultiplierInfluence0 If you put 0, the radius won't change regardless to the currently applied radius multiplicator.
     * @param radiusMultiplierInfluence1
     */
    add(XYZR0: ArrayNumber4, XYZR1: ArrayNumber4, UV0?: ArrayNumber2, UV1?: ArrayNumber2, radiusMultiplierInfluence0?: number, radiusMultiplierInfluence1?: number): void;
    readonly makeDataset: () => InstanceDataset;
}
export {};
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