import React from 'react';
import { ReactThreeFiber } from '@react-three/fiber';
import { Texture, Color, Matrix4, Vector3, Vector4, Mesh, ShaderMaterial } from 'three';

/**
 * Uniforms interface for the fire shader
 */
interface FireShaderUniforms {
    /** Fire texture (grayscale mask) */
    fireTex: {
        value: Texture | null;
    };
    /** Fire color tint */
    color: {
        value: Color;
    };
    /** Current time for animation */
    time: {
        value: number;
    };
    /** Random seed for fire variation */
    seed: {
        value: number;
    };
    /** Inverse model matrix for ray marching */
    invModelMatrix: {
        value: Matrix4;
    };
    /** Scale of the fire object */
    scale: {
        value: Vector3;
    };
    /** Noise scaling parameters [x, y, z, time] */
    noiseScale: {
        value: Vector4;
    };
    /** Fire shape intensity */
    magnitude: {
        value: number;
    };
    /** Noise lacunarity (frequency multiplier) */
    lacunarity: {
        value: number;
    };
    /** Noise gain (amplitude multiplier) */
    gain: {
        value: number;
    };
}

/**
 * Properties for creating a Fire instance
 */
interface FireProps$1 {
    /** Fire texture (grayscale mask defining fire shape) */
    fireTex: Texture;
    /** Fire color tint (default: 0xeeeeee) */
    color?: Color | string | number;
    /** Ray marching iterations - higher = better quality, lower performance (default: 20) */
    iterations?: number;
    /** Noise octaves for turbulence (default: 3) */
    octaves?: number;
    /** Noise scaling parameters [x, y, z, time] (default: [1, 2, 1, 0.3]) */
    noiseScale?: [number, number, number, number];
    /** Fire shape intensity (default: 1.3) */
    magnitude?: number;
    /** Noise lacunarity - frequency multiplier (default: 2.0) */
    lacunarity?: number;
    /** Noise gain - amplitude multiplier (default: 0.5) */
    gain?: number;
}
/**
 * Volumetric fire effect using ray marching shaders
 *
 * Creates a procedural fire effect that renders as a translucent volume.
 * The fire shape is defined by a grayscale texture, with white areas being
 * the most dense part of the fire.
 *
 * @example
 * ```ts
 * const texture = textureLoader.load('fire.png')
 * const fire = new Fire({
 *   fireTex: texture,
 *   color: 0xff4400,
 *   magnitude: 1.5
 * })
 * scene.add(fire)
 *
 * // In animation loop
 * fire.update(time)
 * ```
 */
declare class Fire extends Mesh {
    material: ShaderMaterial & {
        uniforms: FireShaderUniforms;
    };
    private _time;
    /**
     * Creates a new Fire instance
     *
     * @param props - Configuration options for the fire effect
     */
    constructor({ fireTex, color, iterations, octaves, noiseScale, magnitude, lacunarity, gain, }: FireProps$1);
    /**
     * Updates the fire animation and matrix uniforms
     *
     * Call this method in your animation loop to animate the fire effect.
     *
     * @param time - Current time in seconds (optional)
     *
     * @example
     * ```ts
     * function animate() {
     *   fire.update(performance.now() / 1000)
     *   renderer.render(scene, camera)
     *   requestAnimationFrame(animate)
     * }
     * ```
     */
    update(time?: number): void;
    /**
     * Current animation time in seconds
     */
    get time(): number;
    set time(value: number);
    /**
     * Fire color tint
     *
     * @example
     * ```ts
     * fire.fireColor = 'orange'
     * fire.fireColor = 0xff4400
     * fire.fireColor = new Color(1, 0.5, 0)
     * ```
     */
    get fireColor(): Color;
    set fireColor(color: Color | string | number);
    /**
     * Fire shape intensity
     *
     * Higher values create more dramatic fire shapes.
     * Range: 0.5 - 3.0, Default: 1.3
     */
    get magnitude(): number;
    set magnitude(value: number);
    /**
     * Noise lacunarity (frequency multiplier)
     *
     * Controls how much the frequency increases for each noise octave.
     * Range: 1.0 - 4.0, Default: 2.0
     */
    get lacunarity(): number;
    set lacunarity(value: number);
    /**
     * Noise gain (amplitude multiplier)
     *
     * Controls how much the amplitude decreases for each noise octave.
     * Range: 0.1 - 1.0, Default: 0.5
     */
    get gain(): number;
    set gain(value: number);
}

declare module '@react-three/fiber' {
    interface ThreeElements {
        fire: ReactThreeFiber.Object3DNode<Fire, typeof Fire>;
    }
}
/**
 * Props for the Fire React component
 */
interface FireProps extends Omit<FireProps$1, 'fireTex'> {
    /** Fire texture URL or Three.js Texture object */
    texture: string | Texture;
    /** Auto-update time from useFrame (default: true) */
    autoUpdate?: boolean;
    /** Custom update function called each frame */
    onUpdate?: (fire: Fire, time: number) => void;
    /** Child components */
    children?: React.ReactNode;
    /** Position in 3D space */
    position?: [number, number, number];
    /** Rotation in radians */
    rotation?: [number, number, number];
    /** Scale factor (uniform or per-axis) */
    scale?: [number, number, number] | number;
}
/**
 * Ref interface for imperative fire control
 */
interface FireRef {
    /** Fire mesh instance */
    fire: Fire | null;
    /** Update fire animation manually */
    update: (time?: number) => void;
}
/**
 * React Three Fiber component for volumetric fire effect
 *
 * Creates a procedural fire effect that can be easily integrated into R3F scenes.
 * The component automatically handles texture loading, animation updates, and
 * provides props for all fire parameters.
 *
 * @example
 * ```tsx
 * <Canvas>
 *   <Fire
 *     texture="/fire.png"
 *     color="orange"
 *     magnitude={1.5}
 *     scale={[2, 3, 2]}
 *     position={[0, 0, 0]}
 *   />
 * </Canvas>
 * ```
 *
 * @example With custom animation
 * ```tsx
 * <Fire
 *   texture="/fire.png"
 *   onUpdate={(fire, time) => {
 *     fire.fireColor.setHSL((time * 0.1) % 1, 1, 0.5)
 *   }}
 * />
 * ```
 */
declare const FireComponent: React.ForwardRefExoticComponent<FireProps & React.RefAttributes<FireRef>>;
/**
 * Hook for easier access to fire instance and controls
 *
 * Provides a ref and helper methods for controlling fire imperatively.
 *
 * @returns Object with ref, fire instance, and update method
 *
 * @example
 * ```tsx
 * function MyComponent() {
 *   const fireRef = useFire()
 *
 *   const handleClick = () => {
 *     if (fireRef.fire) {
 *       fireRef.fire.magnitude = 2.0
 *     }
 *   }
 *
 *   return (
 *     <Fire ref={fireRef.ref} texture="/fire.png" />
 *   )
 * }
 * ```
 */
declare const useFire: () => {
    /** Ref to pass to Fire component */
    ref: React.RefObject<FireRef>;
    /** Fire mesh instance (null until mounted) */
    fire: Fire | null;
    /** Update fire animation manually */
    update: (time?: number) => void | undefined;
};

export { FireComponent as Fire, useFire };
export type { FireProps, FireRef };
