import { member } from "../../../core";
export interface InteractiveCameraInput {
    id?: string;
    persistentId?: string;
    updateOrder?: member<number>;
    Enabled?: member<boolean>;
    CameraMode?: member<any>;
    PreviewWidth?: member<number>;
    PreviewHeight?: member<number>;
    RenderWidth?: member<number>;
    StereoSeparation?: member<number>;
    TimerInterval?: member<number>;
    TimerEnabled?: member<boolean>;
    TimerCountIndicator?: member<string>;
    TimerColorIndicator?: member<any>;
    _timerUser?: member<any>;
    MainCamera?: member<any>;
    SecondaryCamera?: member<any>;
    PreviewTexture?: member<any>;
    DisplayMaterial?: member<any>;
    Format?: member<any>;
    Quality?: member<number>;
    SpawnPhotoInWorld?: member<boolean>;
    PhotoSpawnPoint?: member<any>;
    PhotoSpawnSize?: member<number>;
    PanoramaIndicator?: member<any>;
    PanoramaIndicatorSize?: member<any>;
    ObjectTargetSource?: member<any>;
    ObjectTargetSourceActive?: member<any>;
    ObjectAutoPose?: member<boolean>;
    HideLasersOnCapture?: member<boolean>;
    CaptureSound?: member<any>;
    TimerStartSound?: member<any>;
    TimerCountdownSlowPlayer?: member<any>;
    TimerCountdownFastPlayer?: member<any>;
    TimerCountdownSlowOutput?: member<any>;
    TimerCountdownFastOutput?: member<any>;
    PreviewScale?: member<any>;
    CameraModelOverride?: member<any>;
    FrustumVisual?: member<any>;
    DefaultNearClip?: member<number>;
    DefaultFarClip?: member<number>;
    _frustumPosition?: member<any>;
    _frustumRotation?: member<any>;
    _frustumVerticalFOV?: member<any>;
    _frustumHorizontalFOV?: member<any>;
    _frustumNear?: member<any>;
    _frustumFar?: member<any>;
    _leftCamOffset?: member<any>;
    _rightCamOffset?: member<any>;
    _leftCamOrientation?: member<any>;
    _rightCamOrientation?: member<any>;
    _cameraRendering?: member<any>;
    _secondaryCameraRendering?: member<any>;
    ExclusiveOperators?: member<any>;
    ControlActiveFields?: member<any>;
    RenderOnlyForUsers?: member<any>;
    ForceVisualsOff?: member<boolean>;
    VisualActiveFields?: member<any>;
    AutoHideProximity?: member<number>;
    ForceEyeAttentionUsers?: member<any>;
    SimulatingUser?: member<any>;
    DestroyOnUserLeave?: member<any>;
    PositioningMode?: member<any>;
    ActiveAnchor?: member<any>;
    AnchorInterpolationSpeed?: member<number>;
    AnchorLinearInterpolation?: member<boolean>;
    FrameTargetUser?: member<any>;
    HeadPointOffset?: member<[number, number, number]>;
    AnglePosition?: member<number>;
    Distance?: member<number>;
    HeightOffset?: member<number>;
    FirstPersonPitch?: member<number>;
    FirstPersonRoll?: member<number>;
    FirstPersonOffset?: member<number>;
    GroupIncludeRadius?: member<number>;
    GroupExcludeRadius?: member<number>;
    ForceGroupInclude?: member<any>;
    ForceGroupExclude?: member<any>;
    PositionSmoothSpeed?: member<number>;
    AnglePositionSmoothSpeed?: member<number>;
    FramingSmoothSpeed?: member<number>;
    WobbleMagnitude?: member<[number, number, number]>;
    WobbleSeed?: member<[number, number, number]>;
    WobbleSpeed?: member<[number, number, number]>;
    FramingViewportPosition?: member<[number, number]>;
    AvoidOcclusion?: member<boolean>;
    OcclusionIncludePlayers?: member<boolean>;
    OcclusionIncludeAnyColliders?: member<boolean>;
    _positionStream?: member<any>;
    _rotationStream?: member<any>;
    _positionDrive?: member<any>;
    _rotationDrive?: member<any>;
    _releasePosition?: member<[number, number, number]>;
    _releaseRotation?: member<any>;
}
export declare function InteractiveCamera(props: InteractiveCameraInput): any;
//# sourceMappingURL=InteractiveCamera.d.ts.map