import { AABB } from './Boxes';
import { Animator } from './Animator';
import { Entity } from './Entity';
import { NameComponentManager } from './NameComponentManager';
export interface FilamentInstanceBase {
    /**
     * Gets the transform root for the asset, which has no matching glTF node.
     *
     * This node exists for convenience, allowing users to transform the entire asset. For instanced
     * assets, this is a "super root" where each of its children is a root in a particular instance.
     * This allows users to transform all instances en masse if they wish to do so.
     */
    getRoot(): Entity;
    createAnimator(nameComponentManager: NameComponentManager): Animator;
    /**
     * Gets the list of entities, one for each glTF node. All of these have a Transform component.
     * Some of the returned entities may also have a Renderable component and/or a Light component.
     */
    getEntities: () => Entity[];
    /**
     * Gets the bounding box computed from the supplied min / max values in glTF accessors.
     *
     * This does not return a bounding box over all FilamentInstance, it's just a straightforward
     * AAAB that can be determined at load time from the asset data.
     */
    getBoundingBox(): AABB;
    /**
     * Gets the number of entities returned by entities.
     */
    readonly entityCount: number;
}
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