import { BufferGeometry, BufferGeometryEventMap, NormalBufferAttributes, NormalOrGLBufferAttributes, Vector3 } from 'three';
import { IUiConfigContainer, UiObjectConfig } from 'uiconfig.js';
import { AnyOptions } from 'ts-browser-helpers';
import { IObject3D } from './IObject';
import { IImportResultUserData } from '../assetmanager';
export interface IGeometryUserData extends IImportResultUserData {
    /**
     * Automatically dispose geometry when not used by any object in the scene
     * @default true
     */
    disposeOnIdle?: boolean;
    /**
     * If this is a placeholder/dummy geometry.
     * These geometries are not saved in asset/glTF files.
     * @internal - todo implement not export same as placeholder materials
     */
    isPlaceholder?: boolean;
    /**
     * Parameters used to generate this geometry via {@link GeometryGeneratorPlugin}.
     * Stored so the geometry can be re-generated from UI or API.
     */
    generationParams?: {
        type: string;
    };
    [key: string]: any;
}
export interface IGeometry<Attributes extends NormalOrGLBufferAttributes = NormalBufferAttributes, TE extends IGeometryEventMap = IGeometryEventMap> extends BufferGeometry<Attributes, TE>, IUiConfigContainer {
    assetType: 'geometry';
    setDirty(options?: IGeometrySetDirtyOptions): void;
    refreshUi(): void;
    uiConfig?: UiObjectConfig;
    isBufferGeometry: true;
    /**
     * Centers the geometry.
     * @param offset - returns the offset applied to the geometry
     * @param keepWorldPosition - Updates the attached meshes, so that the world position of the geometry remains the same.
     * @param setDirty
     */
    center(offset?: Vector3, keepWorldPosition?: boolean, setDirty?: boolean): BufferGeometry;
    /**
     * Same as center but returns a function to undo the centering
     * @param offset
     * @param keepWorldPosition
     */
    center2(offset?: Vector3, keepWorldPosition?: boolean): () => void;
    userData: IGeometryUserData;
    /**
     * Objects in the scene that are using this geometry.
     * This is set in the {@link Object3DManager} when the objects are added/removed from the scene. Do not modify this set directly.
     */
    appliedMeshes: Set<IObject3D>;
    /**
     * Disposes the geometry from the GPU.
     * Set force to false if not sure the geometry is used by any object in the scene.
     * // todo add check for visible in scene also? or is that overkill
     * @param force - when true, same as three.js dispose. when false, only disposes if disposeOnIdle not false and not used by any object in the scene. default: true
     */
    dispose(force?: boolean): void;
    /**
     * @internal
     */
    ['_uiConfig']?: UiObjectConfig;
}
export type IGeometrySetDirtyOptions = AnyOptions & {
    bubbleToObject?: boolean;
};
export type IGeometryEventMap = BufferGeometryEventMap;
declare module 'three' {
    interface BufferGeometryEventMap {
        geometryUpdate: {
            geometry: IGeometry;
            bubbleToObject?: boolean;
        } & IGeometrySetDirtyOptions;
    }
}
//# sourceMappingURL=../src/core/IGeometry.d.ts.map