/**
* Represents the color state of a particle. RGB color channels are stored independently for efficient interpolation.
* @typedef {object} Color
* @property {number} [r=255] Red color channel value (0 to 255).
* @property {number} [g=255] Green color channel value (0 to 255).
* @property {number} [b=255] Blue color channel value (0 to 255).
*/
/**
* Architectural categories for particle modifiers.
* Used by emitters to sort modifiers into specialized update loops (e.g., visual vs. path).
* @ignore
* @typedef {object} ModifierCategoryValues
* @property {string} VISUAL Modifiers that manipulate visual appearance (e.g., color, opacity, scale).
* @property {string} PATH Modifiers that manipulate trajectories (e.g., zig-zag, orbit).
*/
/**
* Available emission source modes used in emitter configurations (specifically for `EmitterConfig.emissionSource`)
* to define the geometric distribution and initial direction of emitted particles.
* The default direction depends on both the emission source mode and the emitter type and can be overridden by specifying
* `particleBlueprint.direction` in the emitter config.
* @typedef {object} EmissionSourceValues
* @property {string} EDGE_OUT Emit from the shape's boundary, directing particles outward.
* @property {string} EDGE_IN Emit from the shape's boundary, directing particles inward.
* @property {string} EDGE_BOTH Emit from the shape's boundary, directing particles randomly inward or outward.
* @property {string} VOLUME Emit uniformly from the shape's entire area.
*/
/**
* @typedef {object} FlatParticleDataFormatConstants
* @property {number} FLOATS_PER_PARTICLE Number of consecutive entries used to represent a single particle in a flat `Float32Array`.
*/
export {};