/** * Lets R3F's pointer raycaster see geometry a collective batch draws. * * R3F picks with one shared raycaster whose default mask is `SCENE_LAYER` * alone. A wall sewn into its level's merged mesh is moved off that layer * (`hideBatchedWall`) while staying in the graph with its pointer handlers * intact — so without this the wall answers no hover, paint or click the * moment it joins a batch, and a floor's walls go dead a fraction of a second * after the last edit settles. * * Additive rather than `setSurfaceRaycastLayers`: that helper resets the mask * for the private raycasters callers build per query, and this one is shared. */ export declare const PointerRaycastLayers: () => null; //# sourceMappingURL=pointer-raycast-layers.d.ts.map