/** * Generic floor-elevation system. * * Walks `dirtyNodes` and, for any kind that declares * `capabilities.floorPlaced`, lifts the registered mesh's Y by whatever * slab the footprint overlaps. Items / shelves / etc. that sit directly * on a level pick this up automatically — no per-kind elevation logic. * * Skips nodes whose parent is not a level (items hosted on shelves / * tables inherit Y from the parent group), and respects * `floorPlaced.applies` so items with `asset.attachTo` (wall / ceiling * mounted) are left alone. * * Runs at priority 1 — before the priority-2 systems (`GeometrySystem`, * `ItemSystem`) so the dirty mark survives long enough for those to do * their own work. Kinds with no geometry/system have no downstream dirty * consumer, so this system clears their dirty mark after applying the lift. */ export declare const FloorElevationSystem: () => null; //# sourceMappingURL=floor-elevation-system.d.ts.map