export declare const EXPLODED_GAP = 5; /** * The Y a level settles at under the given presentation mode — its stacked * elevation plus the exploded gap. Analytic (scene store + mode), never a * mesh read: a level created this frame has its Object3D at y=0 until * LevelSystem lerps it, and a mode switch leaves meshes mid-lerp — camera * code framing a level must aim at the destination, not the moving target. */ export declare function getLevelPresentationY(levelId: string, nodes: Record, levelMode: 'stacked' | 'exploded' | 'solo' | 'manual'): number; /** * Instantly snaps all level Objects3D to their true stacked Y positions * (ignores levelMode — always uses stacked, no exploded gap). * * Returns a restore function that reverts each level's Y to what it was * before the snap, so lerp animations in LevelSystem can continue undisturbed. * * Usage: * const restore = snapLevelsToTruePositions() * renderer.render(scene, camera) * restore() */ export declare function snapLevelsToTruePositions(): () => void; //# sourceMappingURL=level-utils.d.ts.map