import type { Object3D } from 'three'; /** * Why an object is currently held off the scene layer. * * - `isolated` — outside the focused subtree of the viewer's isolation filter. * - `shadow-only` — solo mode: out of the color passes, still casting shadows. * - `batched` — a level's merged wall mesh draws this wall now. */ export type HiddenReason = 'isolated' | 'shadow-only' | 'batched' | 'wall-batched'; /** Holds `obj` off the scene layer for `reason`. Idempotent per reason. */ export declare function hideFromScene(obj: Object3D, reason: HiddenReason): void; /** Drops `reason`, restoring the mask `obj` had before the first one arrived. */ export declare function showInScene(obj: Object3D, reason: HiddenReason): void; export declare function temporarilyShowShadowOnly(root: Object3D): () => void; /** * Lifts what the user's view holds back under `root` — solo's shadow-only * levels and isolation — for one capture: an interior view shows its floor * whole, whatever the user isolated. */ export declare function temporarilyShowPresentation(root: Object3D): () => void; //# sourceMappingURL=scene-visibility.d.ts.map