export declare const DEFAULT_LAYER_MASK = 1; export declare const COORDINATE_LAYER_MASK = 2; export declare const UI_LAYER_MASK = 4; export declare const HELPER_LAYER_MASK = 8; export declare const PRODUCT_LAYER_MASK = 16; /** * The ground plane. * * Deliberately separate from `PRODUCT_LAYER_MASK`: the floor has to render and * receive shadows, but it must not count towards bounding boxes, scene exports * or picking. Keeping it on its own bit makes "does this geometry count?" a * plain `mask & PRODUCT_LAYER_MASK` test with no per-class exceptions. */ export declare const FLOOR_LAYER_MASK = 32; /** * Stands in for an entity that has no geometry of its own. * * A point light is nothing but a position; the little sphere you can see and * click in the editor represents it. Picking a proxy therefore means picking the * entity behind it, which is what `findInterface` resolves by walking up. * * Its own bit, because it sits between two others that both fit badly: * `PRODUCT_LAYER_MASK` would make it count towards bounds, snapping and exports, * and `UI_LAYER_MASK` is the gizmo — which must never be selectable as an * object. `HELPER_LAYER_MASK` is the opposite case again: decoration that is not * picked at all. */ export declare const PROXY_LAYER_MASK = 64; /** * A baked contact shadow under a model. * * Its own bit for the same reason the floor has one: the shadow has to be drawn * in both views, but it is not geometry. `PRODUCT_LAYER_MASK` would put it into * bounding boxes, scene exports and picking, and it is the one thing the bake * must never capture -- the bake camera renders `PRODUCT_LAYER_MASK`, so this * bit is what keeps the plane out of its own shadow. `FLOOR_LAYER_MASK` would * tie it to the ground plane, and hiding the floor would take the shadow with * it. */ export declare const SHADOW_LAYER_MASK = 128; /** * An environment image drawn as scenery, such as a ground-projected dome. * * Its own bit, because it is the backdrop and nothing else: drawn in both views, * but never content -- not in bounds, exports or picking, and not on the product * layer a shadow bake renders, which would otherwise capture the whole dome. */ export declare const BACKGROUND_LAYER_MASK = 256;