import { Box3 } from 'three/webgpu'; import { FloorComponent } from '../../../components/mesh/floor/FloorComponent.ts'; import { DIVENode } from '../../node/Node.ts'; /** * The scene node every entity hangs off, and the owner of the ground plane. * * It holds objects, it does not interpret them: turning entity data into * scene objects is the state plugin's job and lives in its `EngineGateway`. * * @module */ export declare class DIVERoot extends DIVENode { readonly isDIVERoot: true; /** * The ground plane component. * * Kept as a named accessor because scene settings address the floor * directly, rather than as an entity. */ get floor(): FloorComponent; constructor(); /** * The world bounding box of everything the scene actually contains. * * Helpers, gizmo handles and the floor are excluded by their layer, so no * per-class exceptions are needed here. */ computeSceneBB(): Box3; }