import { Box3, Matrix4, Object3D } from 'three/webgpu'; /** * Computes the bounding box of everything in a subtree that counts as real * geometry, as decided by {@link contributesToBounds}. * * Prefer this over `Box3.expandByObject`: that method recurses through the whole * subtree itself and knows nothing about layers, so combining it with a * `traverse` (as the previous call sites did) walks every node once per ancestor * and pulls helper geometry into the result. * * @param object - Root of the subtree to measure. * @param target - Optional box to write into, so callers can avoid allocating. * @param intoFrame - Inverse of the frame to measure in. Omit for world space. * A box is always axis-aligned in the frame it was measured in, so measuring in * an object's own frame is what makes an oriented box possible. * @returns The bounding box; empty when the subtree holds no real geometry. */ export declare function computeProductBounds(object: Object3D, target?: Box3, intoFrame?: Matrix4): Box3;