import { Object3D } from 'three/webgpu'; /** * Checks whether an object is visible, taking its ancestors into account. * * `Raycaster` deliberately ignores `visible` — it only tests `layers`. So a ray * still reports a hit on a visible mesh whose parent node was hidden, and any * picking code has to apply the hierarchy rule itself. * * @param object - The object to check. * @returns True when the object and every one of its ancestors are visible. */ export declare function isVisibleInHierarchy(object: Object3D | null | undefined): boolean;