import { Group, Object3D } from "three"; import { World } from "koota"; //#region src/ecs/systems/sceneGraphSyncSystem.d.ts /** * Create a scene-graph sync system bound to its own scratch state. * * Each SpriteGroup constructs one. The returned function rebuilds the * Group's children from the sorted batch-entity list. Only runs when * renderOrderDirty is set (batches added/removed). * * Closes over the active-meshes Set so it's cleared-and-filled per call * instead of allocated. Each group has its own Set. * * @returns a system function: (world, parent, parentAdd, parentRemove) => void */ declare function createSceneGraphSyncSystem(): (world: World, parent: Group, parentAdd: (...objects: Object3D[]) => Group, parentRemove: (...objects: Object3D[]) => Group) => void; //#endregion export { createSceneGraphSyncSystem }; //# sourceMappingURL=sceneGraphSyncSystem.d.ts.map