/**
 * Renders every entity with `Box` + `WorldMatrix` traits as one pair of
 * instanced draw calls (toon-shaded faces + edge lines) instead of a mesh
 * per box. Trait events are coalesced into a microtask flush, mirroring
 * the `WorldMatrix` system, so a burst of changes (one reconcile tick)
 * becomes a single batch of instance writes and one `invalidate()`.
 *
 * The faces mesh is also the pointer-interaction surface: `InstancedMesh2`
 * raycasts per instance (skipping invisible ones) and stamps `instanceId`
 * on each hit, which `useInstancedEntityEvents` maps back to the entity.
 */
declare const Boxes: import("svelte").Component<Record<string, never>, {}, "">;
type Boxes = ReturnType<typeof Boxes>;
export default Boxes;
