/** * Per-tile prism geometry — the building block of the merged hex mesh. * * Each vertex is extruded along its own radial direction (normalized per * vertex). This keeps the top face flat and produces perfectly-matched * edges between neighbouring tiles — essential for the hex mesh to seal * without seams. */ import * as THREE from 'three'; import type { Tile } from '../../geometry/hexasphere.types'; /** * Builds a single-tile hex prism. Top cap sits at `+height` above the * sphere surface; the walls can start below via a negative `basement` * (used to reach a common sea-floor level so the hex grid seals the * shoreline even when the ocean layer is hidden). */ export declare function buildPrismGeometry(tile: Tile, height: number, basement?: number): THREE.BufferGeometry; /** * Builds only the top fan of a hex prism — same vertex layout as the top * fan of {@link buildPrismGeometry} (n × 3 vertices, fan from `centerPoint`), * but no walls. Used by the liquid shell where the cap is a flat surface * sitting at the waterline (no underwater "column" to draw). */ export declare function buildPrismTopFanGeometry(tile: Tile, height: number): THREE.BufferGeometry; //# sourceMappingURL=hexPrismGeometry.d.ts.map