import type { Vec2Array, Vec3Array } from "@amodx/math"; export interface VoxelGeometryTransform { position?: Vec3Array; scale?: Vec3Array; rotation?: Vec3Array; rotationPivot?: Vec3Array; lockUVs?: true; flip?: [flipX: 0 | 1, flipY: 0 | 1, flipZ: 0 | 1]; divisor?: Vec3Array; } export type QuadVertexVec3Data = [Vec3Array, Vec3Array, Vec3Array, Vec3Array]; export type QuadVertexFloatData = [number, number, number, number]; export type QuadUVData = [Vec2Array, Vec2Array, Vec2Array, Vec2Array]; export declare const enum QuadVerticies { TopRight = 0, TopLeft = 1, BottomLeft = 2, BottomRight = 3 } export declare const QuadVerticiesArray: QuadVerticies[]; export declare const enum TriangleVerticies { One = 0, Two = 1, Three = 2 } export declare const TriangleVerticiesArray: TriangleVerticies[];