import type { Vec3 } from "./bounds.js"; export declare function distanceSquared(ax: number, ay: number, az: number, bx: number, by: number, bz: number): number; /** * Whether an object at `objectCenter` should be distance-culled from `cameraPos`. * Compares squared distances against squared thresholds — no per-object square root. * `nearestSurface` subtracts the object radius so a large object is not culled by the * distance to its far side. `hysteresis` widens the max band by a fixed world-unit * band for objects that were visible last check, so they don't flicker at the boundary. */ export declare function culledByDistance(cameraX: number, cameraY: number, cameraZ: number, objectX: number, objectY: number, objectZ: number, minDistance: number, maxDistance: number, radius?: number, hysteresis?: number): boolean; export declare function distance(a: Vec3, b: Vec3): number;