import { type Vec3, FACE } from "../utils/math.ts"; export declare const FACE_NORMALS: readonly Vec3[]; export declare const FACE_OFFSETS: readonly Vec3[]; export declare const FACE_OPPOSITE: readonly FACE[]; /** * Rotates a vertex position (in 0-1 block space) around the block center (0.5, 0.5, 0.5) * applying a Y-axis rotation and optional mirror flips. */ export declare function rotateVertex(vec3: Vec3, rotation: number, flip: { x: boolean; z: boolean; y?: boolean; }): Vec3; /** * Maps a block-local face direction to world-space after applying a Y-axis rotation. * Used by the mesh builder to find the correct neighbor to check for face culling. */ export declare function rotateFace(face: FACE, rotation: number): FACE; export declare function rotateNormal(normal: Vec3, rotation: number, flip: { flipX: boolean; flipZ: boolean; flipY?: boolean; }): Vec3; /** Swaps PosY ↔ NegY; all other faces pass through unchanged. */ export declare function flipYFace(face: FACE): FACE; //# sourceMappingURL=math.d.ts.map