import { Shape } from '../shapes/Shape'; import { Vec3 } from '../math/Vec3'; import { ConvexPolyhedron } from '../shapes/ConvexPolyhedron'; import type { Quaternion } from '../math/Quaternion'; export declare class Box extends Shape { halfExtents: Vec3; convexPolyhedronRepresentation: ConvexPolyhedron; static calculateInertia: (halfExtents: Vec3, mass: number, target: Vec3) => void; constructor(halfExtents: Vec3); updateConvexPolyhedronRepresentation(): void; calculateLocalInertia(mass: number, target?: Vec3): Vec3; getSideNormals(sixTargetVectors: Vec3[], quat: Quaternion): Vec3[]; volume(): number; updateBoundingSphereRadius(): void; forEachWorldCorner(pos: Vec3, quat: Quaternion, callback: (x: number, y: number, z: number) => void): void; calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; }