/** * Bodies in this algorithm do not entirely fill their tiles. This is * implemented by adjusting the angles of the shadows the bodies cast, * making the wedge very slightly narrower. BODY_INSET represents the * amount of reduction on either side of the wedge. */ export declare const BODY_INSET = 0.00001; /** * Walls do fill the entire tile edge. With infinite precision, there would be * no need to adjust the shadow cast by a wall. But we're using floating point * math here, which means imprecision can creep in and cause angles not to line * up properly. To fix that, we widen the wedges of the shadows cast by walls. * We must make sure not to widen them as much as we narrow the body shadows, * or else they might close the gap we want between a body and a wall. */ export declare const WALL_OUTSET: number; /** * Warps also fill the entire tile edge. But we don't extend warps as much as * walls, just in case a sliver of warp might make it past a wall on the other * side of the warp, at the edge of the warp range. */ export declare const WARP_OUTSET: number; export declare const PICK_WEDGE_EPSILON: number;