/**
 * NOTES:
 *      https://web.archive.org/web/20090803054252/http://tog.acm.org/resources/GraphicsGems/gems/RayBox.c
 *      https://tavianator.com/fast-branchless-raybounding-box-intersections/
 *      https://gamedev.stackexchange.com/questions/18436/most-efficient-aabb-vs-ray-collision-algorithms
 *
 * @param {number} x0
 * @param {number} y0
 * @param {number} z0
 * @param {number} x1
 * @param {number} y1
 * @param {number} z1
 * @param {number} origin_x
 * @param {number} origin_y
 * @param {number} origin_z
 * @param {number} direction_x
 * @param {number} direction_y
 * @param {number} direction_z
 * @returns {boolean}
 */
export function aabb3_intersects_ray(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number, origin_x: number, origin_y: number, origin_z: number, direction_x: number, direction_y: number, direction_z: number): boolean;
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