/**
 *
 * @param {number[]|ArrayLike<number>|Float32Array} result hit 6-tuple is written here as follows: [hit_position_x, hit_position_y, hit_position_z, hit_normal_x, hit_normal_y, hit_normal_z]
 * @param {number} result_offset offset into result array where to write the hit data
 * @param {number} x0
 * @param {number} y0
 * @param {number} z0
 * @param {number} x1
 * @param {number} y1
 * @param {number} z1
 * @param {number} origin_x ray origin
 * @param {number} origin_y ray origin
 * @param {number} origin_z ray origin
 * @param {number} direction_x ray direction
 * @param {number} direction_y ray direction
 * @param {number} direction_z ray direction
 * @returns {boolean} true if ray hit the box, false otherwise
 *
 *
 * @see https://tavianator.com/fast-branchless-raybounding-box-intersections-part-2-nans/
 * @see https://gdbooks.gitbooks.io/3dcollisions/content/Chapter3/raycast_aabb.html
 * @see https://blog.johnnovak.net/2016/10/22/the-nim-ray-tracer-project-part-4-calculating-box-normals/
 */
export function aabb3_raycast(result: number[] | ArrayLike<number> | Float32Array, result_offset: number, 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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