/**
 * Compute the world-space axis-aligned bounding box of a local AABB after a
 * rigid transform (position + orientation).
 *
 * Math: an AABB transformed by a rotation `R` is bounded by another AABB whose
 * centre is `R · c_local + t` and whose half-extent along each world axis `i`
 * is `Σ_j |R_ij| · half_extent_local_j`. The element-wise-abs trick avoids
 * rotating all 8 corners and projecting.
 *
 * Output layout matches existing AABB conventions: `[x0, y0, z0, x1, y1, z1]`
 * with `(x0,y0,z0)` as the min corner.
 *
 * @param {number[]|Float32Array|Float64Array} result
 * @param {number} result_offset
 * @param {number} lx0 local min x
 * @param {number} ly0 local min y
 * @param {number} lz0 local min z
 * @param {number} lx1 local max x
 * @param {number} ly1 local max y
 * @param {number} lz1 local max z
 * @param {number} px  translation x
 * @param {number} py  translation y
 * @param {number} pz  translation z
 * @param {number} qx  quaternion x (unit)
 * @param {number} qy  quaternion y
 * @param {number} qz  quaternion z
 * @param {number} qw  quaternion w
 */
export function aabb3_transform_oriented(result: number[] | Float32Array | Float64Array, result_offset: number, lx0: number, ly0: number, lz0: number, lx1: number, ly1: number, lz1: number, px: number, py: number, pz: number, qx: number, qy: number, qz: number, qw: number): void;
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