/**
 * @param {AbstractShape3D} shape  a concave shape (`is_convex === false`)
 * @param {{x:number,y:number,z:number}} position
 * @param {ArrayLike<number>} rotation  body rotation quaternion (x,y,z,w)
 * @param {number} ox @param {number} oy @param {number} oz  ray origin (world)
 * @param {number} dx @param {number} dy @param {number} dz  ray dir (world, unit)
 * @param {number} tMax
 * @param {Float64Array|Vector3} outNormal  world surface normal, written on hit
 * @returns {number} hit distance, or `Infinity` on miss
 */
export function refine_ray_concave(shape: AbstractShape3D, position: {
    x: number;
    y: number;
    z: number;
}, rotation: ArrayLike<number>, ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, tMax: number, outNormal: Float64Array | Vector3): number;
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