/**
 * Get the nearest point on the geometry, relative to query point
 *
 * @param {SurfacePoint3} result
 * @param {BinaryUint32BVH} bvh
 * @param {number[]|ArrayLike<number>} vertices
 * @param {number} vertex_offset Unless you're using an interleaved buffer of some kind, this will be 0
 * @param {number} vertex_stride Unless you're using an interleaved buffer, this should be 3
 * @param {boolean} vertex_data_normalized do we need to denormalize vertex data?
 * @param {number[]|ArrayLike<number>|undefined} indices if this is set to undefined - implicit indexing will be used
 * @param {number} x Query point X
 * @param {number} y Query point Y
 * @param {number} z Query point Z
 * @param {number} [max_distance] limit search distance, useful for optimization
 * @returns {boolean} true iff a point was found, false otherwise
 */
export function bvh32_geometry_nearest(result: SurfacePoint3, bvh: BinaryUint32BVH, vertices: number[] | ArrayLike<number>, vertex_offset: number, vertex_stride: number, vertex_data_normalized: boolean, indices: number[] | ArrayLike<number> | undefined, x: number, y: number, z: number, max_distance?: number): boolean;
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