/**
 * Write the mesh's surface triangles that may overlap the given query
 * AABB into `output`, starting at float-index `offset`.
 *
 * Each triangle occupies {@link TRIANGLE_FLOAT_STRIDE} consecutive floats:
 *   [+0..+2]  vA.xyz   (shape's body-local frame, i.e. read directly from
 *                       {@link MeshShape3D#positions})
 *   [+3..+5]  vB.xyz
 *   [+6..+8]  vC.xyz
 *   [+9]      feature_id   (the surface triangle's index)
 *
 * Triangles are AABB-filtered: a triangle is emitted iff its tight AABB
 * (min/max across its 3 vertices) overlaps the query AABB. This is a
 * linear O(N) scan over the mesh's surface triangles — no surface-BVH
 * yet (the existing BVH on MeshShape3D is over the *tet* decomposition
 * used by `contains_point`, with different leaf semantics). For meshes
 * up to a few thousand triangles the linear scan is comfortably faster
 * than a BVH would be after broadphase has already given us a tight
 * query AABB; we can graduate to a per-mesh surface BVH later.
 *
 * Determinism: triangles are emitted in the natural index order, so
 * feature_id values inside `output` rise monotonically over a single
 * call. The narrowphase relies on this for stable contact-manifold
 * pairing across frames.
 *
 * Caller is responsible for ensuring
 *   `output.length - offset >= shape.indices.length / 3 * TRIANGLE_FLOAT_STRIDE`
 * in the worst case (every triangle overlaps).
 *
 * @param {Float64Array} output
 * @param {number} offset float-index into output
 * @param {MeshShape3D} shape
 * @param {number} aabb_min_x  query AABB in shape's body-local frame
 * @param {number} aabb_min_y
 * @param {number} aabb_min_z
 * @param {number} aabb_max_x
 * @param {number} aabb_max_y
 * @param {number} aabb_max_z
 * @returns {number} number of triangles written
 */
export function mesh_enumerate_triangles(output: Float64Array, offset: number, shape: MeshShape3D, aabb_min_x: number, aabb_min_y: number, aabb_min_z: number, aabb_max_x: number, aabb_max_y: number, aabb_max_z: number): number;
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