/**
 * Connect islands that are not topologically joined but lie within a small step (vertical) and/or gap
 * (lateral) of one another, so an agent can path across stairs and small breaks in the floor.
 *
 * The two unused params on the build path (`agent_max_step_height`, `agent_max_step_distance`) drive this.
 * Boundary edges of distinct islands whose endpoints can be paired within the thresholds are stitched
 * with a bridge quad (two triangles). Connectivity is realised by rebuilding the mesh from its triangle
 * soup plus the bridge quads and re-running the same vertex-merge / edge-fuse the build already uses -
 * the bridge corners are copied verbatim from existing boundary vertices, so they fuse onto the islands.
 *
 * Mutates `mesh` in place. Triangulated input is assumed (as produced by the navmesh build pipeline).
 *
 * @param {BinaryTopology} mesh
 * @param {{max_step_height:number, max_step_distance:number, up:Vector3}} options
 * @returns {number} number of bridges added
 */
export function bt_mesh_bridge_islands(mesh: BinaryTopology, { max_step_height, max_step_distance, up }: {
    max_step_height: number;
    max_step_distance: number;
    up: Vector3;
}): number;
import { BinaryTopology } from "../BinaryTopology.js";
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