/**
 *
 * @param {number} tile_texture_data_offset
 * @param {BinaryUint32BVH} bvh
 * @param {number} lookup_address_offset
 * @param {number[]|ArrayLike<number>|Uint8ClampedArray|Uint8Array|Uint16Array|Uint32Array} lookup_data
 * @param {number[]|ArrayLike<number>|Uint8Array|Uint8ClampedArray|Uint16Array|Uint32Array} cluster_data
 * @param {number[]|ArrayLike<number>|Float32Array} source_data Light/Decal source information is stored in here, such as position, color etc.
 * @return {number}
 */
export function assign_cluster(tile_texture_data_offset: number, bvh: BinaryUint32BVH, lookup_address_offset: number, lookup_data: number[] | ArrayLike<number> | Uint8ClampedArray | Uint8Array | Uint16Array | Uint32Array, cluster_data: number[] | ArrayLike<number> | Uint8Array | Uint8ClampedArray | Uint16Array | Uint32Array, source_data: number[] | ArrayLike<number> | Float32Array): number;
/**
 *
 * @type {number[]|Float32Array|Float64Array}
 */
export const scratch_corners: number[] | Float32Array | Float64Array;
/**
 * Linear access data structure with parameters of each plane of the frustum
 * 6 planes, 4 values per plane
 * Layout: [normal.x, normal.y, normal.z, constant]
 * @type {number[]|Float32Array|Float64Array}
 */
export const scratch_frustum_planes: number[] | Float32Array | Float64Array;
/**
 * Cache used to identify duplicate cells. Helps reduce memory usage and just point to equivalent existing cells instead of allocating new ones.
 * @type {Uint16Array|Uint32Array}
 */
export const LOOKUP_CACHE: Uint16Array | Uint32Array;
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