/**
 * Convert designer-friendly jump parameters (apex height in meters, time to
 * reach apex in seconds) into the gravity and initial vertical velocity that
 * produce that jump exactly.
 *
 * The standard ballistic equations:
 *   y(t)  = v0 * t  -  0.5 * g * t^2
 *   y'(t) = v0      -  g * t
 *
 * At apex y'(t) = 0, so t_apex = v0 / g.
 * Solving with the desired apex height h:
 *   g  = 2h / t_apex^2
 *   v0 = 2h / t_apex
 *
 * @param {number} peakHeight  desired apex height in meters (must be > 0)
 * @param {number} timeToApex  seconds to reach apex (must be > 0)
 * @param {{gravity:number, initialVelocity:number}} out
 */
export function computeJumpFromApex(peakHeight: number, timeToApex: number, out: {
    gravity: number;
    initialVelocity: number;
}): void;
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