/**
 *
 * @param {TopoEdge} edge
 * @returns {TopoVertex}
 */
export function pick_lowest_cost_edge_collapse_vertex(edge: TopoEdge): TopoVertex;
/**
 *
 * @param {TopoEdge} edge
 * @param {Set<number>} restricted_vertices locked vertices
 * @returns {TopoVertex|undefined}
 */
export function edge_collapse_pick_target_vertex(edge: TopoEdge, restricted_vertices: Set<number>): TopoVertex | undefined;
/**
 *
 * @param {TopoEdge} edge
 * @param {Map<number,Quadric3>} quadratics
 * @param {Set<number>} restricted_vertices
 */
export function compute_edge_collapse_cost(edge: TopoEdge, quadratics: Map<number, Quadric3>, restricted_vertices: Set<number>): number;
/**
 *
 * @param {TopoMesh} mesh
 * @param {TopoEdge}edge
 * @param {TopoVertex} target
 * @param {Map<number,Quadric3>} quadratics
 * @param {Uint32Heap} heap
 * @param {Set<number>} restricted_vertices
 * @returns {boolean}
 */
export function decimate_edge_collapse_snap(mesh: TopoMesh, edge: TopoEdge, target: TopoVertex, quadratics: Map<number, Quadric3>, heap: Uint32Heap, restricted_vertices: Set<number>): boolean;
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