/**
 * Compute the triple cross product `(a × b) × a` in 3D.
 *
 * Identity used in GJK and related Voronoi-region searches: given an
 * edge `a` from a simplex and the vector `b` from one endpoint toward
 * the origin (or any other "where do we want to go" reference), the
 * triple cross gives a direction PERPENDICULAR to `a` that lies in
 * the plane of `(a, b)` and points toward `b`. This is the right
 * search direction to extend the simplex away from the edge toward
 * the origin without re-entering territory already covered.
 *
 * Sign convention: `result = (a × b) × a` (not `a × (b × a)` — the
 * triple cross product is not associative).
 *
 * The function is allocation-free: `result` is a caller-provided
 * typed array (or array-like) that receives the three components
 * starting at `result_offset`. `a` and `b` are passed as raw scalar
 * components, matching the convention of {@link v3_compute_triangle_normal}
 * and the rest of the scalar-input vec3 helpers.
 *
 * @param {number[]|Float32Array|Float64Array} result destination
 * @param {number} result_offset offset into `result` where the
 *   three output components are written
 * @param {number} ax first input vector x
 * @param {number} ay first input vector y
 * @param {number} az first input vector z
 * @param {number} bx second input vector x
 * @param {number} by second input vector y
 * @param {number} bz second input vector z
 */
export function v3_triple_cross_product(result: number[] | Float32Array | Float64Array, result_offset: number, ax: number, ay: number, az: number, bx: number, by: number, bz: number): void;
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