import type { Quadtree } from "d3-quadtree";
export interface QuadtreeHit<T> {
    node: T;
    distance: number;
}
/**
 * Find the closest point whose own hit radius contains the cursor.
 *
 * Uses `quadtree.visit()` to enumerate every candidate within the widened
 * search radius (maxDistance extended by the largest point radius in the
 * scene). `quadtree.find()` alone is insufficient because it returns the
 * nearest candidate by center-to-center distance — a farther point with a
 * much larger visual radius can still be a valid hit that `find()` would
 * hide.
 *
 * `T` must expose `x`, `y`, and `r` — the standard `PointSceneNode` shape.
 */
export declare function findHitPointInQuadtree<T extends {
    x: number;
    y: number;
    r: number;
}>(qt: Quadtree<T>, px: number, py: number, maxDistance: number, maxPointRadius: number): QuadtreeHit<T> | null;
