//! Spatial acceleration contracts.
//!
//! # What this crate provides
//!
//! Two indices, both deterministic and callback-based:
//!
//! - [`Bvh`] over bounded *objects* -- triangles, solids, anything with an
//! AABB. Adapts to how geometry is distributed, so empty space costs
//! nothing. This is what clash, ray casting, and healing use.
//! - [`PointIndex`] over *points*, on a uniform grid. Exact KNN and radius
//! search for scattered samples, where every query has the same radius and
//! cell arithmetic beats tree descent.
//!
//! An octree, k-d tree, GPU broad phase, or foreign index can implement the
//! same [`SpatialIndex`] callback API. None is provided here: the BVH covers
//! object queries and the grid covers point queries, and a third structure
//! should arrive with a measured workload that needs it, not before.
//!
//! Narrow-phase geometry remains outside the index: these answer *which
//! candidates*, never *what the intersection is*.
pub use ;
pub use ;
pub use ;