use *;
/// A grid cell key for 2D spatial partitioning, combining x and y indices.
pub type CellKey2D = ;
/// A grid cell key for 3D spatial partitioning, combining x, y, and z indices.
pub type CellKey3D = ;
/// A list of body indices stored within a single grid cell.
pub type CellEntries = ;
/// A hash map from 2D cell keys to lists of body indices.
pub type SpatialCellMap2D = ;
/// A hash map from 3D cell keys to lists of body indices.
pub type SpatialCellMap3D = ;
/// The four child node handles of a subdivided 2D quadtree node, ordered
/// low-x/low-y, high-x/low-y, low-x/high-y, high-x/high-y.
pub type QuadTreeChildren2D = ;
/// The list of body entries stored directly inside one 2D quadtree node.
pub type QuadTreeEntryList2D = ;
/// The flat node arena backing a 2D quadtree, addressed by node handle.
pub type QuadTreeNodeList2D = ;
/// The explicit traversal stack used by 2D quadtree queries, so no recursion
/// is needed and no `Box`-linked child borrows are required.
pub type QuadTreeNodeStack2D = ;