/**
 * Build the BVH bottom-up using spatial hash sorting
 * Resulting BVH is produced very quickly, has perfect balance and is of decent quality
 * @param {BVH} bvh
 * @param {number[]|Uint32Array|Uint16Array} index_array
 * @param {number[]|Float32Array|Float64Array} position_array
 * @param {Uint32Array} [morton_codes]
 * @param {AABB3} [bounds] Bounding box of the entire geometry, if not supplied will be computed internally
 * @param {number} [quality] va value from 0 to infinity, controls how many optimization passes are to be done beyond morton sort
 * @returns {void}
 */
export function ebvh_build_for_geometry_morton(bvh: BVH, index_array: number[] | Uint32Array | Uint16Array, position_array: number[] | Float32Array | Float64Array, morton_codes?: Uint32Array, bounds?: AABB3, quality?: number): void;
import { AABB3 } from "../../geom/3d/aabb/AABB3.js";
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