pub struct KdTreeAccel {
    pub isect_cost: i32,
    pub traversal_cost: i32,
    pub max_prims: i32,
    pub empty_bonus: Float,
    pub primitives: Vec<Arc<Primitive>>,
    pub primitive_indices: Vec<i32>,
    pub nodes: Vec<KdAccelNode>,
    pub n_alloced_nodes: i32,
    pub next_free_node: i32,
    pub bounds: Bounds3f,
}

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§isect_cost: i32§traversal_cost: i32§max_prims: i32§empty_bonus: Float§primitives: Vec<Arc<Primitive>>§primitive_indices: Vec<i32>§nodes: Vec<KdAccelNode>§n_alloced_nodes: i32§next_free_node: i32§bounds: Bounds3f

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impl KdTreeAccel

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pub fn new( p: Vec<Arc<Primitive>>, isect_cost: i32, traversal_cost: i32, empty_bonus: Float, max_prims: i32, max_depth: i32 ) -> Self

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pub fn create(prims: Vec<Arc<Primitive>>, ps: &ParamSet) -> Primitive

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pub fn build_tree( &mut self, node_num: i32, node_bounds: &Bounds3f, all_prim_bounds: &[Bounds3f], prim_nums: &[usize], n_primitives: usize, depth: i32, edges: &mut [Vec<BoundEdge>; 3], prims0: &mut [usize], prims1: &mut [usize], bad_refines: i32 )

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pub fn world_bound(&self) -> Bounds3f

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pub fn intersect(&self, ray: &Ray, isect: &mut SurfaceInteraction<'_>) -> bool

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pub fn intersect_p(&self, ray: &Ray) -> bool

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pub fn get_material(&self) -> Option<Arc<Material>>

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pub fn get_area_light(&self) -> Option<Arc<Light>>

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