@pmndrs/bvh
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    Interface BvhExtremes

    One root's figures, three-mesh-bvh's ExtremeInfo.

    interface BvhExtremes {
        depth: { max: number; min: number };
        leafNodeCount: number;
        nodeCount: number;
        primitives: { max: number; min: number };
        splits: [number, number, number];
        surfaceAreaScore: number;
    }
    Index
    depth: { max: number; min: number }

    Shallowest and deepest leaf (the root is at depth 0).

    leafNodeCount: number
    nodeCount: number

    Every node, leaves included (the root counts).

    primitives: { max: number; min: number }

    Fewest and most triangles in a leaf.

    splits: [number, number, number]

    Inner nodes split along x, y, z. Our layout doesn't store the axis: it is taken as the one along which the children's centres lie furthest apart (CpuMeshBvh.traverseNodes).

    surfaceAreaScore: number

    Sum over the nodes of each box's surface area, times BVH_TRAVERSAL_COST for an inner node or BVH_PRIMITIVE_INTERSECT_COST times its triangles for a leaf. Not normalised by the root's area. Lower is better; it grows as refits degrade a tree.