Shallowest and deepest leaf (the root is at depth 0).
Every node, leaves included (the root counts).
Fewest and most triangles in a leaf.
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).
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.
One root's figures, three-mesh-bvh's
ExtremeInfo.