Round 2 of performance and correctness improvements:
- Spatial grid index for brush painting: forEachTriInSphere now queries
only nearby grid cells instead of scanning all triangles. ~5.7x faster
for brush operations on 68k+ tri meshes.
- Decimation overflow fix: hasLinkViolation used a fixed 0x200000
multiplier for vertex-pair keys, overflowing at >2M vertices.
Now uses dynamic multiplier based on actual vertex count.
- Decimation determinant threshold: solveQ used absolute 1e-10 which
fails for large coordinates. Now relative to matrix element magnitude.
- 3MF triangle index validation: bounds-check all parsed indices against
vertex count, throw clear error on corrupt files instead of silent NaN.
- File size limit: reject files >500 MB before loading into memory,
prevents browser tab crash on oversized files.
- Accessibility: preset swatches now keyboard-navigable (role=button,
tabindex=0, Enter/Space to select). Modal dialogs trap focus and
close on Escape.
- Ctrl+click straight line tool: click to set start point, Ctrl+click
to paint a straight line between points. Ctrl+hover shows preview.
- Precision masking available for radius brush mode.
- Spatial grid rebuilt when entering/leaving precision mode.
Displacement, subdivision and exclusion all used template-string keys
for vertex dedup and edge lookup maps. Replaced with a single numeric
dedup pass + flat typed arrays (Float64Array / Uint8Array), cutting
displacement time by ~2.5x and subdivision by ~2.4x on a 68k tri STL.
- displacement.js: vertex dedup → flat arrays for smooth normals,
zone areas, masked fractions, displacement cache, excluded set
- subdivision.js: numeric edge keys (a*maxV+b) instead of template strings
- exclusion.js: numeric edge keys, BFS queue.shift() → index pointer,
adjacency Map → Array, TypedArray.set() for overlay copy
- mapping.js: Math.pow(x,4) → x²·x², cos/sin cached per computeUV call,
applyTransform signature changed to accept precomputed cos/sin
- Introduced a new section in the UI for surface exclusions, allowing users to exclude triangles from displacement using brush and bucket fill tools.
- Implemented brush type switching (single and radius) and radius control for the brush tool.
- Added functionality for bucket fill with a threshold angle to control the fill area.
- Integrated exclusion weights into the displacement algorithm to ensure excluded faces are handled correctly during subdivision.
- Created adjacency and centroid calculations for triangles to support the bucket fill operation.
- Developed overlay geometries for visual feedback on excluded faces and hover previews.
- Enhanced the CSS for the new exclusion tools and their layout in the UI.