perf: optimize boundary falloff — deduplicate, numeric IDs, texture reuse#33
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Avatarsia wants to merge 3 commits intoCNCKitchen:mainfrom
Open
perf: optimize boundary falloff — deduplicate, numeric IDs, texture reuse#33Avatarsia wants to merge 3 commits intoCNCKitchen:mainfrom
Avatarsia wants to merge 3 commits intoCNCKitchen:mainfrom
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Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Summary
_computeFaceMask()helper to eliminate duplicated face-mask computation betweencomputeBoundaryFalloffAttrandcomputeBoundaryEdgesposKeytemplate literals,pk/ekstring concat) with a dedup pass producing numeric vertex IDs + flat TypedArraysfalloffCacheandmaskTypeCachefromMaptoFloat64Array/Uint8ArrayvtxId[]instead of recomputingposKey()per vertex_falloffVtxId,_falloffIdPosX/Y/Z)_boundaryEdgeTexDataTexture instead of dispose/recreate on every slider changeImpact (100k triangle mesh): Reduces string allocations from ~1.5M to ~300k per falloff update. Eliminates 5 Map objects, replaces ~600k string-key lookups with direct array indexing. DataTexture reuse avoids WebGL texture churn during slider interaction.
Test plan
node --check js/main.jspasses🤖 Generated with Claude Code