253f11a945
USD exporter: - Compute normals from B-Rep surface via BRepLProp_SLProps at each vertex UV parameter — eliminates faceting on curved surfaces (same as Stepper) - Add GMSH Frontal-Delaunay tessellation engine (opt-in via --tessellation_engine gmsh) with per-solid strategy matching export_step_to_gltf.py - Use vertex normal interpolation instead of faceVarying (6x smaller normals) - Default engine remains OCC (GMSH has coordinate-space bug with instanced parts) Frontend: - Fix faceted shading in InlineCadViewer: only call computeVertexNormals() when geometry lacks normals, preserving smooth GLB normals from pipeline - Add useGeometryMerge hook for draw call batching (merge by material) - Fix unused import in cadUtils, optional props in ThreeDViewer Backend: - Move dataclass import to top of step_processor.py (PEP 8) - Unified single-read STEP metadata extraction with fallback Render worker: - Fix USD import seam/sharp restoration: read primvars via pxr directly (Blender's USD importer doesn't expose custom Int2Array primvars) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>