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Summary:
Pull Request resolved: #1060
Add splitMeshByTextureRegion which splits boundary triangles along texture region boundaries using binary search in UV space, producing clean submeshes. Also add Python bindings for the Mesh-level reduceMeshByFaces and reduceMeshByVertices functions that work without a Character.
The splitting algorithm classifies each texcoord vertex as inside/outside by sampling the texture, then for boundary faces finds crossing points via binary search (8 iterations = 1/256 sub-pixel accuracy). Edge caching ensures vertex reuse and watertight geometry at UV seams.
Includes tests verifying mesh validity (manifold topology, consistent winding, no degenerate triangles), area conservation, and boundary vertex placement. Regenerated stubs.
Reviewed By: cstollmeta
Differential Revision: D93700499
fbshipit-source-id: cfa159d76923a0f5e859c776221152b9061a7585
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