• Paint a brush of texels on a SceneMesh's heat-map colour texture, keyed by a world-space point.

    Pipeline:

    1. Resolve the colour SceneTexture from sceneMesh.material. The mesh must have a material with a colour texture whose imageData is set (i.e. one painted by paintHeatMap or any raw-pixel SceneTexture).
    2. Invert sceneMesh.worldMatrix to map worldPos into the geometry's local frame — the same frame the geometry's aabb and positionsCompressed live in.
    3. Pick the same planar UV axes the painter chose (worldUp + smallest-extent heuristic), and convert the local point's coordinates on those axes into a [0, 1]² UV.
    4. Scale the UV to texel coordinates.
    5. Walk a circular brush of radius radius centred on the texel, computing a radial weight per pixel and alpha-blending the brush colour over the existing texel.

    Symmetry note: the projection here mirrors paintHeatMap's algorithm exactly (factored into the same pickAxes shape). If paintHeatMap's heuristic ever changes, this function must be updated alongside.

    Parameters

    Returns SDKResult<PaintHeatMapPointResult>