Variable splitDenseGeometryConst

splitDenseGeometry: Fix = ...

Auto-fix for GEOMETRY_OVER_BUDGET — geometries flagged as dense (too many vertices and/or primitives for the configured storage budget).

Splits the targeted SceneGeometry once via splitSceneGeometry (whole-triangle midpoint partition), then redirects every SceneMesh that referenced the source onto BOTH pieces — each source mesh becomes two new meshes ({id}_a / {id}_b) attached to the same SceneObject with the same matrix / opacity / parentTransform. The pre-split geometry is destroyed once its referencing meshes have been redirected.

One split per apply. A piece that's still over the budget after this single split is flagged again on the next inspection pass; an outer loop (or optimizeSceneModel) re-runs applyFixes until the report converges. Matches IDE-style "one fix = one specific action".

Pairs with splitLargeGeometry, which handles the spatial-extent failure mode (GEOMETRY_OVER_EXTENT). Both strategies delegate the actual split + mesh fan-out to splitGeometryAndRebuildMeshes; only the trigger code differs.