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After 1b, triangulating both polygons on every pair was the largest remaining overlap cost (27% of main-thread samples on the corpus job). PartOverlapChecker now triangulates each part at most once per check, lazily after the bounding-box gate, and passes the triangles to a new internal Collision.HasOverlap overload that runs the unchanged OverlapRegions body. Triangles are only read by clipping and hole subtraction, so reuse gives identical verdicts. Verification: - 49,000 seeded decisions with reused triangles match LegacyCollision; triangles stay bit-identical to a fresh triangulation afterwards. - Debug PolygonTriangulations: 246 -> 40 and 64 -> 36 per grid check; sharing triangles per Program instead fails 23 tests. - Corpus job (169 parts, --engines Default --parallel 1): median 13,398 -> 12,702 ms over 4+4 alternating runs vs 1b, identical outcomes; serialized layout byte-identical to the base. Also records the Follow-up B' (Slices 1a, 1b, 2a) measurements in docs/performance/fill-performance.md.