UI: pick a design's edges by their persistent names

The viewport keeps each drawn body's B-rep edges; with Select: Edges a click
picks the nearest visible one (before and after meshing), hover and the
selection draw it wide, and multi-select works as for faces.

Part of #230.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
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jyvikoandClaude Opus 5.5 authored and Irakli Kourtis committed 2026-10-14 20:46:05 -04:00
1 parent ffb71de6e1
commit 94c98e0c0b
5 files changed
+139 -19

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@@ -755,7 +755,8 @@ mod tests {
// A tagged tetrahedron, and the same with a face missing.
let p = vec![[0.0, 0.0, 0.0], [1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]];
let t = vec![[0, 2, 1], [0, 1, 3], [1, 2, 3], [0, 3, 2]];
let tet = SurfaceMesh { positions: p.clone(), triangles: t.clone(), tri_face: vec![0, 1, 1, 1], weld_distance: 0.0, ..SurfaceMesh::default() };
let tet =
SurfaceMesh { positions: p.clone(), triangles: t.clone(), tri_face: vec![0, 1, 1, 1], weld_distance: 0.0, ..SurfaceMesh::default() };
let open = SurfaceMesh { positions: p, triangles: t[..3].to_vec(), tri_face: vec![0, 1, 1], weld_distance: 0.0, ..SurfaceMesh::default() };
for mesh in [tet, open] {
s.surfaces.push(Arc::new(TaggedSurface { name: "Tet".into(), mesh, faces: 2 }));
@@ -956,7 +957,8 @@ mod tests {
let p = vec![[0.0, 0.0, 0.0], [1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]];
let t = vec![[0, 2, 1], [0, 1, 3], [1, 2, 3], [0, 3, 2]];
let tet = SurfaceMesh { positions: p.clone(), triangles: t.clone(), tri_face: vec![0, 1, 1, 1], weld_distance: 0.0, ..SurfaceMesh::default() };
let tet =
SurfaceMesh { positions: p.clone(), triangles: t.clone(), tri_face: vec![0, 1, 1, 1], weld_distance: 0.0, ..SurfaceMesh::default() };
let open = SurfaceMesh { positions: p, triangles: t[..3].to_vec(), tri_face: vec![0, 1, 1], weld_distance: 0.0, ..SurfaceMesh::default() };
let mut s = Session::default();
for mesh in [tet, open] {