Press Pull on a fillet's or chamfer's face edits that feature's size by the distance (found through the face's persistent name); on another curved face it offsets the face, with the rest of its surface (both halves of a hole's wall)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
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@@ -32,6 +32,25 @@ pub(super) fn face_normal(s: &Session, p: Vec3) -> Option<Vec3> {
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.find_map(|[a, b, c]| (b - a).cross(c - a).normalized())
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}
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/// Is the body face at `p` planar (`None`: no face there)?
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pub(super) fn face_is_planar(s: &Session, p: Vec3) -> Option<bool> {
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let (m, f, d) = face_at(s, p)?;
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let tol = (m.bounds().diagonal() * 1e-3).max(1e-3);
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if d > tol * 10.0 {
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return None;
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}
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let ns: Vec<Vec3> = m
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.triangles
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.iter()
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.zip(&m.tri_face)
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.filter(|(_, tf)| **tf == f)
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.filter_map(|(t, _)| m.tri(t))
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.filter_map(|[a, b, c]| (b - a).cross(c - a).normalized())
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.collect();
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let n0 = *ns.first()?;
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Some(ns.iter().all(|n| n.dot(n0) > 1.0 - 1e-6))
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}
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/// The body face under a point: (mesh, face index, distance).
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fn face_at(s: &Session, p: Vec3) -> Option<(std::sync::Arc<Mesh>, u32, f64)> {
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let st = s.model.state();
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