Persistent naming: shell, draft, offset-face and replace-face faces and hole placements store their faces' names (Feature.face_names) and are moved onto the named face before evaluating (a split face: the nearest piece, with a warning; a vanished face: the picked point, with a warning)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
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bherbruckandClaude Opus 5.5 committed 2026-10-08 11:37:33 +00:00
1 parent 99886594e7
commit e7aff4fef0
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@@ -533,3 +533,44 @@ pub fn edge_names_at(b: &ModelBody, pts: &[Vec3]) -> Vec<String> {
})
.collect()
}
/// Names of the faces holding each point (any body; empty when none does).
pub fn face_names_at(st: &ModelState, pts: &[Vec3]) -> Vec<String> {
pts.iter()
.map(|p| {
for b in st.bodies.iter().filter(|b| !b.body.is_mesh()) {
let tol = (b.body.size() * 1e-3).max(1e-3);
let idx = FaceIndex::new(&b.mesh(), face_count(b));
if let Some(f) = idx.face_at(*p, tol) {
return face_names(b).get(f).cloned().unwrap_or_default();
}
}
String::new()
})
.collect()
}
/// The point on the face with this name nearest `p` (a split face: its nearest piece, with
/// `true` for "it was split"); `None` when no face has the name.
pub fn point_on_face(st: &ModelState, name: &str, p: Vec3) -> Option<(Vec3, bool)> {
let stem = strip_piece(name);
let mut best: Option<(f64, Vec3, bool)> = None;
for b in st.bodies.iter().filter(|b| !b.body.is_mesh()) {
let names = face_names(b);
let m = b.mesh();
for (t, f) in m.triangles.iter().zip(&m.tri_face) {
let Some(n) = names.get(*f as usize) else { continue };
let exact = n == name;
if !exact && strip_piece(n) != stem {
continue;
}
let Some([a, bb, c]) = m.tri(t) else { continue };
let q = closest(p, a, bb, c);
let d = q.dist(p) - if exact { 1e-9 } else { 0.0 };
if best.is_none_or(|(bd, _, _)| d < bd) {
best = Some((d, q, !exact));
}
}
}
best.map(|(_, q, split)| (q, split))
}