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