pub fn round_convex_corner(
solid: &BrepSolid,
corner: Vec3,
radius: f64,
name: Option<&str>,
) -> Result<BrepSolid, String>Expand description
§6.9.7 vertex (“star”) blend: round a convex trihedral corner whose three
incident edges are ALREADY filleted, by pure topology surgery — no
booleans. corner is the ORIGINAL sharp corner coordinate (already
trimmed away by the edge fillets). A spherical octant of radius,
tangent to all three cylindrical fillets along their tangent circles, is
sewn into the notch; the three fillet loops are closed on those tangent
circles and the leftover flat caps are removed.
Dispatch beyond the convex trihedral fast path:
- N>3 walls with a common tangent ball → spherical N-gon patch;
- N≥4 walls with NO common ball → [
round_general_star] (N=4 Coons); - trihedral corner with ONE CONCAVE incident edge (fillet tangent
vertices missing) → [
round_mixed_concave_corner] (torus sector); - CURVED-WALL trihedral corner (two planar walls + one cylindrical wall through the vertex, all three incident edges convex and filleted) → corner ball solved against the offset cylinder, then the same tangent-arc rebuild + spherical-triangle patch;
- anything else (all/multi-concave, tilted concave axis, MIXED curved-wall corners, non-cylindrical curved walls, N≥5 no-common-ball) refuses with a message naming the configuration.