pub fn resolve_vertex_selection(
solid: &BrepSolid,
position: Vec3,
) -> Result<SelectionGeometry, ResolveError>Expand description
Resolve a vertex selection by position (vertices have no kernel names; the renderer references them by owning solid + position). Nearest topology vertex wins — deterministic when two vertices are close — then the scale-relative snap tolerance gates acceptance; the returned point is the EXACT vertex position, not the query.