Booleans are deterministic: result faces keep their shell's order
truck's connected components came out in hash order of face addresses, so a
boolean's faces, and everything built on them (fillet bands, STEP entity
order), changed from run to run. That made the oracle 35 export differ run to
run. Its old step_export flakes came from the orientation check's drifting
search, removed in 2db9e66. The result's shells and faces now keep the
order of the shell they come from (vendored truck-shapeops). Oracle results
are unchanged (73 PASS before and after). Test: the tee of oracle 35 with its
junction fillet exports byte-identical three times in one process (it failed
before).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
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@@ -11,6 +11,9 @@ Changes:
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earlier booleans have boundaries that lie on their surface only within tolerance).
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- `transversal/divide_face/mod.rs`: when projecting a loop onto a face's surface, fall back to
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the nearest parameter when the exact search fails (intersection curves are approximations).
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- `transversal/integrate/mod.rs`: the result's shells and faces keep the order of the shell
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they come from (truck's connected components followed hash order of face addresses, so a
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boolean's faces came out in a different order on every run).
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- `lib.rs`: `tr!` reports where an operation gives up when `SHAPEOPS_TRACE` is set; compiler
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warnings no longer fail the build.
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+20
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@@ -120,7 +120,7 @@ pub fn and<C: ShapeOpsCurve<S>, S: ShapeOpsSurface>(
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let [res, _] = process_one_pair_of_shells(&and_shell, shell, tol)?;
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and_shell = res;
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}
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let boundaries = and_shell.connected_components();
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let boundaries = components_in_order(&and_shell);
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Some(Solid::new(boundaries))
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}
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@@ -143,9 +143,27 @@ pub fn or<C: ShapeOpsCurve<S>, S: ShapeOpsSurface>(
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let [_, res] = process_one_pair_of_shells(&or_shell, shell, tol)?;
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or_shell = res;
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}
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let boundaries = or_shell.connected_components();
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let boundaries = components_in_order(&or_shell);
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Some(Solid::new(boundaries))
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}
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// SolveCraft: truck's connected components come out in hash order of face addresses, so the
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// result's face order changed from run to run. Keep the shell's own order instead.
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fn components_in_order<C, S>(shell: &Shell<Point3, C, S>) -> Vec<Shell<Point3, C, S>> {
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let pos: rustc_hash::FxHashMap<_, usize> = shell.face_iter().enumerate().map(|(i, f)| (f.id(), i)).collect();
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let key = |f: &Face<Point3, C, S>| pos.get(&f.id()).copied().unwrap_or(usize::MAX);
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let mut comps: Vec<Vec<Face<Point3, C, S>>> = shell
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.connected_components()
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.into_iter()
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.map(|c| {
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let mut faces: Vec<_> = c.into_iter().collect();
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faces.sort_by_key(|f| key(f));
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faces
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})
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.collect();
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comps.sort_by_key(|c| c.first().map(|f| key(f)).unwrap_or(usize::MAX));
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comps.into_iter().map(Shell::from).collect()
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}
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#[cfg(test)]
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mod tests;
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