Okay, so the Brep Edges component outputs three curves for your extruded wobbly shape (the bottom loop, the top loop, and the vertical seam) along with three indices. What steps do you take next? How will you determine that the second edge (index=1) is the one you actually wanted?

I ask because it sounds like it would be both very difficult and very labour intensive to have to come up with all this logic to specify edges each time you want to fillet. And it’ll be hard enough if the edges are nice. If they are not then you may have to figure out which edges *together* form closed loops.

I’m wondering if there aren’t better ways to programmatically describe the active edges. For example:

- Specify a set of faces, whose boundary edges ought to be filleted. Faces could be specified by planarity/area/topology/trimmedness/distance-to-point/…
- Specify edges based on geometric properties such as linearity/planarity/length/general-tangent-direction/distance-to-point/closedness/angle-deviation-of-adjacent-faces…