5*1 0.98*1] then choose x=1
else
if (x=1.522) = [1.05*2 0.98*2] then choose x=1.5
else
if (x=3.98) = [1.05*4 0.98*4] then choose x=4
how can write like this in visual basic …
et tree structure.
Now let's say, wen have this original tree structure:
{0;0}
0 A
1 B
{0;1}
0 C
1 D
{0;2}
0 E
1 F
{0;3}
0 G
1 H
{0; just joking :D} ... so we have 4 paths and in each of them there is a list with whatever any two objects ... So the source mask should be {0;x}(y), where x = 0,1,2,3?! or is x = 3?! and y = 0,1 or is y=1 ... what's "static", what's "dynamic"? ... How to understand what?! ...
So let's say I want to get a tree, that looks that way:
{0;1}
0 A
1 B
2 C
3 D
{0;2}
0 E
1 F
2 G
3 H
What do I have to understand here? ... Thank you for the help and support in advance ...…
12
z=2, f=14
z=3, f=16
for y=3
z=0, f=..... etc etc etc
I have created the GH algorithm (attached), but I have trouble to run all the values of z range for y, before going to y+1 (loop in a loop). Do I have to set it up in VB?
Thanks in advance…
nar X: the reason that it doesn't work is that you need 4+++ members composing that #$#^$ X (instead of 2) AND some way to assure that they stay "rigidly" connected (that's the ultra hard part, "cheapo" as well in real-life): the whole XTruss T thingy assumes that the X is "solid" (as a whole).
3. STEP214 issues: Well CATIA doesn't really care about the rest of the world: is the master of all things known to man ... and therefor ... if something is not working > so what? (life sucks).…
are three vectors creating the sigma 1 and 2; therefore I need to first calculate sigma1 and 2 by using "sqr root of (x^2 + y^2 + z^2). Is my assumption and procedure for calculating sigma 1 and 2 correct? …
Added by Nilou to Karamba3D at 6:21pm on August 16, 2016
here pOrig is the local origin, x,y,z are the local coordinates and pX,Y,Z are the unitized axis coordinate system's vectors.
2. The classic "conversion" using matrices is (see inside C#): where x,x.z are the world coordinates, u123,v123,w123 are the local vectors x,y,z values ("along" rows) and o123 are the local origin x,y,z values.
3: Bonus: 2 challenges for the brave are (as usual) included.
best, Peter…