but as one would imagine after 6 or so 'animals' it gets so large that the machine starts to crawl :/
88% of the resources come from the permutation script, my guess is that if the permutation were calculated on the fly with the counter(the engine) it wont have to pre-compile the list which would be much faster...
If anyone has an idea im all ears....
I attached the file (re-written in C#) …
make a new curve from points I attempt to do it by writing:
Curve cv = new Curve();
This gives me the error:Error: 'Rhino.Geometry.Curve.Curve()' is inaccessible due to its protection level (line 88)
I have also tried calling the CreateInterpolatedCurve() from the Curve class, but
Curve cv = null; cv = new Curve.CreateInterpolatedCurve(Mould.Branch(0), 3);
But from this i get:
Error: 'Rhino.Geometry.Curve.CreateInterpolatedCurve(System.Collections.Generic.IEnumerable<Rhino.Geometry.Point3d>, int)' is a 'method' but is used like a 'type' (line 89)I'm really quite lost about how I can this to work. Can anyone help me?…
g these times itself). If it works on selection alone, it would probably implement faster.
Theoretically, does this mean the total solving time of the definition is the 'chain of components' that takes the longest time? In the picture above, it would be the chain consisting 'point-curve-divideDistance'?
Because that still adds up only to 97%, I am assuming the Point and Slider component start solving in parallel, and the two Divide components also start solving in parallel?…