e the meaning or posting "ready" (kinda) solutions in response to something asked in the code related forum? (that could be rather ridiculous: Greetings code freaks: a user - that you've never heard of - asked this and I did that ... utterly ridiculous).
Now .. if a request comes from a novice either a component based solution or a freaky one ... well ... they have a very limited usage (if any usage at all) on a per se basis: because only time combined with a certain experience could yield the required ability to deal with issues before happening.
On the other hand ...to tell you the truth I believe that's far easier for a novice to get some "basic" programming skills and deal with his/her issues (who are in 99% of cases data management related ones) than to attack them via components.
On the other hand I believe that in the future (not the distant one) ... anyone involved in this ugly business AND not speaking some freaky language he could be rated as class D citizen (brave new world: here we are).
But that's a highly personal opinion (extreme to the max, as usual, he he).
PS: I don't think that the majority of posts here come from novices (yesterday a fellow user asked a very challenging thing: the one with the max rectangle).
take care …
u are posting in the wrong place.
99% of the posted questions in the general discussion forum are from novice grasshopper users who have lack of very basic knowledge.
In my opinion, the best response to these posts is providing the simplest (easiest to understand) solution to the problem, plus an explanation of why the definition wasn't working, plus some suggested fields of study.
On the other hand, you provide a very fancy solution, which gets the job done (and usually a bunch of other jobs as well), but there is 0% chance it will be comprehended or further developed by the OP...
This is the typical giving_fish_VS_teaching_how_to_fish debate.
As for the "please ignore me if you enjoy being primitive" argument, I am afraid it is not as simple as that. A post with 3-4 replies (which, in this case, would be 3 subsequent versions of your solution, plus an awkward "ehm, tyvm" from the OP) has a great chance of going unnoticed by anyone who could provide a gh solution...
And finally I have to point out that the right place for coding discussion is just a doorstep away.
cheers,
a not-pissed-off co-member of this forum …
Added by nikos tzar at 8:29am on February 15, 2015
ostly via C# because ... er ... the remaining 99% (how to do some real-life canopy and/or a real-life truss out of the relaxed line graph) is only doable via code - no ExoW/IL (so ... the 1% is indeed doable).
At first ... just double click the Kangaroo1 engine, halt the simulation AND ONLY THEN redirect the resulting line list to the ExoW/IL. As delivered neither is active.
Note: ExoW and/or IntraLattice MAY or MAY NOT work (each one has his own issues, but ExoW despite the glitches yields way better looking liquid stuff). So the liquid root may or may not be the holly grail that you expect (life sucks).
Note: As is delivered this only does a liquid node load bearing structure (ideal for Planet Utopia). Paint the thing black, do some proper pavement, populate with birds of pray, wait for the envelope def (that's freaky), put humans inside, lock the doors > massacre.
…
narity constrains as well. Let's over-simplify the case. Using that planar test data set shown we create a classic Adjacency Matrix that tells us what node is connected with what (you can use Sandbox for making the connectivity required in order to make the Matrix) :
Some other freaky thingy gets the Matrix, does freaky things (using recursion) and finally yields node indices that belong to a closed loop/cycle (see the forefront and the back). The other indices shown (describing "bigger" loops) are used for other type of stuff/checks:
More soon…
to perform the kind of merge I want. Basically:
I have a series of three integers, each representing a radius measure:
Radii[0-2]
I have a three sets of series of 3Dpoints, each set with ~100-400 vals:
PListOne[0-333]
PListTwo[0-333]
PListThree[0-333]
I want to link the data paths up so that the Radii form the first dimension of the array, and that the second dimension is the corresponding points set. So
Radii[0] = 500 (the radius)
Radii[0][0] = 50,75,0 (the first point in PListOne)
...
Radii[2][99] = 44,66,0 (the 100th point in PListThree)
This should be really simple, but I cant seem tog et my head around the right components to do it. I've attached a file with number series in place of the radii/points lists. If someone could show me how to merge the components in the manner above, it would be extremely appreciated.…
all the other rules.
2. No Flattening! use path shift / trim tree instead of flattening.
3. No Path Mapper! I have never met a data operation with the path mapper that could not be achieved through relative means.
4. No Simplify! It makes things *look* nicer but believe it or not those zeros are meaningful and shouldn't just be eliminated. If you are OCD about the way your paths look, then Path shift after every operation that introduces a new branch level (a new "0" at the end) IF AND ONLY IF you are sure that in the case of your definition the component will always function "1 to 1" - that is, for every single input there is only one output.
5. If you absolutely must flatten (to take a global bounds, or generate random values for every item, or whatever) be sure to Unflatten before continuing.
6. Design for the worst case - start with primary inputs in the most complex data structure your definition is likely to need to be able to handle (a tree for instance) rather than a single item.
If you follow the above rules, 99% of the time your definitions will respond appropriately to any change in upstream data structure. If you want an example of how this works in practice, post your definition and I can help find "relative" approaches to the "absolute" things you are currently doing. …
ake a modest notice about the two new Ladybug components, one of which creates a 3d terrain shading mask and another one which visualizes and exports horizon angles. A terrain shading mask is essentially a diagram which maps the silhouette of the surrounding terrain (hills, valleys, mountains, tree tops...) around the chosen location, and account for the shading losses from the terrain. It can be used as a context_ input in mountainous or higher latitude regions for any kind of sun related analysis: sunlight hours analysis, solar radiation analysis, view analysis, photovoltaics/solar water heating sunpath shading...
My home town is an example of the shading caused by the terrain. Here is how it looks from the tallest building in the town:
And the created terrain shading mask:
A mask for any land location up to 60 degrees North can be created:
There will also be a support for a few major cities above this limit.
Both Terrain shading mask and Horizon angles components can be downloaded from here. An example .gh file can be found in here.
Component will prompt the user to download and copy certain files in order to be able to run.
It was created with assistance from Dr. Bojan Savric. Support on various issues was further given by: Dr. Graham Dawson, Dr. Alec Bennett, Dr. Ulrich Deuschle, Andrew T. Young, LiMinlu, Jonathan de Ferranti, Michal Migurski, Christopher Crosby, Even Rouault, Tamas Szekeres, Izabela Spasic, Mostapha Sadeghipour Roudsari, Dragan Milenkovic, Chen Weiqing, Menno Deij-van Rijswijk and gis.stackexchange.com community.
I hope somebody might find the components useful.…
te some cut sheets, but not to optmize material, rather define some cut lines. Everything that I am cutting is made of planar wood elements, but there are very specific geometries (mostly straight lines) and I have to put tolerances and radiasas at the corners in order to cut on the cnc mill. Spending time to figure out how to automate is necessary, but I am stuck!
One thing the definition is doing is taking my brep modeled components in rhino and makking them into 2d close curves and laying them side by side. It works...not ideal as its not layed out in a sheet, but that is not the most important part.
Another particular problem is that you will see some notches in the curves, which other pieces will slip into, so different slots need different specific offsets (making them larger) as a toelrance to allow for material play. This I don't even know how to set up so maybe it will just have to wait.
THE MAIN QUESTION, and super important would be, LIFESAVER:
At all 'inward' corners...which I think will always mean concave corners (most are 90 degrees, but are within to sides, instead of a corner sticking out). I'm sure its obviousy, but the reason being the outward corners a circular dril bit can cut, but inward ones need an arc profile extended beyond where the corner of the other piece will fit into. The drill bit i am using is 6mm, so 6mm diamters arcs is what i'm working with.
I have managed to put such an arc at every vertices of each cut piece. The problem being some stick outward isntead of cutting into the piece. So each one needs to be orieneted correctly. Ideally they would also only draw into inward corners, but I can always delete them out. I think maybe I am missing a more logical mathematical way of defining?
For these geometries it is not very important which side the half circle arc in on in the inward corners, but I also have some geometries that I will have to control where the circles face according to the rest of the cut piece.
The cutouts in the middle of the pieces that are curves do not need such corners obviously.
The picture is an example drawn
I hope this isn't too specific and long. in general though automating fabrication, and controling pracitcal math and orientation problems like this is itnersting to me!
THANKS…
tract subsets, be sure you always perform the same actions on a list of increasing numbers. So, before you start to manipulate a list of 100 points, create a list of 100 integers (0, 1, 2, ..., 99) and make sure it gets mutilated in the exact same way as the pointlist.
Then, when all your points are modified, bring them all into the same list again and sort that list using the integer array as keys. This ought to put them back into the right order.
2) Reverse Engineering: since you know all your points are along well defined curves (lines in your case), you could project them all onto a line that spans the entire model. This will give you a list of curve parameters (floating point numbers). You can then sort your points once again, but this time using the parameters as keys. (See image: by sorting all the points using the curve parameters, you get the order in which they appear from left to right)
2b) If you need to do this thing on points which are in a grid (i.e. 2D sorting), you have to project onto a surface so you get uv parameters for every point. Then vastly multiply only the u (or only the v) values, since you want to give rows (or columns) a higher weighting. Finally add u and v together and this will give you another list of floating point numbers which can be used as a keys array in a sort operation.…
.0001, the functionality is been put into dedicated components (see this post for further details).
Different branches are always combined using Longest List logic. I'm unhappy about this as well, I need to give more control over how different branches are combined, but I haven't figured out yet how to expose such functionality without it being utterly incomprehensible to 99% of the users.
If you want to ignore the data inside the fourth branch, you'll need to remove that branch before the data goes into the Line component. It's easy to remove a specific branch, somewhat trickier to make this removal dependant on variables elsewhere in the network.
You can use the Split Tree component to achieve this either way. Using a fixed mask (like in the image below) may be sufficient.
The !3 means that any branch is allowed except when it has a 3 in that location. The [0-2] means that only branches which have a number in between and including 0 and 2 will be allowed.
--
David Rutten
david@mcneel.com
Poprad, Slovakia…