ere are ways to remap the data (PathMapper etc) and there's an excellent tutorial by David Rutten about path mapper on this forum somewhere.
And always look at whether you simply need to flatten your data to ba able to work with it.
For point lists I often use the PointNumber component to help visualise the data and the good old Panel component helps too!
When you see some of the elegant, compact definitions on here, there often seems to be some mystical foresight needed right from the first component but hopefully this jedi skill comes with practice!…
Added by martyn hogg at 12:24pm on January 13, 2014
the bubble diagram. This algorithm works by a set of attractive and repulsive forces (as in Equation 9) acting recursively on graph vertices, seeks a ‘relax’ situation for a graph, and reaches to a graph drawing. This tool is quite intuitive and shows in real-time bubble diagrams neatly according to the specified areas and the connectivity graph.
Equation 9
Attraction: 〖AF〗_ij=ka ∆x_ij for all linked (i,j)
Repulsion: 〖RF〗_ij=kr /x_ij for all (i,j)
The attraction/repulsion strength inputs are denoted as ka and kr
in the above equations. If some configuration is very messy, you need to have a high repulsion first to untangle it. I have not tried Angel's method but it is very similar to the method we have scripted for this component.
I hope this helps.
Best regards,
Pirouz…
nnot calculate (too many digits).
Or you want just to fill that space with random configuration and find some good for you?
Here's my first thoughts:
Again, as some other cases, iterative process.
(Conway's game of life, a cellular_automata-like process (?)... Install anemone.)
I would create 3 grids:
1 - grid of 100 values, cell's center points
these values can have more integer values like 0=free 1=occuped
2 - grid of 81 values, grid vertex points (excludig perimeter)
these values are where the center of 2x2 cells could be. 0=possible location 1=not possible location
3 - "grid" of 180 values, grid segment center, where 1x2 center could be
again 0 and 1
Then it's needed a "topology" between those 3 grids:
At each iteration those values updates each other by basing on placed cells and adjacent values.
At each iteration a new cell (random from A or B) is placed in a random possible location.
This is just my madness, and maybe I'm already far away from a result.
For sure a fasterst, simpler, smarter solution exists.…