Dim S As New NurbsSurface
Dim k1 As New Integer Dim k2 As New Integer Dim k3 As New Integer
Dim pt_2 As New point3d Dim pt_3 As New point3d Dim pt_4 As New point3d
k1 = 13 k2 = 14 k3 = 15
For i As Integer = 0 To 7 If k1 > 15 Then k1 = k1 - 15 End If pt_2 = L_pts(k1)
If k2 > 15 Then k2 = k2 - 15 End If pt_3 = L_pts(k2)
If k3 > 15 Then k3 = k3 - 15 End If pt_3 = L_pts(k3)
S = nurbsSurface.CreateFromCorners(centre, pt_2, pt_3, pt_4) TAB.add(S)
k1 = k1 + 3 k2 = k2 + 3 k3 = k3 + 3
Next
A = S
You dont realy need to understand the script but I want to be able to declare a dim as a Surface and on the core creat different surface from 4 pt.
Thanks for your Help,
Best regards,
Renaud Ganière…
pped inward (it'd have showed up in a render sooner or later). geodesic.ghx
The "trick" of the lines is all buried in the vb code inside the "VB (DotNET VB Script)" component I renamed "vbGeodesic". Basically the visual basic code cycles through the 15 points resulting from the divide operation, picking them up 3 at a time in the right sequence to define the 16 facets that result from the divide (ie the component takes in a 15 point list and spits out a 16*3=48 point list). Hopefully the picture below helps. Once you figure out how to select the points in correct sequence, it's pretty straight-forward to do the cull and draw lines.
A related example is on pg 106 of the Grasshopper Primer. An even better example of what I think you're after is on page 32 of the "Algorithmic Modeling" document on the tutorial page.
Cheers…
Added by Chris Mealing at 6:50pm on October 17, 2009
. {0;0} N=16. In order to get the loft component to work correctly you need 16 trees, each with one branch having 3 (circle) items on it (one from each initial tree). The items also need to be in a particular order so that the loft 'makes sense' visually. Using the Flip component gives you one tree (zero index) with 16 branches (0->15) with one item on each branch. {0;0->15} N=1. Using the Merge component all corresponding indices of the three input trees will merge (first process) and concatenate their respective items (second process). This is why it's important to have tree/branch structures that match before merging them. At least that's been my experience. You end up in this case with 16 trees each with one branch having 3 items on it. Within the branch these items are indexed according to the order in which you connect the three lists to the Merge component (ie. A,B,C; B,C,A,etc). I can't say for certain that this is a complete and accurate explanation but it's how I've been considering it. Hope it helps. It can also be described in terms of matrices but I'm trying to stay true to the language of GH.
Chris…
Added by Chris Tietjen at 10:51am on January 14, 2011
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