sed to calculate a direction of a plane containing the 3 points. After that next points are tested if they have quite the same direction as the first plane. There is a recursion if it works. Recursion end
if limit in size is obtained (no polygon with more than xx points)
if angle is too big
if the next point is the same as the beginning of polygon.
The problem now is that it generates many polygons on the same place. It could (must) be filtered.
Here an example with 3 twisted hexagon (5°, 10° and 15°). Depending on angle threshold there is not the same number of same hexagon on each one.
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he COM port input had been set to COM4... then no matter if you changed the number back to 3... it still wouldn't open. The trick would be to save the file with the correct settings (so set the port to 3) and then close the file and re-open... this time it should work..." So I just checked every port line in both Arduino, Device Manager, then checked Baud values in Arduino and device Manager where I found out tht baud level in device manager-advanced settings was different, then saved my Arduino sketch, closed and re-opened it..Voila! It worked. Hope yours will make it as well..…
t uploaded.
My rhino version is: 5 SR11 64-bit(5.11.50226.17195, 2/26/2015) Even the simplified building mass (3 floors building with 15 rectangular simple breps) doesn't work either.Should i upgrade Rhino or grasshopper?
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oxes in the most efficient way within boundaries of object and follow the following constraints. The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables: (1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!…
Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…
re is my problem... I need to arrange Boxes in the most efficient way within boundaries of object and follow the following constraints.
The Goal: To fit 125 boxes in the most efficient way inside the total area. Starting Variables:
(1) 40% of the Boxes need to be between 60 and 85MSQ. (2) 40% of the boxes need to be between 86 and 110MSQ.
(3) 20% of the boxes need to be between 111 and 125mSQ. The breakdown doesn’t have to be exact to give the script some flexibility. Meaning you can have 41% +39% +20% = 100%.
Constraints:
1. A total MAXIMUM area of approximately 1600M per layer.
2. A maximum of 8 layers for a total of 12,800M per layer. Optimization can make as little or as many as 8 layers vertical to accommodate all boxes. So if script can achieve with 3 levels great. If needed all 8 levels, that's fine too. However, pay attention to next constraint (#3).
3. Approximately 15% of that space on each layer is off limits. (internal area) (blue area in example script) and the shape of the boundary cannot be modified to accommodate box design resulting in jagged lines for the internal area.
4. All generated squares/rectangles must have at least 3m touching an outside border (The Green lines).
5. All boxes must also be touching minimum 1M of border of the blue line.
6. If the boxes generated go outside the green boundary, they must be fillet to maintain the straight lines of the green boundaries.
7. Get as many of the boxes as possible a view towards the dots.
Could any one provide me a method or a way to start, if there are any useful links, please share with me. Thank you!
…
1D when it comes to a location on a surface or a curve. If a 3D point shares a location on a surface we can represent it by means of the U and V co-ordinates of that surface.
In your example above the 4 surface corners are {2,2.5,0}, {17, 2.5, 0}, {17, 19, 0} and {2,19,0}. Unless you reparametrise the domains they will typically take the same domains as the curves that constructed them in this particular case the lengths (but these curves are only that length at the edges and only when you created the surface).
So the U domain is 0 to 15 (17-2) and the V domain is 0 to 16.5 (19-2.5). Even if you transformed the surface to another location or another shape these domains will not change and therefore the UV co-ordinate will not change. If you reparemterise the surface then the domains are set to 0 and 1 in both directions and this might be easier to work with. You can think of them as a percentage then, a UV location of {0.5, 0.5} of a reparameterised surface will always be in the middle of the 2D space.
All points on a surface in 2D have a 3D space co-ordinate as well, but not all 3D points have a 2D co-ordinate. This is why we need to use the Surface CP to get a UV value to evaluate a surface at a given point.
Incidently the 1D co-ordinate of a curve is represented by the parameter t
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that data via serial to an external program to play as MIDI.
The problem is, I am using a third-party (Spikenzie Labs) serial-to-midi converter that cannot speak to the COM port while Firefly also does. Bear with me, as I am just starting to figure this out, but I imagine the following possibilities:
1. Hardwire an actual MIDI-out into my prototype and code it so that the signal is sent this way. Get a MIDI-to-USB cable and go into a different COM port.
2. Set up a virtual serial port? No idea if this is a thing.
3. Internalize the serial-to-midi conversion/TX to my Grasshopper/Firefly setup. I don't really know what this entails.
Any thoughts?Thanks as always for all of your digital trailblazing...
Josh…
Added by Joshua Jordan at 12:47pm on November 4, 2013
5% of all my geometry
Ideally, the percentage distribution should be parametric as well.
My gut feeling told me that I should utilize the gene pool component and mass addition but it is not working for me.
Please see attachment for my gh file.
Many thanks. …
Added by Lucas Ler at 11:44am on November 27, 2015
nt%3A1077447&xg_source=msg_com_forum
Now my file is like this
quite complicated. So I wonder whether I can do it with Hoopsnake, repeating process 1 for 4 times.
But the process involves 3 different starting input (in Circle 2), which is like this
Input a is the origin of the first rod (O1), Input b is to determine the direction of A1-O2, and Input c is the direction of the first rod (vector O1-A1).
I wonder how these 3 starting data can be calculated respectively in the iterations? Perhaps this involves some manipulation of data tree?
Can anyone give some suggestions? Thank you in advance for any help!
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