zed like this:
{0}
0 Surface 1
{1}
0 Surface 2
1 Surface 3
2 Surface 4
{2}
0 Surface 5
1 Surface 6
{3}
0 Surface 7
1 Surface 8
2 Surface 9
And not like this (which is what i have when select tehm with "multiple surfaces")
{0}
0 Surface 1
1 Surface 2
.....
7 Surface 8
8 Surface 9
Thanks a lot for your help: it is a very frequent issue and i would like to fix it.
Regards
…
per components.
I have attached a 3dm file and a picture so you guys can see what I am talking about.
I have previously translated boxes into breps, which i did with this code:
Dim bbx As New box(pl, New interval(-.5, .5), New interval(-.5, .5), New interval(-.5, .5)) Dim ms As New Mesh() ms.Vertices.AddVertices(bbx.GetCorners) ms.Faces.AddFace(0, 1, 2, 3) ms.Faces.AddFace(0, 1, 5, 4) ms.Faces.AddFace(1, 2, 6, 5) ms.Faces.AddFace(2, 3, 7, 6) ms.Faces.AddFace(3, 0, 4, 7) ms.faces.addface(4, 5, 6, 7) ms.Normals.ComputeNormals()
ms.Compact()
I have tried to do something similar with this specific example, and I now that meshes only consist of quads or triangles, so i broke down the geometry into quads without any succes.
Looking foreward to any suggestions.
- Jens…
a seed, and instead creating a pattern where each color has a seed/control slider for each row? For example, row 1: brown 2, tan 6, yellow 7, purple 3, repeat. row 2: brown 6, tan 1, yellow 4, purple 10, repeat. row 3: yellow 5, purple 1, brown 3, tan 10, repeat. row 4: purple 2, brown 7, tan 3, yellow 4, repeat. Then repeat that sequence up the wall? For each color, the number in the sequence should be adjustable.
Thank you again for your help!…
6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, etc
In addition to the components in the attached file, I have also tried using Cull Index but that did not do much. I tried using a number slider set to whole numbers with the range equal to the values I have set up in the integer, but it just increases the size by 1 every time. Any help on steps in the right direction would be great thanks.…
6;i
0;7;i
Level 3 (shown sparse)
0;0;0;i
0;0;1;i
...
0;3;0;i
0;3;1;i
...
0;7;6;i
0;7;7;i
etc...
This will encode the parent-child relationship right into the tree.
Also, if i switch to using individual mesh faces for mesh clash detection then i'll be sorting them as i go (classic space partitioning sort) so i can add an output with a sorted tree for those too.
Also, I would be interesting to output them in Arend's voxel tool data format.
Also, I will add the voxels status to another output - outside is never incuded in the tree (nulls will be placed) but "on boundary" and "inside" will be represented.
Also, the bigger projects requires that the voxels know about their topology - I'll probably include that in this little test but i have to think about the best way to represent it.
Also, I was just looking at David's oct-tree component and hoping that i haven't replicated that function. It will have to wait for tomorrow since the machine i'm writing this on doesn't have rhino on it. The project is still useful for me as it is the data structure that i'm after but as a general component it might be a tad redundant.
Also, right now it accepts a list of meshes but the only uses the first one. I need to fix this.…