3 of them have an area of 3 m^2
3 of them have an area of 6 m^2
3 of them have an area of 9 m^2
can I create a data tree with 3 branches sorted by area?
Thank you!…
would like to group the paths based on their item count (n) values resulting in a tree which should look something like this:
{0;0} (3)
{0;1} (2)
{0;2} (2)
{0;3} (1)
in other words, all paths with 2 items are under one path, all with 6 items in another, and so on.
I feel that the pathmapper should be able to do this very easily but cannot figure out what the expression should be... I have tried searching the forum but have not had much luck!
Any ideas? Thanks a ton!…
{2:2} {2:3}
Each branch has 10 points. I'd like all the points in {0} to draw lines to each sub-branch {0,#}, {1} to {1:#}, etc. I am simply confounded, how would this be accomplished?
Thanks!
…
problem is that I am inputting 8 points and getting 24 point out because grasshopper is matching every point to every surface. The correct way would be 3 points for surface {0}, 3 points for surface {1}, and 2 points for surface {2}.
Anyway, is there a way to say that every branch with a {0;?} should relate to the {0} surface, the {1;?} branches should match with the {1} surface, etc?
…
e possible to change the component definition making possible to customize the number of outputs.Now Dispatch moves "true" values to A and "False" values to B
INPUT:
L (List to work on) -> 1, 2, 3, 4, 5, 6, 7, 8
D (Dispatch Pattern) -> True, False
OUTPUT:
A (List) -> 1, 3, 5, 7
B (List) -> 2, 4, 6, 8
Could it be possible/useful to modify it so it could dispatch items to several outputs, like:
INPUT:
L (List to work on) -> 1, 2, 3, 4, 5, 6, 7, 8, 9, 0
D (Dispatch Pattern) -> A, B, C
OUTPUT:
A (List) -> 1, 4, 7, 0
B (List) -> 2, 5, 8
C (List) -> 3, 6, 9
maybe I'm missing something and there's already a component with this function... I have been searching on the forum for half afternoon, but can't find anything about it!
Thank you!…
ctivity of vertices ordered sequentially, the order defining the direction of the normal, using 0 1 3 2 Causes an error this way. If it a quad face it seems odd to me that you would label the vertices in such an order, as an engineer, i have never seen it done as 0 1 3 2, it could be 3 2 1 0, 2 1 0 3 etc but going 0 1 3 2 is not acceptable, i will do a bit more reading on this.…
Added by Steve Lewis at 5:18pm on December 24, 2013