decided to also port some of the example files.
The GH definitions work very similar to Kangaroo. The boolean toggle must be set to false and the timer component must be enabled to run the animation. To reset the animation disable the timer and switch the boolean toggle to true.
Most of the code is ported as it is, but in some cases I added more functionality, like making the algorithm work in 3D.
EDIT: By request I also added the definition for this video:
http://www.grasshopper3d.com/video/testing-exploding-words
Files
Bounce.gh
Conway.gh
Flocks.gh
Reach.gh
Softbody.gh
Springs.gh
Exploding text.gh
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Added by Vicente Soler at 12:08pm on August 15, 2011
ese explanations help (we will also look at your file) asap.
About your question regarding the Tutte graph drawing algorithm (also known as topological embedding):
The Tutte algorithm can be viewed as a special case of Spectral Graph Drawing, which is a mathematical solution for topological embedding formulated as an optimization problem. The formulation of the topological embedding (e.g. as in Tutte algorithm) is in fact quite similar to the so-called force-directed drawing that is often solved by heuristic methods like the one we have made for the SYNTACTIC plugin. You can read more about Force-Directed Graph Drawing (a.k.a. coin-graph drawing and kissing disks drawing) and Spectral Graph Drawing and Spectral Graph Theory in my dissertation.
The functionality of the Tutte algorithm is only guaranteed for graphs that are 3-connected, i.e. graphs with more than 3 vertices which cannot be torn apart unless at least two vertices are removed.
https://en.wikipedia.org/wiki/K-vertex-connected_graph
Speaking of the conditions for the Tutte algorithm to work properly: Practically, this implies, for instance, that there should not be rooms connected only to one other room.
Anyhow, long story short, we have decided to continue with Spectral Graph Drawing and 3D force-directed graph drawing. These algorithms are ready and with a couple of adjustments for maximum speed and stability we will release them shortly. Some conditions for these algorithms are easier to ensure, but in general if a node(room) is connected to only one space or the graph is not well connected one cannot expect a good graph drawing from neither of these methods. The other issue that is also common is that the force directed graph drawing will not work if one forces a big bubble to be squeezed in the middle of smaller bubbles. Stay tuned. …
2: https://vimeo.com/107502226
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Hi all,
1. Chris, Chien Si and I will present Ladybug and Honeybee at IBSA-USA NYC this Thursday (August 21st). The presentation will include some of the latest developments that we are working on. If you are interested to know more about some of the new developments and see some of the workflows and you are around New York then just stop by. If can't attend in person you can still watch the presentation online. Check the links below. (Make sure to register by Wednesday if you are attending in person.)
2. We would like to show some of the works that you have done with Honeybee and Ladybug during the presentation so if there is anything that you think is interesting and can be presented publicly send it to us at thisisladybug@gmail.com or just post it here. Make sure to let us know who do you want us to credit the image.
3. That's it for now. I copy the information about the presentation below and hope to see some of you there. Thanks for your help and support.
Cheers,
Mostapha
IBPSA-USA New York Regional Chapter presents:
Parametric Modeling Tools | Ladybug and Honeybee
Location: Thornton Tomasetti, 44 East 27th street (between Madison and Park)
Date & Time: Thursday, August 21, 2014 - 6:00-7:30 PM.
6:00-6:30 PM Networking
6:30-7:30 PM Ladybug and Honeybee
Mostapha Sadeghipour Roudsari, Thornton Tomasetti
Chris Mackey, MIT
Chien Si Harriman, Terabuild
7:30-7:45 PM Q & A
Click here to register**: https://attendee.gotowebinar.com/register/6507378565592582402
**Please register at least a day in advance if you wish to attend in person
Descriptions
Ladybug + Honeybee
Ladybug and Honeybee are open source environmental plugins for Grasshopper that help architects and engineers create an environmentally-conscious architectural design.
Ladybug imports standard EnergyPlus Weather files (.EPW) into Grasshopper and provides a variety of 3D interactive graphics to support the decision-making process during the initial stages of design. The plugin also provides further support for designers as they test their initial design options with radiation, sunlight-hour, and shading analyses. Integration with Grasshopper allows for an almost instantaneous feedback and, since the plugin runs within the design environment, the information and analyses are interactive.
Honeybee connects Grasshopper3D to EnergyPlus, Radiance, Daysim and OpenStudio for building energy and daylighting simulation. The Honeybee project intends to make many of the features of these simulation tools available in a parametric way. Just as users have made changes to geometry for years in Grasshopper, now users can parameterize system types, zoning schemes, schedules of operation, daylight sensor placement and controls - all of the “hardcore” simulation parameters that have never been exposed to parametric modeling tools.
https://www.facebook.com/LadyBugforGrasshopper http://www.grasshopper3d.com/group/ladybug
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tors: R.G.D.E tutors Mostafa R. A. Khalifa, Architect (PhD - UNICAM - Italy)
Assistants: Nagham Baitawy - Architect - Jordan
Ahmed Hassan - Architect & TA - Egypt
deadline registration August, 25th , 2013
http://grasshopperworkshopamman.blogspot.com/ introduction: This workshop will introduce basic and advanced notions of Grasshopper and the methodology of parametric design and algorithmic modeling and its usage in Architecture, design, landscape, and urban scale. It is intended for professionals and students with a minimum experience in 3D Modeling.
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sent a 3D shape without any ambiguity. If the shape you're trying to convey falls outside the scope of existing standards, then it can't be done, but this is a problem of standards, not an intrinsic shortcoming of pencils.
[...] with the computer theoretically acting as a decision maker.
The computer makes no decisions on it's own. It's a fully deterministic machine, meaning that any output is the result of applying a set of rules to some pre-existing data. Humans make the rules. At no point can you blame the computer for coming up with a bad answer, it's always some human who is responsible.
[...] it seems to often be split between Computerization, and Computation.
I'm willing to concede there exist cases that are unambiguously one or the other, but there's a gradient in between these two extremes, they are not separate categories. If I draw a box by specifying the 8 corner points as XYZ coordinates then computation can be said not to be involved. If I draw a box by specifying 2 opposite corners then the computer has to compute the other 6 coordinates and we're already on our way towards the other extreme. If I draw a box by specifying a width, height and a required volume, more computation is needed. If I specify a box by a width, a volume and the requirement is doesn't cast too much shadow on some other shape, more computation is needed. At what point do we say "now it qualifies as computation/solving"?
--
David Rutten
david@mcneel.com…
Added by David Rutten at 7:22am on November 28, 2013
hes or surfaces on this: it's the nature/topology of your design that dictates that approach):
This C# only (as usual) collection of scripts works in 2 phases:
Phase A: Gets points in 3d space (NOT internalized in order to alter them manually) and creates a mesh. Depending of your search distance (actually: radius) the mesh is variable. If you bypass phase A (feed the 2nd C# with some other mesh of yours) then the mesh is triangulated automatically.
Phase B: Gets the mesh and creates your "tri-breps" in a DataTree where first dimension branches are indexed as the mesh faces (Note: "tri-breps" are not joined to a closed brep for speed).
PS: An auxiliary 3rd C# gives you an indication about the size of mesh edges in order to enter proper offset (where offset means offset of the tri-mesh edges) values.
PS: If you overdone with values > faces are excluded (and the equivalent tri-breps are NOT created):
PS: if you enter possible/doable offsets > all faces play ball:
best, Peter (Load Rhino file first)
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hem and mine with some axis more in 3d space):
To tell you the truth you need a lot of other "constrains" for your nodes since they are shaped (I can easily guess the "method" used) by "fusion" and not connected via some ball type (MEANING: that the clearance between adapters should comply to a second constrain AFTER clash matters are addressed: this is one line of code more into that C#).
So ... I'll thy to translate the C# into components (but is 100 times easier to work with code than with these ... er ... mysterious/cryptic GH components, he he).
more soon…
ponents at all (C# , that is). Obviously this is a no-no > the wrong thing to do > back to the drawing board.
In the mean time get these 2 that are related with the issue (but how? I have no idea, he he).
The flatten (get the flying laundry back in a "stationary" state, he he) is challenging because ... if you change some mysterious things it turns ultra paranoid.
The other (intro to 3d grids) has a broad "repertoire" depending on your choices (and it doesn't comply with your grid inputs all the times - blame AI, he he):
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