nts which are located on different surfaces of these boxes. Now I want to divide the points in such a way that I have all the points located on each different surface in a branch of a list.
So if I have a tree for the points with 10 branches (for 10 different situations) and 4 different surfaces the points can be located on. I would like to have one tree as a result where I have the following struture:
{Situation 1, Surface 1}
{Situation 1, Surface 2}
{Situation 1, Surface 3}
{Situation 1, Surface 4}
{Situation 2, Surface 1}
...
{Situation 10, Surface 4}
My goal is to make individual surfaces based on the point clusters on each surface.
For now I tried the Point in Curves function, but somehow I still get points on different surfaces even though I should just get them for one of the surfaces.
Kind regards,
Florian…
geometric components (same dimension what change is just material properties here simplified with different colours)
2) Create a 3d grid where each point is the centroid of my octahedron.
3) Evaluate grid points distance from a given surface (as shown in pic 2 - note that grid at moment is just a 3d rectangular grid so it does not work)
4) populate the point cloud with my geometry components according to the insertion point (centroid) distance from a given surface(dividing domain in as many intervals as needed).
The components are regular polyhedra so I think it won't be too difficult to create a 3d grid which will fit the scale of these - having in mind the points are centroids.
What I am struggling more is how to organize the code for point 4. Is there any useful VB.net classes I can use for this case? Have you some kick-start ideas or suggest similar code I can take as example to develop mine? What kind of nested loop is more suitable for this case?
As a novice to VB.net any advice is greatly appreciated! Merry Xmas
Jason…
s:
1) Pick a surface.
2) Pick a group of points previosuly determined in a 2d "flat" view.
3) Transport those points to the surface.
4) Make the voronoi 3d tesellation around the surface.
That´s it! Thank you all!
Bye!…
imizing:
-you dont need to move and rotate the 2 objects, 1 moving around the other one is enough.
-you can work in 2D only, your objects are just simple extrusion of planar polylines, and you dont seem to move them in 3D. So you can use region intersection.
Also:
-the bounding box needs an orientation plane, or it will always be oriented in XY by default.
-there is one optimal solution, and 4 equivalent sub-optimal solutions to your problem with the provided shapes and movement constraints .…
like this video, this is a test of the traction force in Kangaroo, this time in 3d.
Inspired a bit by this game
I decided to try out a simple 4 wheel drive