ind that a ?^@&@% door for your next 7 series (avoid that car at any cost) is rated about 10M (the so called development cost) whilst the whole car may require 500++ M. Did you know that the software used in a 7 series exceeds 70M lines of code? Therefor ... blah, blah.
Back to real-life things:
One "suitable" solution for flattish stuff the likes that you've captured is:
1. Make a BoundingBox and make a Point3d grid using, say, the bottom 4 corners (a single dimension tree)..
2. Declare a nullable Point3d grid [ DataTree<Point3d?> hitsTree = new DataTree <Point3d?>();].
3. Shoot a Ray3d from each point using some Vector3d (for instance using p4 - p0 out of the box points). If the Ray hits a brepface get the point if not put a null. That way you have a tree of equal List sizes and "combining" things (Points) for your patterns is greatly simplified [you can use the crude try{} catch{} approach].
4. If all these sound a bit freaky to you ... post a flattish test case (with different U/V) and give some hints about what "pattern" means to you.
best…
ine:
DS.SetCooperativeLevel(Me, CooperativeLevel.Normal)
because "Me" is supposed to be the forms handle. I suppose that I need the Handle for either the Rhino window or the GH window. How can I get it?
All the best,
Ed
Imports Microsoft.DirectX.DirectSoundPublic Class Form1 Dim DS As Device Dim wvFormat As WaveFormat Dim dsBuffer As SecondaryBuffer Dim dsDesc As BufferDescription Const SRATE As Integer = 44100 Const DUR As Double = 1 Const FREQ As Double = 500 Dim sbuf(DUR * SRATE) As Short
Private Sub Form1_Load(ByVal sender As System.Object, _ ByVal e As System.EventArgs) Handles MyBase.Load ' Open DirectSound DS = New Microsoft.DirectX.DirectSound.Device DS.SetCooperativeLevel(Me, CooperativeLevel.Normal) ' Create a waveform description wvFormat.FormatTag = WaveFormatTag.Pcm wvFormat.Channels = 1 wvFormat.SamplesPerSecond = SRATE wvFormat.BitsPerSample = 16 wvFormat.AverageBytesPerSecond = 2 * SRATE wvFormat.BlockAlign = 2 dsDesc = New BufferDescription(wvFormat) dsDesc.BufferBytes = 2 * DUR * SRATE dsDesc.Flags = 0 ' create a buffer dsBuffer = New SecondaryBuffer(dsDesc, DS) ' create tone For i As Integer = 0 To DUR * SRATE sbuf(i) = 10000 * Math.Sin(2 * Math.PI * FREQ * i / SRATE) Next ' copy to buffer dsBuffer.Write(0, sbuf, LockFlag.EntireBuffer)
End Sub
Private Sub Button1_Click(ByVal sender As System.Object, _ ByVal e As System.EventArgs) Handles Button1.Click dsBuffer.Play(0, BufferPlayFlags.Default) End Sub
End Class
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Added by castroecosta at 11:11am on November 8, 2011
that, I have a few more comments on what you are trying to do:
1. It is not possible to divide the surface of a sphere with regular hexagons [the most efficient way includes pentagons as well (classic soccer ball)].
So I believe that in the image you posted there is some serious twisting taking place at the back side (you can actually see this starting on the right side of the picture).
Lunchbox's [hexagon cells] component divides the surface in U and V (orange slices for a sphere) and draws hexagons on it. The result is some serious deformation on the 2 poles and many non-planar cells. If you are ok with this, then my only tip would be to use an even number for the U divisions in order to have a clean seam:
instead of:
2. The hexagons you have defined in 2d are wrong as they are overlapping and also leaving gaps between them:
You should define your hexagons so that they form a honeycomb pattern. It could be something like this:
3. There is no direct way for hexagonal mapping, so your best bet would be to draw your pattern inside each cell (good GH data structure understanding is crucial for this). Also, the non-planar cells will probably give you a hard time there...
Hope I cleared some things and didn't cause more confusion!
Nikos
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use Google's API, especially if you'd like to achieve a great quantity of data without overloading Google's servers.
I used a way to request data without overloading Google's servers by using a tiling method. Obviously, this component respects the limit of 2500 requests per day.
This is how the component works:
1) set one point and its coordinates
2) generate surfaces by using isotrim component (Basically, each sub-surface is a request)
3) set the number of division of each surface and the resolution of Google static maps
4) run, move points and generate surfaces with surface from points
5) apply textures to the surfaces
In the image below another small example:
I was thinking that this should be useful for wind simulation with Butterfly, maybe.
Best
Antonello…
radiance parameters to get rid of blotching. To add another level of complexity to my problem, I am running simulations with a translucent material with the following properties: void trans testTrans
0
0
7 0.478 0.478 0.478 0.000 0.010 0.178 0.635
I have had no issues with the renderings when I use clear glazing, as seen on this image:
However the blotching-issue becomes very noticeable when I introduce translucent glazing into the scene:
For the two above cases I used the following parameters:
_av_ is set to 0
xScale is set to 2
_ab_ is set to 6
_dc_ is set to 0.5
_aa_ is set to 0.2
_ad_ is set to 2048
_st_ is set to 0.5
yScale is set to 2
_ps_ is set to 4
_ar_ is set to 64
_as_ is set to 2048
_ds_ is set to 0.25
_pt_ is set to 0.1
_dr_ is set to 1
_pj_ is set to 0.9
_dp_ is set to 256
_dt_ is set to 0.25
_lr_ is set to 6
_dj_ is set to 0.5
_lw_ is set to 0.01
I ran another test with increased Radiance parameters and got the following output:
with the following parameters:
_av_ is set to 0
xScale is set to 6
_ab_ is set to 6
_dc_ is set to 0.75
_aa_ is set to 0.1
_ad_ is set to 4096
_st_ is set to 0.15
yScale is set to 6
_ps_ is set to 2
_ar_ is set to 128
_as_ is set to 4096
_ds_ is set to 0.05
_pt_ is set to 0.05
_dr_ is set to 3
_pj_ is set to 0.9
_dp_ is set to 512
_dt_ is set to 0.15
_lr_ is set to 8
_dj_ is set to 0.7
_lw_ is set to 0.005
Although the second blotching case is much better than the first, it is still very bad for hours when the sun is lower in the sky. The above images are rendered for a clear sky at 18:00 in Germany in a West-facing room.
Sorry for the long post! Can someone help? Kind regards, Örn
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re_Never_Ends_V666".
3. Delete the left C# that does the Ziggurat (and feeds the truss maker with the "skin").
4. Remove all the comments of type "don't touch ..." > be brave.
5. Create any spiral surface (like the ones shown as demos) in Rhino. Or Any List of surfaces (say: one spiral surface and some others - but better start with ONE test surface). DO NOT use trimmed surfaces (only my "pro" C# truss maker does this - but it's incredibly complex to handle it). In fact ... you can use them ... but forget it, for the moment.
6. Feed this green GH component shown (aka: the Red pill [Matrix], he he) with your surface(s) > surrender to the crazy world of trusses.
7. Listen to some appropriate stuff .
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ircle and segmentationwithout the squares but with the shape above.This form is repeated once in two as on your video,but can be deformed in its curvesWe may need to have 2 referen curves one at 0° and an other at 180° to create the modulation ? I dont know how to link curves to this program ... I am just able to create this structure by line(in parallel) with that code :TEST%201.3dmCIRCLE%20TEST.ghDid you have any ideas ? Thank you in advance for your reply !Have a nice day!Clément…
g VB scripting as below is shown is not working... ;((
Private Sub RunScript(ByVal Pts As List(Of Integer), ByVal GS As List(Of System.Object), ByRef nsrf As Object)
Function CreateNS(ByVal cvpoints As ArrayList, ByVal GS As Integer) As OnNurbsSurface Const Degree As Integer = 3
'Make the surface Dim orderU As Integer = Degree + 1 Dim orderV As Integer = Degree + 1
Dim ns New OnNurbsSurface ns.Create(3, False, orderU, orderV, GS, GS)
'Add cv points Dim i As Integer Dim j As Integer Dim pt As On3dPoint For i = 0 To GS - 1 For j = 0 To GS - 1 pt = cvpoints(i)(j) ns.SetCV(i, j, pt) Next Next
'Set knots for open surface ns.MakeClampedUniformknotvector(0) ns.MakeClampedUniformknotvector(1)
CreateNS = ns End Function
Considering more than this example got from a book, is there any other better way to get a simple AREA from control points by GH?
THAAAAAAAAAAAAANX
Francesco
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