e
7. True
8. True <-- this one
9. True
10. False
11. True
12. False
13. True
14. True <-- this one
15. True
16. False
17. True
18. False
19. True
20. True <-- this one
21. True
22. False
23. True
24. False
25. True
26. True <-- this one
27. True
28. False
29. True
30. False
31. True
32. True <-- this one
33. True
Any idea how I can solve this?
Thanks!…
output will show a tree with 3 branches of 4 integers each that I can pass on to other components. What is the best way to do it?
I have tried creating a tree and using a for loop to do so, but it didn't work.
Thank you for your help.
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ems in the same way. Lofting was particularly difficult, you had to have a separate loft component for every lofted surface that you wanted to generate because the component would/could only see one large list of inputs. Then came along the data structures in GH v0.6 which allowed for the segregation of multiple input sets.
If you go to Section 8: The Garden of Forking Paths of the Grasshopper Primer 2nd Edition you will find the image above describing the storing of data.
Here you will notice a similarity between the path {0;0;0;0}(N=6) and the pathmapper Mask {A;B;C;D}(i). A is a placeholder for all of the first Branch structures (in this case just 0). B is a place holder for all the second branch structures possibly either 0, 1 or 2 in this case. And so forth.
(i) is a place holder for the index of N. If you think of it like a for loop the i plays the same role. For the example {A;B;C;D}(i) --> {i\3}
{0;0;0;0}(0) --> {0\3} = {0}
{0;0;0;0}(1) --> {1\3} = {0}
{0;0;0;0}(2) --> {2\3} = {0}
{0;0;0;0}(3) --> {3\3} = {1}
{0;0;0;0}(4) --> {4\3} = {1}
{0;0;0;0}(5) --> {5\3} = {1}
{0;0;0;1}(0) --> {0\3} = {0}
{0;0;0;1}(1) --> {1\3} = {0}
{0;0;0;1}(2) --> {2\3} = {0}
{0;0;0;1}(3) --> {3\3} = {1}
{0;0;0;1}(4) --> {4\3} = {1}
{0;0;0;1}(5) --> {5\3} = {1}
{0;0;0;1}(6) --> {6\3} = {2}
{0;0;0;1}(7) --> {7\3} = {2}
{0;0;0;1}(8) --> {8\3} = {2}
...
{0;2;1;1}(8) --> {8\3} = {2}
I'm not entirely sure why you want to do this particular exercise but it goes some way towards describing the process.
The reason for the tidy up: every time the data stream passes through a component that influences the path structure it adds a branch. This can get very unwieldy if you let it go to far. some times I've ended up with structures like {0;0;1;0;0;0;3;0;0;0;14}(N=1) and by remapping the structure to {A;B;C} you get {0;0;1}(N=15) and is much neater to deal with.
If you ever need to see what the structure is there is a component called Param Viewer on the first Tab Param>Special Icon is a tree. It has two modes text and visual double click to switch between the two.
Have a look at this example of three scenarios in three situations to see how the data structure changes depending on what components are doing.
…
Maybe this video will help: http://www.grasshopper3d.com/profiles/blogs/building-a-component-with
(from 7:30 to about 8:30)
- Giulio_______________
giulio@mcneel.comMcNeel Europe, Barcelona
fault materials...6 RAD materials are loaded1. 2. Downloading OpenStudioMasterTemplate.idf to c:\ladybug\3. Loading EP construction library4. 206 material found in c:\ladybug\OpenStudioMasterTemplate.idf5. 30 windowmaterial found in c:\ladybug\OpenStudioMasterTemplate.idf6. 284 construction found in c:\ladybug\OpenStudioMasterTemplate.idf7. Loading EP schedules...8. The ScheduleTypeLimits: Fraction is already existed in the libaray.You need to rename this ScheduleTypeLimits.9. The ScheduleTypeLimits: Temperature 7 is already existed in the libaray.You need to rename this ScheduleTypeLimits.10. 21 scheduletypelimits found in c:\ladybug\OpenStudioMasterTemplate.idf11. 1370 schedule found in c:\ladybug\OpenStudioMasterTemplate.idf12. 13. 14. Hooohooho...Flying!!Vviiiiiiizzz...…
have 2 different lengths.Ex: 0, 2, 4 and 6 gets one length, while section 1, 3, 5 and 7 gets anotherAnyone here that has a good solution for this?
Sincerely,
Brage…
w you do it:
1. Divide surface (didn't repeat the proportional solution)
2. Explode
3. find surface center normal [Evaluate Surface(reparameterize, point (0.5, 0.5, 0))]
4. Offset corner points (V) +/- whatever distance you want along the normal in [3].
5. Create a twisted cornerbox from the two sets of offset corner points
6. Create a Box around any choosen BRep
7. do a Box Morph on the selected Brep from the box in 6. to the TBox from 5.
8. Tada!
Oh and if the base surface is proportional to the base box the end result wont get warped like in my picture.
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