algorithmic modeling for Rhino
Thank you Danny,
The only thing missing is vectors. It should look like
{.3456, -1.0235, .5698, .71, .71, 0}
Forgive my ignorance, but from where to where?
what are the components in {a, b, c, d, e, f}
Each point has X,Y,Z coordinates. If you create a line through a point normal to the surface with length of 1 the projection of this line to the coordinate planes will give you the vectors.
Below is what I just found in Rhino help.
u- and v-directions
Every surface is roughly rectangular. Surfaces have three directions, u, v, and normal. You can display the u- and v-directions and the normal direction with the Dir command.
The u- and v-directions are like the weave of cloth or screen. The u-direction is indicated by the red arrow, and the v-direction is indicated by the green arrow. The normal direction is indicated by the white arrow. You can think of u-, v-, and normal-directions as corresponding to the x, y, and z of the surface.
These directions are used when mapping textures and inserting knots .
I'm with you now. These are referred to as Frames in GH. A Vector is only direction and magnitude there is no location.
You need to evaluate a surface at a given UV to get these Frames but before you can do that you need to know the 2D co-ordinate on the Surface (U,V) of the given 3D point (X,Y,Z) for which you need the Closest Point on a Surface Component.
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Grasshopper
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