Data Structure 2D Display Math

<aside> 💡 preference

<aside> 💡 plug-ins

pufferfish

mesh edit 1 & 2

weaverbird

paneling tools http://www.grasshopper3d.com/group/panelingtools

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<aside> 💡 geometry

Unit-04-Class.gh

Unit-04-Class+R5.gh

mesh: http://grasshopperprimer.com/en/1-foundations/1-6/1_What is a Mesh.html

mesh vs. NURBS: http://grasshopperprimer.com/en/1-foundations/1-6/2_Understanding Topology.html BREP: https://www.grasshopper3d.com/forum/topics/how-to-make-a-brep internalize data: refer to rhino geometry and right click internalize in GH

<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> how to select geometry (index geometry) Geometry relations translate to numbers then use Equality to pick and choose then Dispatch (can attach toggle to ctrl)

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! mesh faces (quadrangle, triangle…) are not surface! they are more like an area defined by corners, corners are not points, they are indexes of points > they can be used as index to extract item (list item)

<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> different ways of populating points

  1. populate 2D
  2. populate 3D (limit to box, on and inside of geometry)
  3. populate geometry (unlimited by geometry, on the face of the geometry)

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<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> how to make any boundary voronoi (since voronoi is limited to rectangular boundary) populate geometry/ populate 3D

voronoi 3D solid intersection

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data tree_ grid_ graft.gh

1.6.3_creating meshes.gh

http://grasshopperprimer.com/en/1-foundations/1-6/3_Creating Meshes.html

https://flexbooks.ck12.org/cbook/ck-12-precalculus-concepts-2.0/section/5.5/primary/lesson/frequency-and-period-of-sinusoidal-functions-pcalc/

<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> how to move in direction with mathematic function Vector Math(+-x/) Move(T, vector) Direction Amplitude Direction+ Amplitude vector display can visualize direction

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<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> how to make select from a group points the ones on the boundary convex hull (get the indices as index) list item (indices to index, points to lists) how to populate the points within the boundary populate 2D

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<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> how to reorient each subdivided surface to a point

sunflower orientation.gh

11.png

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<aside> 💡 deconstruct / evaluation

<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> deconstruct mesh: vertices, face, color, normal

<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> deconstruct faces: corners

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<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> how to show mesh faces as surfaces (face surface transition): deconstruct mesh (get faces and vertices)

deconstruct face (get corners as index) list items (use index to select vertices) 4point surface (rebuild surfaces from selected vertices)

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<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> deconstruct brep

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<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> deconstruct box ! boxes are plane based forms, plane + x, y, z domains

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<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> how to color base on vertices direction deconstruct mesh (get normal)

angle (get angle relative to x/y/z axis) gradient (angle-t, pi-L1) mesh colors

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Brep, one continuous surface
Center Box (mesh & brep)
Sphere (mesh & brep)
Shape In Brep Results as 0 (Inside) or 1 (Intersecting) or 2 (Outside)
Cap holes
Deconstruct Brep (get face)
Evaluate surface as opposed to deconstruct mesh, faces here are surfaces
Brep Edges
Brep Wireframe
Brep / Line
Brep / Brep Trim Solid intersections
Solid Union
Solid Difference
**Solid Intersection**
Box Slits boolean union
boolean difference
boolean intersect
boolean splt, slab-like (generated from a plane, like center box)
Mesh Brep
Surface
Evaluate Surface use MD slider to locate a point on the surface
output:
frame
Plane Normal alter each surface orientation:
Z-axis: new vector
output: plane / frame
orient alternate frame / plane:
source: original frame / plane
target: new frame / plane (plane normal)
orient direction
(it entails scale base of the vector distance, use amplitude to rescale the vector before plug into direction) alternate frame / plane:
point A: original points
point B: new points (relocation)
direction A: original frame / plane
direction B: new frame / plane (plane normal)
Mesh
Mesh Box
Mesh Sphere
Center Box (mesh & brep)
Sphere (mesh & brep) transit Primitive Breps
Mesh Brep
Simple Mesh transit Breps
Mesh Edges
Deconstruct Mesh
Deconstruct Face
Face Normal
Mesh Explode mesh analysis
Mesh Union
Mesh Difference
Mesh Intersection
Weld Mesh
Smooth Mesh
Triangulate
Quadrangulate always weld mesh!!
delete faces
weld mesh
smooth mesh
close mesh (pufferfish) making 3D tunnels
mesh box
face boundaries
boundary surfaces make Rubik cube
Delaunay Mesh (mesh edit plug-in)
Delaunay Edges (mesh edit plug-in)
Convex Hull
Voronoi (rectangular boundary only, flat only)
Substrate (mesh edit plug-in) Triangulation
https://en.wikipedia.org/wiki/Delaunay_triangulation
http://www.complexification.net/gallery/machines/substrate/
populate 2D > vorinoi
populate 3D (limit to box) > facet dome 2D and 3D voronoi
Mesh Edit
3D Delaunay
3D DelaunayCell “shaking hands with everyone else in the room”
Delaunay Mesh
Delaunay Edges
Convex Hull
Substrate
Weaverbird
Evaluate Surface use MD slider to locate a point on the surface
WB loop subdivision
Weaverbird's Laplacian Smoothing smoothing/ softening edges
Pufferfish good at clean mesh edges
close mesh
offset surface

<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> faces, edges, vertices item level manipulation: same location item at each branch getting manipulated at the same action

faces_edges_vertices.gh

9.png

<aside> <img src="/icons/forward_gray.svg" alt="/icons/forward_gray.svg" width="40px" /> faces: paneling

  1. extrude z axis
  2. extrude normal
  3. offset surface (pufferfish)

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<aside> <img src="/icons/forward_gray.svg" alt="/icons/forward_gray.svg" width="40px" /> edges ! curve / line direction

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<aside> 💡 morph, things to consider:

<aside> <img src="/icons/forward_purple.svg" alt="/icons/forward_purple.svg" width="40px" /> Unit Geometry, getting indexed by a bounding box

  1. make a bounding box >reference
  2. manipulate the form before plug into geometry (for central anchor only) </aside>

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