Hi, I’m struggling with some details on this repeating pattern for a series of ring designs. I’d really like the 2 line intersections (on the pattern that does not join to a continuous curve) to intersect and shatter each other as the self-intersections do. But I just can’t find the logic to make it work.
Also, I’d like the cuts in the boundaries to be parallel to the cutting line, not perpendicular to the line itself. Does anyone have any ideas how I’d do that?
I still can’t work out how to split at self-intersections AND intersections of 2 curves. Anyone please with some insight to help? Perhaps it’s not possible? celtic_pattern.gh (6.1 MB) celtic_pattern_boundary_only.3dm (41.7 KB)
if we average them 2-by-2 we get to this point, where two portions of curve define each crossing, and the becomes (this is my assumption) easier to define what goes on top of what just by their indexes
for instance, in the previous image, the list A has the index of all the curves you will find if you walk from the start to the end, and list B will have the correspondent perpendicular crossing streams
if you decide that while you walk the curve you want to go “one portion up → one portion down” repeatedly, then it will result into even indexes going up and odd indexes going down (or the complete opposite)
I wonder how well it works with the entire pattern? It’s extremely slow… Still waiting…
And maybe I should have connected their end points instead of start points? Or maybe it’s better to replicate the single set of “knots” you have to get the whole pattern?
P.S. It took ~23 minutes and failed because the pipe radius was way too large.
RDiff alone took 33 minutes on the complete pattern! (I disabled it in the attached code)
But it works. Looks OK to me except maybe the ‘extra space’ slider could use a bigger value?
I think that wasd where I learned the end point, list, index and self-intersection process. I don’t have the skills to develop it further yet. Well not until your help!
I think it took my machine longer to attampt my dirty definitions. REALLY frustrating for learning. Thanks for this. I’ll be learning about why my MASSIVE gh definition was so massive.
This is very beautiful. I like that you even adjusted the curve to refine the knot. And the end points are open so could be flowed around the ring I guess? I’ll have a go and post the resulting ring here. Hopefully I can cast some in the near future.
As I said, you had some irrelevant code with internalized geometry way off the canvas to the left. It looked like terrain? Left over from another project? HUGE!!
I didn’t realise this would slow it down! I have started to try to use bits at a time, independently and diabling all other parts. Is it ok to just disable a bit you’re not working on?
Was the internalised geometry the ring that the know is flowed around?