I’ve got this structure that represents wood sticks. I want to label each triangle with a number and place them on the floor.
I have a script for the placement and labelling but my problem is that each triangle is constructed with 3 sticks and I can’t make a berp out of them.
Ok. You can create a Block Definition with 3 parts and then transform all the instances… or a nested block with one part transformed three times and then transformed to all your triangle positions. Are you using rhino 8?
how did you generate the structure starting from 3x sticks arranged in a single triangle as first “cell”? if it happened you did it through GH (Wasp, Ivy…) then that definition is the one that would be the most helpful to get your answer
revers engineering it is for sure feasible and a good exercise, but I think it’s worth to give the easy way a try before going complex
[edit] about going complex
this is the first thing I tried, and it looks like it might be working, even if it’s a bit complicated to say if it really worked
it checks for intersections, but because sticks were also touching each other (sideways) first we find the bounding box of each of them, then scale them non-uniformly to transform them in something like thin squared-section spaghetti and then evaluate which one is touching which other one in a fancy way that I think should work but you’ll let me know
by the way, if you have the earlier GH file that generated those, it would for sure take 5 component tops to get their adjacency info, instead of such a monster
You think it is possible to make a “Stick” (like a bolt) at every touching point between to triangle with the Grasshopper Script ? always in the Center of the two Beams touching.
yes, first you need to somehow define what does it mean for two different triangular arrangment of sticks to be touching, and you will find a plane where the intersection happens
then you need find the “common area” of the intersection, and use something like Area Centroid to define a point
then you can center the Origin of each of those planes to the respective Area Centroid point, and use those planes to create a cylinder
I have tried to number all the triangles and sort them according to their height from the centre. That worked, but unfortunately you can’t read the numbers easily because each plane has a different direction.
What can I change in my script to sort that problem?