the problem with standard slits component is that it uses “regions” as an input. In my case i cannot define region trees(or, at least, i dont know how), because i dont know in which sequence slits component finds intersections > creates slits. Maybe i can replace the nodes that you dont have?
Sorry I already started to play around with your first definition. You can get all the intersections and group them based on a distance threshold. Then find the locations on one of your parts and create bounding boxes where the parts intersect. That’s for simple extruded parts. You would have to split my bounding box in two halves and decide which of the halves you want to subtract. I did not yet think about this.
welp, thats the hardest part actually))
to form tree structure in the way that one half of the first list trims one element in the second list multiple times, and second part of the first list trims multiple elements in the second list this time. BUT! not any multiple elements, but the exact ones
Not about the definition specifically, but how would you construct this?
The beams appear to weave over and under each other, and the slots along each beam are not parallel.
It looks like there would be no order of assembly or directions of slotting possible in which this could actually fit together unless those beams were extremely flexible.
To avoid the weaving issue, you could divide your beams into 2 sets - under(with all the half slots on the top side) and over(with all the half slots on the underside), but you’d still have the issue of the non parallel slots.
Yes! I thought about that. At first i was looking for the way to check if you can construct this with some kind of software , but unfortunatelly i did not found anything close to that (maybe you know something?) so i decided to use veneer material, and i hope it can be flexible enough. Daniel, do you have any thoughts about my definition? Someone like you can help me for sure((