Need to radius these curves so that the thickness of the surface stays consistent - right now that fillet does both internal & external corners and creates thicker areas in those spots. How to resolve this?
fillet.gh (8.8 KB)
Need to radius these curves so that the thickness of the surface stays consistent - right now that fillet does both internal & external corners and creates thicker areas in those spots. How to resolve this?
fillet.gh (8.8 KB)
Very easy via code (also doable with native stuff - but these are not my game). After properly orienting any Poly (or Curve) with more segments than one … It’s a matter of dealing correctly with convex/concave Poly/Curve nodes (i.e. Vertices) and their angles. Notify if you want a C# that does that (but I’m not in the practice right now => back this (?) Monday).
Not so easy as it is an open network. For that kind of stuff I have some tools that follows the open network by staying always on a side (right for my tools)
The approach is part - of some sort - of the Offset strategy. On the other hand “easy” is a relative thing.
Native would be nice but if you have some code that can deal with it that’ll be good too. Thanks.
As I said not my game
Anyway I’m far and away from practice (blame the last - and a bit fabricated - soap opera act: Abu Dhabi F1). But in a miserable PC found something “similar” and unfinished on purpose (it’s an Interview thingy). So get an idea about the expected result.
BTW: the real thing works on any valid Graph (using the VV connectivity) - but the part that deals with Islands is strictly internal … thus I’ll remove it.
PolylineCrv_OffsetBothSides_V0.gh (119.9 KB)
BTW: the general case of this (if we forget the fillets) requires a workig Offset solution and/or primary circuit detection. But these are strictly internal. So they would be removed as well. See a demo related with inwards Offset.