I’ve used Fillet Edge in the past on simple objects without any problems but right now I’m working on a pattern that would create en open brep/polysurface and I’d like to fillet the edges marked in red in the screenshot. Can somebody point me in the direction of what I’m doing wrong or a better way to do it?
The problem with that is that I want to be able to make the fillet parametric and random-ish, like the offset and fillet of the curves at the beginning of the script. The screenshot shows the pattern as squares and all with the same shape and height, but I made it so that you can play with different sizes, height, etc.
I think your main difficulty is to find the EdgeIndex - that is the index in the initial EdgeList of all Edges - and not in the partial List of interior Edges - with different indices.
its straight forward with a script component as all properties are directly accessible:
private void RunScript(Brep brep, ref object indices)
{
List<int> edgeIndices = new List<int>();
BrepEdgeList edges = brep.Edges;
for (int i = 0; i< edges.Count; i++)
{
// skip naked edges
if (edges[i].Valence != EdgeAdjacency.Interior) continue;
// skip open curves
if (!edges[i].IsClosed) continue;
edgeIndices.Add(i);
}
// Write your logic here
indices = edgeIndices.ToArray();
}
and quite a hassle with vanilla gh.
you have to re-identify the interior, closed edges in the initial edgeList and then generate a List with indices …
(maybe there is a simpler gh solution)
@Tom_P identifying closed edges in the original list was in my mind but I couldn’t figure a way to do it (still learning). Thank you so much, this opens a lot of doors!