Grouping Voronoi Cells via Proximity2D

Hello,

I’m trying to group voronoi cells into individual branches via Proximity2D, but I can’t figure out a simple way to do it. My approaches just feel incredibly convoluted…

Suggestions would be much appreciated!

Please and thank you!


Voronoi Groups.gh (43.2 KB)

what do you mean with this?
to group them based on center-point proximity, or to group them based on number of items (cells) per group?

As if the proximity lines (in green above) were pieces of tape connecting the cells together.

See the attached image here, I’m able to join some of cells together, but I have an issure managine duplicate cells when mapping. It feels very messy and it’s not grouping them correctly.


Voronoi Groups 2.gh (51.1 KB)

This is essentially what I want to achieve. Were each cluster of cells is in it’s own tree branch.
Does that make sense?

Okay, I’m getting closer… but there are still some duplicate cell issues…
I believe this is because I’m comparing duplicates across groups properly.

It’s getting there, but I’m not particularly happy with the method.
Could use some advice ( ͡° ͜ʖ ͡°)

Voronoi Groups 3.gh (56.5 KB)

1 Like

Not comparing groups properly*

You can use a script who I believe was posted by @DanielPiker to find the sets of all combinations.

To do that you need to merge the path index and adjacent cell index into a list.
I’ve tried your approach before and got stuck too.

I added an example with less points which is easier to verify.

voronoi_groups_proximity.gh (72.1 KB)

2 Likes

This is beautiful! Thank you so much :slight_smile:

1 Like