Interlocked spirals

Trying some new stuffs (for me) with kind of interlocked spirals. It surely exists in some plugin but I didn’t search. The idea is simple, make sort of spiral between the center of a face mesh and vertex around. Spiral is done with a polyline, so discontinuities are also part of the look.





Looks like stuff presented there

9 Likes

THIS IS AWESOME.


um yes, it was.
LOL
lolol

Thanks
I find strange that this didn’t exist. It is surely in Mesh+ or Yellow …
The idea is so simple take a point on the center of a mesh face, take a point at a Vertex of the face. Put points between these points. Rotate each point around a vector with an angle depending on the number of point. Connect all the points,
Many variations possible

 public static Polyline GetPolyline1(Point3d p1, Vector3d v1, Point3d p2, Vector3d v2, double angle1, double angle2, double rmin, int n_divisions, double power, double powerLength)
  {

    rmin = Math.Min(0.9, Math.Max(0.01, rmin));
    power = Math.Min(10, Math.Max(0.1, power));
    Point3d departurePoint = p1 + (p2 - p1) * rmin;

    List<Point3d> lst_points = new  List<Point3d>();



    for (int i = 0; i < n_divisions; i++)
    {
      double t = (double) i / ((double) n_divisions - 1.0);
      // double angle = angle1 - (angle2 - angle1) * Math.Pow((double) i / ((double) n_divisions - 1.0), power);
      double angle = angle1 * SFunction(1 - t, power);
      //Vector3d vect = v1 + (v2 - v1) * (double) i / ((double) n_divisions - 1.0);
      Vector3d vect = v1;
      Point3d pt = departurePoint + (p2 - departurePoint) * Math.Pow((double) i / ((double) n_divisions - 1.0), powerLength);
      pt.Transform(Transform.Rotation(angle, vect, p1));
      lst_points.Add(pt);
    }
    return new Polyline(lst_points);
  }
  public static double SFunction(double x, double puissance)
  {
    if (x < 0.0) x = 0.0;
    if (x > 1.0) x = 1.0;
    if (puissance <= 0.0) puissance = 0.001;
    double output = 0.0;
    if (x < 0.5)
    {
      output = 0.5 * Math.Pow(x * 2, puissance);
    }
    else
    {
      output = 1 - 0.5 * Math.Pow((1 - x) * 2, puissance);
    }
    return output;
  }
4 Likes

Thanks for posting this Laurent. Wrote my own script for this a while back using fatten for mesh smoothing.

6 Likes