Reorganizing data after point grouping

Hello!

I am trying to create a set of assembly instructions for a parametric pipe-nodes system and am having some data structure problem.

I have grouped some points surrounding the intersection of some lines (nodes), using the Point Groups command, to create tagging system for each arm of the node. This is organized as {node}(arms):

I also have the same set of points organized by in a tree like {line} (start point, end point) so I know which pair of points form the geometry of the structure (pipes).

I want to now rearrange back the tree data I’m using for creating text, that comes from the Point Groups component, into the same pairs from the lines. The problem is that Point groups scrambles the data and I don’t know how to rearrange it.

The outcome would be able to see which text pairs create one pipe to create a set of instructions. For example: D-1:E-6

Thanks a lot!
Andres
Question_Node.gh (49.4 KB)

For trusses (and other assembly/component based schemas) the orthodox way is to use connectivity. This for FEA, topological analysis (clash detection etc) , node drilling, BoM and on site - usually modular - assembly. Using the same terminilogy as in Meshes the commonly used conn trees are VV, VE and EV. For trusses of type W (2 node “layers” connected with the so called W struts) we use a more elaborated connectivity concept relating 2 node Lists (upper, lower) and 3 strut Lists (upper, lower, W). This means that the trees have up to 4 dimensions. Like:

Then you can isolate/inspect anything at will (angles are the critical part of the story for sleeve/cones/struts clash checks [solely via trigonometry]):

So try to extract suitable conn trees out of your structure(s) and use them for “correlating” anything to anything.

BTW: If you have plans to stay in the R universe try to use nested Instance Definitions instead of Geometry dublicates (but Rhino is NOT written having that type of stuff in mind - altough it can do a few things on that matter). In real life this is what separates the impossible from an easily managed solution. Plus allows exports to real-life AEC BIM apps that deal with that type of stuff (meaning that the R/GH combo is used solely for outlinig some abstract topology and thus exporting [STEP 214 etc] in fact Instance Definitions with suitable coordinate systems).

BTW: It is advisable to inform people about GH add-ons used. For instance I don’t use any for any reason (other than K2).

BTW: Since the thread is posted in this category what is your coding language? (C#, P etc).

Thank you very much for your reply. I will keep this in mind developing further.

About the coding language, I use python. However, I am not using it in this definition yet. Since this is my first time posting, I wasn’t aware that this category was intended for questions on C#/Python components. I appreciate the help!

Andres

Anyway I would strongly advise to master first the black art of doing Conn Trees, say, using graphs (regular, proximity, hybrids etc etc) or meshes or divisions on BrepFaces. That said this is not that easy busy: what if the graph has islands? The bad news are that I can’t help you if things go tough because my game is C# and there’s no auto translation to P.