Sort parts based on intersection size

I’m very sorry but I’m super busy at the moment :rofl:

the main thing was that the planes were not actually touching any Brep Face :slight_smile: but it was easily solved by a ghost Pull Point :+1:

something like this should work:

pull each point to each face, with faces grafted, in such a way you can use the Distance list to filter what’s actually on that face (Distance < 0.001) and what is not

you get a list of True / False where True are items actually lying on the Brep Face, and use Member index to retrieve their index from the original list :+1:

final result:

I put new text tag just to cross-check the points numbers were correct despite the new sorting, and all looks right :+1:
the stupid polyline thing also helps a lot to visually see what is in each branch (each polyline should hover on one Brep Face)

as things are now, the Path of each list of points indicates the index of the Brep Face on which the points are, like:

that can be included in the tag for triple checking, like:

:heart: bucky-topo-label_inno.gh (39.9 KB)


maybe it’s a bit more readable with text tag 3D instead…

bucky-topo-label_inno_TT3D.gh (36.4 KB)

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