# this creates random branching lines with recursion Branching Lines and Boxes with Recursion GH file If random.random()*100 1 and random.random()*100 < percent: # input type - surf : Surface (Item Access), offset : float (Item Access), scale : float (Item Access), percent : float (Item Access), recursion : int (Item Access) Srf = rg.NurbsSurface.CreateFromCorners(pt2,pt3,pt4) # this creates fractal lines and surfaces by recursive function RecursiveLine(line, div, rg.Vector3d.ZAxis, a) RecursiveLine(line5, depth-1, axis, resultList) RecursiveLine(line4, depth-1, axis, resultList) RecursiveLine(line3, depth-1, axis, resultList) RecursiveLine(line2, depth-1, axis, resultList) RecursiveLine(line1, depth-1, axis, resultList) # input type - line : Line (Item Access), div : int (Item Access)ĭef recursiveLine(line, depth, axis, resultList):Īxis = rg.Vector3d.CrossProduct(dir, dir2) ![]() # this creates fractal lines by recursive function Panel = rg.NurbsSurface.CreateFromCorners(pt1, pt2, pt3, pt4) ![]() PanelSurf = rg.Brep.CreateFromLoft(, rg.Point3d.Unset, rg.Point3d.Unset, rg.LoftType.Straight, False) Pt8 += n4 * panelDepth * depthRatio * 0.5 Pt6 += n2 * panelDepth * depthRatio * 0.5 # This makes surface panels by lofting on an input surface Panel = rg.NurbsSurface.CreateFromCorners(pt21,pt31,pt32,pt22) Panel = rg.NurbsSurface.CreateFromCorners(pt11,pt21,pt22,pt12) # input type: surf - Surface, unum - int, vnum - int, panelDepth - float # This makes surface panels by 6 points on an input surface Panel = rg.NurbsSurface.CreateFromCorners(pt4, pt1, pt5) Panel = rg.NurbsSurface.CreateFromCorners(pt3, pt4, pt5) Panel = rg.NurbsSurface.CreateFromCorners(pt2, pt3, pt5) # input type - surf : Surface, unum : int, vnum : int ![]() # This makes surface panels by 3 points on an input surface Surface Input (2) : Panelization GH file 3DM file
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