Grasshopper

algorithmic modeling for Rhino

Hallo,

I am interested in mapping pentagonal components on a pentagonal relaxed pattern. Is there a way to achieve that with the minimum distortion of the component? Here is the gh file. 

Thank you in advance ;-)

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Just spotted that one:

You are using the wrong bazooka to kill the wrong mosquito.

See some explanations about the ... er ... SporphSpaceMorph (LOL) Class that does the mapping that you want.

In particular pay attention to what is the base surface (one out of the 6 box BrepFaces that requires the GH native component as "guide"/base input) VS the target surface (the underlying untrimmed surface for each BrepFace [the trimmed thingy, that is] present).

PS: Check your pentagons (in some the vertices are 6 (a closed pentagon has 6 vertices) bout the edges "appear" to be 4). This doesn't affect the Morph Method mind.

PS: There's 8 classes available for Morphing things. Notify if you want (only code, no component of any kind) something that allows you to play with all (LOL results are a given, he he).

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But on the other hand ... in case that you really need to use the Deform (very very slow)  component (attempting to "fit" pentagons each other)... I've added a small test case to get the gist of how it woks. For "corresponding" the base pentagon to the others you'll need some auto shift capability.

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Added a smallish "simulation" using your decorative object and 2 from/to pentagons (the second [the "to" pentagon]  is "variable").

As you can see the benefits are rather substantial (if any).

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Thank you very much for your time.
Actually...i am intersted in the in-between spaces created from the neighbouring pentagonal components... thus in a way that they keep a tagential connection one to the other in the destorted geometries...

If you insist on the Deform approach:

1. Create a base pentagon (alias BP) per distorted pentagon (alias DP).

2. Find the closest vertex on BP (to DP vertex [0]). Find the vertex index and shift BP indices accordingly (as in the demo provided).

3. This allows us to create the "forces" (vectors) from each BP vertex to each DP vertex without the "twist" effect.

4. Orient your breps (or a group) to BP (linear Plane to Plane transformation).

5. Use the Deform on each oriented croup using the vectors from 3 as in the "static" demo provided.

For individually modifying the vectors per DP you'll need code (C# for me please). Rather easy ... but not ideally suited for a beginner.

I barely believe that the "tangential" goal could been achieved that way... but hope dies last. That brings us to the 1M question: IF this is not achievable why bother using the Deform Method? (that's why I've provided the Sporph way [surface to surface map]). 

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