Guys,
I have to filter all mullions into horizontal / vertical.
How do I do this (again: using python) …
Currently I trying to achieve this getting all faceNormals and it’s Origin but that feels pretty stupid.
Can it be like this:
- curtaingridids
- element selecting on curtaingridids
- check if vertical: vertical … same for horizontal
?
Get the direction of the curtain grid. Assuming you have only orthagonal grids if the Z value of that vector != 0 then you have a horizontal. All others are vertical in some way. Could ask if the value is <45 && > 45 as well. Once grouped by horizontal/vertical get the millions as you indicated.
I’m not a python guy and I’m fairly certain this can be done with OOTB nodes and a few of the usually packages, and that bit of geometry is fairly light so I wouldn’t stick to that method myself.