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Devlog 4 - Fusion Voronoi Script

If you don’t know about my project yet, let me give you a quick summary!
So, I’m building a script for fusion360 that transforms solids it into Voronoi patterns, what’s a Voronoi pattern you may ask, so imagine you have some random point inside a shape, each point “claims” the space thats closer to it than to the other points, the boundaries of those areas form the Voronoi pattern! And that ends up looking natural and pretty cool to be honest

So, today I finally started creating some Voronoi pattern!!
That’s one of the parts that was not much harder than I expected to be honest, I needed to refactor some of the code like the one to sweep the edges for it to be able to create edges just using 2 points instead of a body edge, I needed to do this because before I was just using that function to create the wireframe using the body edges, but know I needed to create the connections for the Voronoi pattern and I just had their initial and final point. Also, I will need to refactor that code again soon and change the sweep feature for a pipe feature because its causing some serious performance issues with the code.

The Voronoi is generating well, the ghost points work and restrain it so it doesn’t go to infinity but it still goes a little off the boundaries, and that’s expected, so, I intersect the original body with the Voronoi pattern and then combine it with the wireframe to create the final body, but, as you can see in the images below it creates some weird cuts on the surfaces that honestly, look bad, that’s not how I want my final product to look like.

To solve it, I thought about getting every point where the edges of the Voronoi intersects the surface of the body and then create a connection between that point and a randomly selected edge on the same face that it intersects. Hopefully this will make the pattern look more natural, I’m still working on it tought.

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