Skip to main content
Question

Create bottom edges of the solid geometry classes


quangu
Contributor
Forum|alt.badge.img+1

Hi FME:ers!

My task is to find a way to create polygons at the bottom of each solid geometry classes. The created polygons should follow the solid geometry classes bottom edges (x, y and z). I have marked a dark line in the picture for more understanding.

 

image 

2 replies

takashi
Influencer
  • March 13, 2022

Hi @quangu​ , I found that each object is an aggregate of a lot of voxel boundaries.

If I understand your requirement and data structure correctly, the workflow shown in the screenshot extracts "bottom" surfaces for each class.

Deaggregtor: Decompose the objects into individual voxel surfaces.

Matcher: Filter out internal surfaces, which are duplicated.

PlanarityFilter: Calculate the normal vector for each surface.

Tester: Select "bottom" surfaces, whose z-component of normal vector is equal to -1 (i.e. downward).extract-bottom-surfaces


quangu
Contributor
Forum|alt.badge.img+1
  • Author
  • Contributor
  • March 14, 2022

Thank you so much takashi, this is what im looking for!


Cookie policy

We use cookies to enhance and personalize your experience. If you accept you agree to our full cookie policy. Learn more about our cookies.

 
Cookie settings