My issue is that I want to bend all lines around a polygon if the line is intersecting it. I understand that there is a huge amount of kombinations of how Buildings and lines can be scattered so my question is reduced to a more generelized question. "How to bend a line around a area object"
In my workspace I am sharing fictive objekts and explanation what seletions to be bend. I have also, in red, marked out a costum tranformer that should be replaced with Another method. So dont bother dig Deep into that one. I am also sharing a fictive example of a result to visualize approximately what I want to accomplish.
Best answer by ebygomm
How about using slightly buffered buildings and the intersecting lines to create a network, excluding the portion of the line that crosses through the building, then use the shortest path finder
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How about using slightly buffered buildings and the intersecting lines to create a network, excluding the portion of the line that crosses through the building, then use the shortest path finder
Thank you for your answer. I ve tried just that and then use the generalizer to smooth the line but its not working good for Buildings with more complex structures
It works for simple structures:
But its not fitted for more complex areas like this one ( It works but is not Beautiful )
or this one
I have also tried to create a network withing the property with 2D grid creator and voronoi diagram to use as a network. I will try to play more with that. To create a network to use probably is the most correct approach.
Edit: Maybe I could use the Hull accumlator first for all Buildings to generalize them Before your suggestion. That could perhaps work.
thank you @ebygomm for remind be that your suggestion probably works best.
I will work on this one to adjust it to a better end result. This is the first brick to keep on working with.Forward now I need to combine parallell lines and smooth them and join within other factors.
I Used the Hull accumulator to create rough bounderies of the Buildings. Need to work more with generalizer. Then I continued with shortest path
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Adding a bigger buffer before hull and then smooth area and path with generalizer.