[postgis-users] Convert Box3D to TIN geometries

Felix Kunde felix-kunde at gmx.de
Tue Jul 24 03:20:09 PDT 2018


I was hoping for a news like this. Great. Thanks! 
 

Gesendet: Montag, 23. Juli 2018 um 20:17 Uhr
Von: "Darafei \"Komяpa\" Praliaskouski" <me at komzpa.net>
An: "PostGIS Users Discussion" <postgis-users at lists.osgeo.org>
Betreff: Re: [postgis-users] Convert Box3D to TIN geometries

Hi Felix,
 
This was fixed in PostGIS 2.5. 
 
There your query ends up with geometry like this:
 
 GEOMETRYCOLLECTION Z (TIN Z (((0 0 0,0 1 0,1 1 0,0 0 0)),((1 0 0,0 0 0,1 1 0,1 0 0)),((0 1 1,1 0 1,1 1 1,0 1 1)),((0 1 1,0 0 1,1 0 1,0 1 1)),((0 0 0,0 0 1,0 1 1,0 0 0)),((0 1 0,0 0 0,0 1 1,0 1 0)),((1 0 1,1 1 0,1 1 1,1 0 1)),((1 0 1,1 0 0,1 1 0,1 0 1)),((0 0 1,1 0 0,1 0 1,0 0 1)),(
(0 0 1,0 0 0,1 0 0,0 0 1)),((0 1 0,0 1 1,1 1 1,0 1 0)),((1 1 0,0 1 0,1 1 1,1 1 0)))) 

ср, 18 июл. 2018 г. в 11:21, Felix Kunde <felix-kunde at gmx.de[mailto:felix-kunde at gmx.de]>:Hi,
thought that's easy to do with the postgis_sfcgal extension, but no:
SELECT ST_Tesselate('BOX3D(0 0 0,1 1 1)'::box3d::geometry));
 
ERROR: Solid is invalid : PolyhedralSurface (shell) 0 is invalid: not connected : SOLID((((0/1 0/1 0/1,0/1 1/1 0/1,1/1 1/1 0/1,1/1 0/1 0/1,0/1 0/1 0/1)),((0/1 0/1 1/1,0/1 1/1 1/1,1/1 1/1 1/1,1/1 0/1 1/1,0/1 0/1 1/1)),((0/1 0/1 0/1,0/1 1/1 0/1,0/1 1/1 1/1,0/1 0/1
SQL Status:XX000

The polygons are not in the right order :-/
Also tried dumping and delaunay triangulation but yet not solution. Anyone else?

Cheers,
Felix



Gesendet: Dienstag, 17. Juli 2018 um 20:04 Uhr
Von: "Tom Kazimiers" <tom at voodoo-arts.net[mailto:tom at voodoo-arts.net]>
An: postgis-users at lists.osgeo.org[mailto:postgis-users at lists.osgeo.org]
Betreff: [postgis-users] Convert Box3D to TIN geometries
Hi all,

I need to convert a lot of Box3D geometries to TIN geometries. Is there a way in PostGIS to do this without specifiying each triangle and vertex for the new TINs explicitly? Idealy, I would just be able to issue a simple update statement without needing to think about vertex order and triangle order.

Thanks,
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Darafei Praliaskouski
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