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Skeleton Editor

Edits the skeleton of a polygon or line string with customizable offsets, coverage settings, and corridor options. generates edge segments, enclosures, and endcaps

Holly Conrad Smith avatar
Written by Holly Conrad Smith
Updated over a week ago

Inputs:

. Input (feature): The input data.

. Transform (object): Transform controls (overridden by individual parameters).

Outputs:

· Segments (feature[ ··. ]): List of segment edges.

· Edgepolygons (feature[ ··· ]): List of edge polygons.

. Innercorners (feature[ ... ]): List of inner corners.

· Outercorners (feature[ ··. ]): List of outer corners.

. Endcap (feature[ ... ]): List of end-caps.

. Corridors (feature[ ... ]): List of corridors.

. Enclosures (feature[ ... ]): List of enclosures.

How To

  1. Add the skeleton editor node

    1. Connect the skeleton transform node into the T connector.

    2. Edit the settings by clicking "edit defaults"

  2. Connect the outputs to a write features node

    1. Or, connect outputs to additional nodes to further process the geometries

    2. The outputs are lists of geometric features. Use a map node if needed.

Skeleton Editor Settings

The Skeleton Transform automatically adds all of the required settings for the Skeleton Editor to your properties palette. Edit the values to change the flow result.

  1. Dwelling Depth

    1. Equal Offsets - both sides of the building are equidistant from the centerline

    2. Left/Right offset - set the width of the building from the centerline

    3. Endcap Extension - set the distance the endcap extends from the end of the building

    4. Endcap Wraparound - set the distance endcap units wrap back into the building

  2. Corners

    1. Inner core size - set the size of the core/amount the inner units are offset from corner

    2. Outer corner wraparound

    3. Inner / Outer corner type - set the style of corner (miter or straight)

  3. Corridor

    1. Has corridor - add a corridor to the center line

    2. Corridor width - set corridor width (total width)

  4. Default Usages

    1. Dwellings - edges

    2. Enclosures - when the skeleton self-intersects

    3. End Cap

    4. Inner Corner

    5. Outer corner

    6. Corridor

  5. Limbs - Click to add another arm/limb/extension onto the main shape

  6. Edit Mode - detail edit the corners, end caps, and sides.

    1. Drag nodes to change wraparound sizes

    2. Click corner edit nodes to change corner type

    3. Click enclosure edit ui to change enclosure usage and inner unit visibility

  7. Reset - set everything to defaults

Example

The Skeleton Editor node is typically used with the Subdivide Rectangles Node. The Subdivide Rectangles node fills in the units along the edges.

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