I am trying to find Landing Spaces as well as Intermediate Landings for Ramps using Revit API, for a few of my models. So far I have tried to find Start and Endpoints of the ramp using location parameters as mentioned in the following blog space (How to find start/end of ramp in revit, perhaps with sketches?) , but it seems that this parameter is unavailable in the models I am trying to use.
I tried to explore any other way using Revit API functionalities but with no visible success so far. Also, I am new to Revit Api's and as such have a limited understanding of what features are available in API.
Can someone help me Identify Ramp Landings or Ramp endpoints?
Ramp Location
Ramp Property Pallete
I see three possible approaches:
Location
Sketch
Geometry
Using the Location property, casting it LocationCurve and grabbing the endpoints from that as suggested in the other discussion you link to would be the optimal solution.
Another approach mentioned in that thread is to use the sketch defining the ramp to determine its start and end points. Getting hold of the sketch elements is not completely trivial, but absolutely doable, as explained in The Building Coder discussions on
Stable Reference Relationships
Retrieving and Snooping Dependent Elements
If all else fails, the final alternative would be to grab and analyse the ramp geometry to deduce the required information from that.
Related
I would like to Dimension the family instances. What is the reference I should be provided while creating dimension.
I have tried with several approaches but the dimensions are not getting deleted when I delete the family instances. This means that, the dimensions are not getting attached to the family instances.
Please help.
Have you found a way to address this manually through the user interface? That is mostly the best place to start when tackling a Revit API task. If you can solve it through the UI, the chances are good it can also be automated. If no UI solution is found, automation is mostly impossible as well.
I would analyse the exact differences caused in the Revit database on the elements involved and their parameters by executing the manual modification. Once you have discovered exactly what is changed by the manual UI interaction, you can probably replicate the same changes programmatically through the API. Here is a more exhaustive description of how to address a Revit API programming task:
http://thebuildingcoder.typepad.com/blog/2017/01/virtues-of-reproduction-research-mep-settings-ontology.html#3
I have a MetroManila.osm file and i parse it so it can read roads only using this command: --keep = --keep-nodes=highway --keep-ways=. Is this the right command for filtering only the roads? What i want after parsing is to create a node where there's intersections or curves, or is it possible with just using the whole nodes in MetroManila.osm? Can i create an edge using it and how do i do it? Currently, i'm really lost on what to do since i'm fairly new on android studio and in osmdroid.
This hasn't really anything to do with Android or osmdroid.
For learning how to create a routing graph from an OSM file see the related answer at help.openstreetmap.org. Quoting from it:
parse all ways; throw away those that are not roads, and for the others, remember the node IDs they consist of, by incrementing a "link counter" for each node referenced.
parse all ways a second time; a way will normally become one edge, but if any nodes apart from the first and the last have a link counter greater than one, then split the way into two edges at that point. Nodes with a link counter of one and which are neither first nor last can be thrown away unless you need to compute the length of the edge.
(if you need geometry for your graph nodes) parse the nodes section of the XML now, recording coordinates for all nodes that you have retained.
Also take a look at routing in the OSM wiki to get some general hints and existing tools and libraries.
Regarding osmdroid: If you don't rely on offline routing then take a look at osmbonuspack, it supports online routing.
If you don't want to reinvent the wheel then just use one of the existing offline routing tools mentioned in the OSM wiki.
So here's my question. Supposing that one is about to create an online web appliation that takes as user input a current location and a location for destination, and displays as a result one of the 5-6 available routes that are stored in a database that is most suitable in terms of distance,and Open Street Map data and Open Layers are used which would be the best way to make this happen?
What I am asking for is what would I need for:
1.Storing the data in database
2.Do the routing calculations. If I would like to change a bit the algorithms for academic reasons and have more control of my final result how would I do that? Do I need any programming language? Any good tutorials?
3.What is the difference between using pgRouting and using any custom solution(like mentioned above)? Doing the all the coding again by myself would be like reinventing the wheel?
4.What would be best for a commercial website, where fast calculations would be needed?
UPDATE: What I need is a way to connect 1.user input(as geometry points) 2.Routing algorithm I have written 3.Road Network and return a result in terms of best way to go to a point
Please see the list of online routers and offline routers for OSM as well as the general wiki page about routing with OSM.
If that still doesn't answer your questions, ask a more specific one.
Just wondering if anyone can point me to a good web framework for displaying large-scaled network
Need the ability to display only a small portion of the network, but allowing the possibility to drill down on certain node/portion of the network interactively.
Optionally the ability to allow interactive editing of the network/graph; e.g., connecting nodes or breaking edges.
The simpler the better!
There's our library, mxGraph. If you want open source you could try JIT or D3.
I had similar requirements and I tested about four libraries including d3 and infoVis/JIT.
I was using force-directed layout in both d3 and infoVis.
Both of them are quite close but I ended up choosing infoVis/JIT because I had some problems in d3, solutions of which were not easy.
1: When you have a graph with many nodes in d3, the graph will keep moving/animating for quite longer time. I found that it was because d3 graph animates per tick. I found some solutions here and in forums but it was not easy to solve this problem and they did not work for me.
2: Once the graph is rendered, if you try and drag a node, the whole graph would move and animate itself. Whereas my requirement was to be able to drag and position individual nodes independently, keeping the graph as it is, so that user can re-arrange nodes if he/she wants to. I could not find any simple solution for this one in d3.
Both of these problems were solved in infoVis/JIT.
#"Need the ability to display only a small portion of the network, but allowing the possibility to drill down on certain node/portion of the network interactively."
I have implemented this functionality using infoVis.
I was wondering how does Nike website make the change you can see when selecting a color or a sole. At first I thought they were only using images and when the user picked a color you just replaced that part, but when I selected a different sole I noticed it didn't changed like an image it looked a bit more as if it was being rendered. Does anybody happens to know how this is made? Or where can I get further info about making this effect :)?
It's hard to know for sure, but my guess would be that they're using a rendering service similar to that provided by Adobe's Scene7.
It's a product that is used to colorize/customize a base product image based on user choices.
If you're interested in using the service, I'd suggest signing up for their weekly webinar. I attended one a while back and was very impressed with their offering. They showed the Converse site (which had functionality almost identical functionality to the Nike site) as a demo.
A lot of these tools are built out in Flash using a variety of techniques:
1) You can use Flash's BitmapData object to directly shift the hues of the pixels in your item. This is probably the simplest technique but often limits you to simple color transformations.
2) You can pre-render transparent PNG's (or photos, I guess) containing the various textures you would want to show on your object (for instance patterns or textures) and have them dynamically added to your stage at runtime. This, I think, offers the highest fidelity but means you need all of your items rendered upfront.
3) You can create 3D collada files and load them via a library like Papervision3D. Then dynamically change the texture at runtime. This is the most memory intensive technique and tends to result in far worse fidelity, but for that you get a full 3D object that you can view in space.
I'm sure there are other techniques but those are the top 3 I can think of. I hope that helps!