Terrain Developable Area, Roads, Cut and Fills

Thank you David!
Do I need to convert my mesh to brep to be able to project contours back to original mesh?
Or do I have to extract points, project and connect again?

I hope not, because that way madness lies. I would remove the delaunay component from the file and instead create the slope analysis mesh with the faces of the original mesh so it looks exactly the same from above. Then you can project your section polylines using Mesh Ray intersection.

Does this work?
I also changed angles to slope %.

BuildableArea.gh (205.1 KB)

I found how to project roads onto mesh, looks great and works. Now just need to look through it to understand how it works.

1 Like

Hey Guys,
How to move a collection of point to a 0.0 location ? I have one point selected and I want all other points to move relative to it. Basically moving all points but without changing their orientation.

Solved it ))

Ok I started to work on road to mesh projection part and based on Eric’s definition.
His example uses single curve to create a road, but I need a real road with junctions and roundabouts.

So currently I have three questions:

  1. Why Mesh | Ray projection doesn’t work? I had to use Project Point .
  2. When I project all points to the mesh the surface I create is not flat, is there a way to interpolate a slope?
    So left and right sides of the road are on the same level, but gradually rising with the terrain?
  3. Also ho to subdivide and then build a poly line again so I have start parts with less points and more points on corner radiuses ?

Cheers
1716_SiteTopography_.gh (329.6 KB)

Here is what I am getting (
Unfortunately can’t find a way to make a road flat relative to Z

You didn’t put any data on your file. You can put just example not real data. It is not interesting to recreate data.

For Mesh Ray if you curve is higher than the mesh just put a -1 to Z vector. Mesh ray if half a line, so it has a beginning at the location of your point and go toward the vector -Z to go up to down.

Sorry mate,
Thought I have attached it. Actual Rhino file is ti big unfortunately.
PathsonTopo_Edited.gh (328.2 KB)

Thanks! Mesh Ray works now!

No data !
To test if it works, just open a new file in Rhinoceros and see if curves, mesh are internalized.
It seems that you work in meter. So I will try with some random points.

Here is a way to make a “flat” road.


The trick is to use offset loose, so the number of control points is not changed, then to fin the higher point of the 2 curves. -1 in list item gives the last index, but you could also put 1 because there are 2 items (0 the first and 1 the second). And then sweep or loft whatever.
I used 4d noide to make a terrain. But you don’t need it.
Little update with closed or not closed curves.
PathsonTopo_Edited_LD.gh (586.9 KB)

Thank you Laurent! Got it! Sorry about the file.
Do you know if the same approach millwork with round-about as well?
It looks like making roads based of centre line is a way to go, but can’t find a way to connect different roads, make clean junctions and round-about.

I did find a way to make clean intersections but only in 2d just now.

Attaching my file again.
1716_SiteTopography_.gh (177.3 KB)

There is always a solution but here just with mesh. As you imagine there will be some problem at the intersection. So I used Clipper offset of poyline the output curve is used to make a road surface on XY plane, then this surface is meshed and for each point of the mesh I seek on the closest point on the middle of the road. Then I seek the higher point at a certain distance of this point. This height is then used as the height of the mesh vertice. Hope it could be usable !

PathsonTopo_Edited_LD.gh (564.6 KB)

You will need
http://www.food4rhino.com/app/clipper-grasshopper

Cheers! I will try it tonight. I still thinking about another way, where I draw all roads without centre lines, project them and straiten.
Will post some experiments tomorrow.

Hi guys, just wanted to show a tool I made for making simple roads on terrains.
It is not sophisticated yet, but it works quite reliably. This is made with python and splits the mesh to generate a sharp road edge.


Now the roadfill is distance based and the plan is to make it angle based.

15 Likes

By the way, this is a script I originally made it for V5 back in 2014 that now runs on V6.

exceptionally cool, Holo

Hi! this is what I did playing around with shortest walk and roads.

3 Likes

Hi Holo,

Thanks for sharing. Looks very clean. Can you share the script?
I am currently still looking for a way to make roads from road boundary and not from the centreline.
It is easer to design road in 2D with correct widths and junctions, but then don’t know how to project them.

Cheers,