Hi,
If baseline is straight and can be drawn, I was thinking about linear
referencing to identify steps for perpendicular lines, then using
translate/rotate operations to move the centerline to each point and
to rotate it to create perpendicular segments.
Then an intersection is done with
Hi, I believe I was unclear - the centerlines have to straight. But I'll
keep in mind your reference to delauney triangles and skeletonization for
future purposes.
To create the centerline a manual sketch is probably OK. Could I then just
move on with linear referencing? Which function should I
Hm what you seem to do is
compute a minimal bouding box (not aligned with NS or EW),
then use the greatest side as a reference, translate it so it passes by the
center of this bbox,
then several times offset the shortest side by a small step in the normal
direction, until you are out of the
Hi,
You should look at this french article for skeletonization of
irregular polygons. The st_delaunayTriangles method can also help.
Note that the middle line of a polygon is not always a straight line.
Then, using linear referencing, it should be easy to walk the middle
line to create