AppearanceExtractor
Extracts appearance style(s) from the front and/or back side of the geometries.
The output appearance style feature can either be an attributes-only feature or a feature with a raster geometry and attributes, depending on whether the extracted appearance has textures on it or not. It will be output from the Appearance port.
If a geometry does not have any appearances that were extracted from it (either because it had none to extract or the Geometry XQuery did not match any part of it), the feature will be output through the Unused port.
For more information on appearance support in FME, see Appearances.
Input Ports
This transformer accepts any feature.
Output Ports
The features with the extracted appearance style(s).
Appearance definition information will be present on the output feature, if defined on the specific Appearance. See the AppearanceSetter parameters for details on each attribute name string.
Features that had no appearance extracted.
Parameters
Geometry Part Selection
Use this parameter if you want to isolate only a portion of the geometry passed in to the transformer. If no criteria are specified, the action will apply to the entire geometry at all levels.
Selection can be based on structural location, geometry name, type, appearance information, traits, trait storage types, or definition reference. The syntax used is a restricted set of XQuery, where the return clause is fixed.
The basic Geometry XQuery dialog allows you to construct simple selection queries by automatically writing the necessary query based on specified test clauses. Clicking the Switch to Advanced button opens the Advanced Editor, which allows you to type a query free-form, for more expressive queries.
Note: Once you switch to Advanced mode, you will have to clear all parameters before you can return to Basic mode.
A hierarchical geometry is represented as nodes of type geometry, with attributes containing information about traits, type, and name for each geometry.
Parameters
This parameter specifies side(s) of the geometry from which appearances should be extracted. They can be extracted from either the front, the back, or both front and back of each specified geometry.
If Output Unique Appearance is set to Yes, a style is output only once if the appearance is shared by multiple geometries. If this parameter is set to No, every single usage of an Appearance will output a separate feature, even if there are duplicates.
If this parameter is set to Yes, all attributes from the input feature will be copied onto the output Appearance features. The feature where the attributes are copied from is the feature which has the geometry from which that Appearance was referenced. If this parameter is set to No, then no feature-level attributes will be copied onto the output Appearance features.
If this parameter is set to No, then no geometry traits will be copied onto the output Appearance features.
If this parameter is set to Yes, all traits from the geometry that referenced the appearance will be copied onto the output Appearance features as attributes. The following attributes will also be placed on the output feature, if appropriate. These values describe in more detail exactly how the Texture was specifically applied to the geometry from which it was referenced.
Attribute Name |
Description |
---|---|
fme_geometry_part_name |
Geometry Part Name: This is the Geometry Name that was present on the geometry part that referenced the Appearance |
fme_appearance_from_front |
Appearance From Front: This attribute will be present and have the value yes if the appearance was placed on the front of the geometry part. This attribute will not be present if it was not attached to the front |
fme_appearance_from_back |
Appearance From Back: This attribute will be present and have the value yes if the appearance was placed on the back of the geometry part. This attribute will not be present if it was not attached to the back. |
fme_appearance_texture_gen_info |
Appearance Texture Gen Info: Generally speaking, this will hold all the details required to understand how the texture coordinates were generated for the geometry part which referenced this appearance. (Texture coordinates may be viewed as a way of mapping from the Specifically, this parameter contains the data necessary to extrapolate the XYZ to UV transformation required to transform data based in ground coordinates into the same coordinate space as the texture came from. The values are comma separated in the following format: X,Y,Z,U1,V1,dU2,dV2,dU3,dV3,a,b,c,d,e,f Where (X,Y,Z) is the first selected representative coordinate, U1,V1 is the texture coordinate at that location, (dU2,dV2) is the difference between the first and second selected representative texture coordinate, and (dU2,dV2) is the difference between the first and third selected representative texture coordinate. The matrix represented by a,b,c,d,e,f allows for the calculation of two parametric values, alpha and beta such that the following expression can be used to map from (X,Y,Z)space -> (U,V) space, or the reverse, if the user wishes to later bring geometries into the same coordinate space as the Raster, or the reverse, in further feature processing. Given a ground coordinate (x,y,z), find (u,v): dX = x-X dY = y-Y dZ = z-Z
alpha = a*dX+b*dY+c*dZ beta = d*dX+e*dY+f*dZ
u = alpha*dU2+beta*dU3+U1 v = alpha*dV2+beta*dV3+V1 For example, one value for this attribute may be: `-0.500576565314848,0.803943350158095,4.94542140836595,-1.11022302462516e-015,1.98164442416027e-015, 1.11022302462516e-016,0.999999999999999,0.999999999999999,1,-6.55663808803325,-6.16047694893307, -4.1725949293875,-0.292710919283411,5.84378207124815,3.53907266079942' |
Editing Transformer Parameters
Using a set of menu options, transformer parameters can be assigned by referencing other elements in the workspace. More advanced functions, such as an advanced editor and an arithmetic editor, are also available in some transformers. To access a menu of these options, click beside the applicable parameter. For more information, see Transformer Parameter Menu Options.
Transformer Categories
FME Licensing Level
FME Professional edition and above
Search FME Community
Search for samples and information about this transformer on the FME Community.