fme_geometry_part_name
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Geometry Part Name: This is the Geometry Name that was present on the geometry part that referenced the Appearance |
fme_appearance_from_front
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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
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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
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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 x,y,z coordinate space of the geometry to the u,v coordinate space of the Texture.)
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'
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