Osm2city.py: Difference between revisions

Jump to navigation Jump to search
1,168 bytes added ,  13 May 2013
→‎Status 05/2013: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40100.html
(status updates. More inviting 'contributing' section.)
(→‎Status 05/2013: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40100.html)
Line 12: Line 12:
== Status 05/2013 ==
== Status 05/2013 ==
Please see the development repository at: https://gitorious.org/fg-radi/osm2city
Please see the development repository at: https://gitorious.org/fg-radi/osm2city
Currently data is processed offline before hand. Basically, it parses the OSM
xml, generates a list of building outlines, discards some based on their area,
simplifies the outlines, clusters them into ~500x500m blocks and different LODs,
then writes .ac, .xml, and .stgs. OSM parsing is by far the most expensive,
easily taking 10 minutes for 50k buildings. Once that's done, the remaining
parts take maybe 1 minute in total. In C++, this would be faster, of course. Are
you thinking of a terrasync-like thing here, where users get OSM buildings
(where available) on-the-fly? In addition to what Stuart said, this might be
quite expensive in terms of bandwidth. The OSM download (buildings only!) was
~40MB for the 25x25km LOWI area.
At the moment, the code knows only the floor plans. No streets, no runways, no
land-use. But it'll certainly process such data in the future, and then could
use some heuristics (some OSM buildings are labeled "Terminal 1" or so) to apply
terminal/hangar textures to buildings at airports. Hadn't thought of this
before, but yes, this way we could rather easily populate some airports with
'semi-generic' terminal/hangar buildings.
== Features ==
== Features ==
* reads buildings from OSM. Honors height and level tags.
* reads buildings from OSM. Honors height and level tags.

Navigation menu