I have been trying to split a lot and retrieve the index.
Lot -->
split(x) {{~Length : SPLITZ | ~Length : SPLITZ | Road_Width : Road_Color}* | ~Length : SPLITZ }
SPLITZ --> split(z) {{~Width : Extrude_Building | ~Width : Extrude_Building | Road_Width : Road_Color}* | ~Width : Extrude_Building }
Extrude_Building -->
extrude (world.y, Extruding)
comp(f) {top : Numbering | side: Colorize}
Numbering -->
set(SplitCount, split.index)
texture("assets/no/no_"+SplitCount+".png")
alignScopeToGeometry(zUp, 0, world.lowest)
setupProjection(0, scope.xy, '1.0000, '1.0000)
projectUV(0)
Result
What I am looking for is
Any suggestion to achieve the index like that with spliting the plot
Thanks
Ab
You can pass the values for split.index and split.total to future rules.
Lot -->
split(x) { ~1: Col(split.index, split.total) }*
Col(col_ind, nCols) -->
split(z) { ~1: Cell(split.index, col_ind, nCols) }*
Cell(row_ind, col_ind, nCols) -->
//cell index starting at 0 = row_ind*nCols + col_ind
//cell index starting at 1 = row_ind*nCols + col_ind + 1
...