# coding: utf-8
"""Dragonfly Building."""
from __future__ import division
import math
try:
from itertools import izip as zip # python 2
except ImportError:
xrange = range # python 3
from ladybug_geometry.geometry2d import Vector2D, Point2D, LineSegment2D, Polygon2D
from ladybug_geometry.geometry3d import Vector3D, Point3D, Ray3D
from ladybug_geometry_polyskel.polysplit import perimeter_core_subfaces
from honeybee.model import Model
from honeybee.room import Room
from honeybee.shade import Shade
from honeybee.boundarycondition import Outdoors
from honeybee.boundarycondition import boundary_conditions as bcs
from honeybee.typing import clean_string, invalid_dict_error
from honeybee.units import parse_distance_string
from ._base import _BaseGeometry
from .properties import BuildingProperties
from .story import Story
from .roof import RoofSpecification
from .room2d import Room2D
from .windowparameter import _AsymmetricBase
import dragonfly.writer.building as writer
[docs]
class Building(_BaseGeometry):
"""A complete Building defined by Stories (and optional extra 3D rooms).
Buildings must have at least one dragonfly Story or one Honeybee Room under
the room_3ds property.
Args:
identifier: Text string for a unique Building ID. Must be < 100 characters
and not contain any spaces or special characters.
unique_stories: An array of unique Dragonfly Story objects that
together form the entire building. Stories input here can be in any
order but they will be automatically sorted from lowest floor to
highest floor when they are assigned to the Building. Note that,
if a given Story is repeated several times over the height of the
Building, the unique Story included in this list should be the
first (lowest) Story of the repeated floors. (Default: None).
room_3ds: An optional array of 3D Honeybee Room objects for additional
Rooms that are a part of the Building but are not represented within
the unique_stories. This is useful when there are parts of the Building
geometry that cannot easily be represented with the extruded floor
plate and sloped roof assumptions that underlie Dragonfly Room2Ds
and RoofSpecification. Cases where this input is most useful include
sloped walls and certain types of domed roofs that become tedious to
implement with RoofSpecification. Matching the Honeybee Room.story
property to the Dragonfly Story.display_name of an object within the
unique_stories will effectively place the Honeybee Room on that Story
for the purposes of floor_area, exterior_wall_area, etc. However, note
that the Honeybee Room.multiplier property takes precedence over
whatever multiplier is assigned to the Dragonfly Story that the
Room.story may reference. (Default: None).
sort_stories: A boolean to note whether the unique_stories should be sorted
from lowest to highest story upon initialization (True) or whether
the input order of unique_stories should be left as-is. (Default: True).
Properties:
* identifier
* display_name
* full_id
* unique_stories
* unique_room_2ds
* room_3ds
* room_3d_faces
* room_3d_apertures
* room_3d_doors
* room_3d_shades
* has_room_2ds
* has_room_3ds
* room_2d_story_names
* room_3d_story_names
* story_count
* story_count_above_ground
* unique_stories_above_ground
* height
* height_above_ground
* height_from_first_floor
* footprint_area
* floor_area
* exterior_wall_area
* exterior_aperture_area
* volume
* min
* max
* user_data
"""
__slots__ = ('_unique_stories', '_room_3ds', '_roofs')
def __init__(self, identifier, unique_stories=None, room_3ds=None,
sort_stories=True):
"""A complete Building defined by Stories."""
# initialize and perform a basic check that there's some geometry
_BaseGeometry.__init__(self, identifier) # process the identifier
if (unique_stories is None or len(unique_stories) == 0) and \
(room_3ds is None or len(room_3ds) == 0):
raise ValueError(
'Building must have at least one Story or one Room under room_3ds.')
# process the story geometry
if unique_stories is not None:
for story in unique_stories:
assert isinstance(story, Story), \
'Expected dragonfly Story. Got {}'.format(type(story))
story._parent = self
if sort_stories:
unique_stories = \
tuple(sorted(unique_stories, key=lambda x: x.floor_height))
else:
unique_stories = tuple(unique_stories)
self._unique_stories = unique_stories
else:
self._unique_stories = ()
# process the room_3d geometry
if room_3ds is not None:
for room in room_3ds:
assert isinstance(room, Room), \
'Expected honeybee Room. Got {}'.format(type(room))
room._parent = self
# assign stories to any Rooms that lack them
if not all([r.story is not None for r in room_3ds]):
Room.stories_by_floor_height(room_3ds)
self._room_3ds = tuple(room_3ds)
else:
self._room_3ds = ()
# initialize properties
self._roofs = None # used under the hood to correctly assign roofs
self._properties = BuildingProperties(self) # properties for extensions
[docs]
@classmethod
def from_all_story_geometry(cls, identifier, all_story_geometry,
floor_to_floor_heights, perimeter_offset=0,
tolerance=0.01):
"""Initialize a Building from an array of Face3Ds arrays representing all floors.
This method will test to see which of the stories are geometrically unique
(accoutring for both the floor plate geometry and the floor_to_floor_heights).
It will only include the unique floor geometries in the resulting Building.
All of the resulting Room2Ds will have a floor-to-ceiling height equal to the
Story floor-to-floor height.
Args:
identifier: Text string for a unique Building ID. Must be < 100 characters
and not contain any spaces or special characters.
all_story_geometry: An array of arrays with each sub-array possessing
horizontal ladybug-geometry Face3Ds that representing the floor
plates of the building. Together, these Face3Ds should represent
all Stories of a building and each array of Face3Ds should together
represent one Story.
floor_to_floor_heights: An array of float values with a length equal
to the number of stories in the Building. Each value in the list
represents the floor_to_floor height of the Story starting from
the first floor and then moving to the top floor. Note that numbers
should be in the units system of the footprint geometry.
perimeter_offset: An optional positive number that will be used to offset
the perimeter of the all_story_geometry to create core/perimeter
zones. If this value is 0, no offset will occur and each story
will be represented with a single Room2D per polygon (Default: 0).
tolerance: The maximum difference between x, y, and z values at which
point vertices are considered to be the same. This is also needed as
a means to determine which floor geometries are equivalent to one
another and should be a part the same Story. Default: 0.01, suitable
for objects in meters.
"""
# generate the first story of the building
room_2ds = cls._generate_room_2ds(
all_story_geometry[0], floor_to_floor_heights[0], perimeter_offset,
identifier, 1, tolerance)
stories = [Story('{}_Floor1'.format(identifier), room_2ds,
floor_to_floor_heights[0])]
# generate the remaining unique stories from the floor_to_floor_heights
remaining_geo = all_story_geometry[1:]
remaining_flr_hgts = floor_to_floor_heights[1:]
prev_geo = all_story_geometry[0]
prev_flr_to_flr = floor_to_floor_heights[0]
for i, (room_geo, flr_hgt) in enumerate(zip(remaining_geo, remaining_flr_hgts)):
# test is anything is geometrically different
if flr_hgt != prev_flr_to_flr or len(room_geo) != len(prev_geo) or \
not all(cls._is_story_equivalent(rm1, rm2, tolerance)
for rm1, rm2 in zip(room_geo, prev_geo)):
room_2ds = cls._generate_room_2ds(
room_geo, flr_hgt, perimeter_offset, identifier, i + 2, tolerance)
stories.append(Story(
'{}_Floor{}'.format(identifier, i + 2), room_2ds, flr_hgt))
else: # geometry is the same as the floor below
stories[-1].multiplier += 1
prev_geo = room_geo
prev_flr_to_flr = flr_hgt
return cls(identifier, stories)
[docs]
@classmethod
def from_dict(cls, data, tolerance=0, angle_tolerance=0, sort_stories=True):
"""Initialize an Building from a dictionary.
Args:
data: A dictionary representation of a Building object.
tolerance: The maximum difference between z values at which point vertices
are considered to be in the same horizontal plane. This is used to check
that all vertices of the input floor_geometry lie in the same horizontal
floor plane. Default is 0, which will not perform any check.
angle_tolerance: The max angle difference in degrees that vertices are
allowed to differ from one another in order to consider them colinear.
Default is 0, which makes no attempt to evaluate whether the Room
volume is closed.
sort_stories: A boolean to note whether the unique_stories should be sorted
from lowest to highest story upon initialization (True) or whether
the input order of unique_stories should be left as-is. (Default: True).
"""
# check the type of dictionary
assert data['type'] == 'Building', 'Expected Building dictionary. ' \
'Got {}.'.format(data['type'])
# extract the 2D Stories
stories = []
if 'unique_stories' in data and data['unique_stories'] is not None:
for s_dict in data['unique_stories']:
try:
stories.append(Story.from_dict(s_dict, tolerance))
except Exception as e:
invalid_dict_error(s_dict, e)
# extract any additional 3D Rooms
room_3ds = []
if 'room_3ds' in data and data['room_3ds'] is not None:
for r_dict in data['room_3ds']:
try:
room_3ds.append(Room.from_dict(r_dict, tolerance, angle_tolerance))
except Exception as e:
invalid_dict_error(r_dict, e)
# create the Building object
building = cls(data['identifier'], stories, room_3ds, sort_stories=sort_stories)
# assign all other properties that are not a part of initializer
if 'roof' in data and data['roof'] is not None and 'geometry' in data['roof'] \
and len(data['roof']['geometry']) > 0:
roof = RoofSpecification.from_dict(data['roof'])
building.add_roof_geometry(roof.geometry, tolerance)
if '_roofs' in data and data['_roofs'] is not None: # secret for filtered roofs
bldg_roofs = []
for st_id, r_spec in data['_roofs']:
if r_spec is not None:
roof = RoofSpecification.from_dict(r_spec)
rf_height = (roof.max_height + roof.min_height) / 2
bldg_roofs.append((st_id, rf_height, roof))
else:
bldg_roofs.append((st_id, None, None))
building._roofs = bldg_roofs
if 'display_name' in data and data['display_name'] is not None:
building.display_name = data['display_name']
if 'user_data' in data and data['user_data'] is not None:
building.user_data = data['user_data']
if data['properties']['type'] == 'BuildingProperties':
building.properties._load_extension_attr_from_dict(data['properties'])
return building
[docs]
@classmethod
def from_honeybee(cls, model, conversion_method='AllRoom2D'):
"""Initialize a Building from a Honeybee Model.
If each Room has a story, these will be used to determine the separation
into Dragonfly stories. Otherwise, stories will be auto-generated
based on the floor heights of rooms.
Args:
model: A Honeybee Model to be converted to a Dragonfly Building.
conversion_method: Text to indicate how the Honeybee Rooms should be
converted to Dragonfly. Note that the AllRoom2D option may result
in some loss or simplification of the 3D Honeybee geometry but
ensures that all of Dragonfly's features for editing the rooms can
be used. The ExtrudedOnly method will convert only the 3D Rooms
that would have no loss or simplification of geometry when converted
to Room2D. AllRoom3D keeps all detailed 3D geometry on the
Building.room_3ds property, enabling you to convert the 3D Rooms
to Room2D using the Building.convert_room_3ds_to_2d() method as you
see fit. (Default: AllRoom2D). Choose from the following options.
* AllRoom2D - All Honeybee Rooms converted to Dragonfly Room2D
* ExtrudedOnly - Only pure extrusions converted to Dragonfly Room2D
* AllRoom3D - All Honeybee Rooms left as-is on Building.room_3ds
"""
# if the rooms are being left as they are, just create the Building
method = conversion_method.lower()
if method in ('allroom3d', 'extrudedonly'):
dup_rooms = [r.duplicate() for r in model.rooms]
bldg = cls(model.identifier, room_3ds=dup_rooms)
bldg._display_name = model._display_name
if method == 'extrudedonly':
bldg.convert_all_room_3ds_to_2d(
extrusion_rooms_only=True, tolerance=model.tolerance,
angle_tolerance=model.angle_tolerance)
for story in bldg.unique_stories:
story._reset_adjacencies_from_honeybee(
story.room_2ds, model.tolerance)
return bldg
elif method != 'allroom2d':
msg = 'Building.from_honeybee conversion_method "{}" is not recognized\n' \
'Choose from: AllRoom2D, ExtrudedOnly, AllRoom3D.'.format(
conversion_method)
raise ValueError(msg)
# proceed to convert all to Room2D; assign stories if they don't already exist
min_diff = parse_distance_string('2m', model.units)
remove_stories = False
if not all([room.story is not None for room in model.rooms]):
model.assign_stories_by_floor_height(min_diff)
remove_stories = True
# group the rooms by story and create dragonfly Stories
story_dict = {}
for room in model.rooms:
try:
story_dict[room.story].append(room)
except KeyError:
story_dict[room.story] = [room]
# evaluate floor heights to see if floors should be split
removed_flrs, new_flrs = [], {}
for s_id, rms in story_dict.items():
if not cls._room_story_geometry_valid(rms):
rm_grps, flr_hts = Room.group_by_floor_height(rms, min_diff)
for grp, ht in zip(rm_grps, flr_hts):
new_flrs['{}_{}'.format(s_id, ht)] = grp
removed_flrs.append(s_id)
for r_flr in removed_flrs:
story_dict.pop(r_flr)
story_dict.update(new_flrs)
# create the Story and Building objects
stories = []
for s_id, rms in story_dict.items():
story_id = clean_string(str(s_id))
valid_rooms = [r for r in rms if not r.exclude_floor_area]
if len(valid_rooms) != 0:
story = Story.from_honeybee(story_id, rms, model.tolerance)
stories.append(story)
bldg = cls(model.identifier, stories)
bldg._display_name = model._display_name
# if stories were auto-generated, remove them to avoid editing the input
if remove_stories:
for rm in model.rooms:
rm.story = None
return bldg
@staticmethod
def _room_story_geometry_valid(rooms):
"""Check that a set of Honeybee Rooms have geometry that makes a valid Story.
Args:
rooms: An array of Honeybee Rooms that will be checked to ensure their
geometry makes a valid Story.
Returns:
True if the Room geometries make a valid Story. False if they do not.
"""
if len(rooms) == 1:
return True
flr_hts = sorted([rm.geometry.min.z for rm in rooms])
min_flr_to_ceil = min([rm.geometry.max.z - rm.geometry.min.z for rm in rooms])
return True if flr_hts[-1] - flr_hts[0] < min_flr_to_ceil else False
@property
def unique_stories(self):
"""Get a tuple of only unique Story objects that form the Building.
Repeated stories are represented only once but will have a non-unity multiplier.
"""
return self._unique_stories
@property
def unique_room_2ds(self):
"""Get a list of the unique Room2D objects that form the Building."""
rooms = []
for story in self._unique_stories:
rooms.extend(story.room_2ds)
return rooms
@property
def room_3ds(self):
"""Get a tuple of additional 3D Honeybee Rooms assigned to the Building.
These rooms are a part of the Building but are not represented within
the unique_stories or unique_room_2ds. Matching the Honeybee Room.story
property to the Dragonfly Story.display_name of an object within the
unique_stories will effectively place the Honeybee Room on that Story
for the purposes of floor_area, exterior_wall_area, etc. However, note
that the Honeybee Room.multiplier property takes precedence over
whatever multiplier is assigned to the Dragonfly Story that the
Room.story may reference.
"""
return self._room_3ds
@property
def room_3d_faces(self):
"""Get a list of all Face objects for the 3D Honeybee Rooms in the Building."""
return [face for room in self._room_3ds for face in room._faces]
@property
def room_3d_apertures(self):
"""Get a list of all Aperture objects for the 3D Honeybee Rooms in the Building.
"""
child_apertures = []
for room in self._room_3ds:
for face in room._faces:
child_apertures.extend(face._apertures)
return child_apertures
@property
def room_3d_doors(self):
"""Get a list of all Door objects for the 3D Honeybee Rooms in the Building."""
child_doors = []
for room in self._room_3ds:
for face in room._faces:
child_doors.extend(face._doors)
return child_doors
@property
def room_3d_shades(self):
"""Get a list of all Shade objects for the 3D Honeybee Rooms in the Building."""
child_shades = []
for room in self._room_3ds:
child_shades.extend(room.shades)
for face in room.faces:
child_shades.extend(face.shades)
for ap in face._apertures:
child_shades.extend(ap.shades)
for dr in face._doors:
child_shades.extend(dr.shades)
return child_shades
@property
def has_room_2ds(self):
"""Get a boolean noting whether this Building has Room2Ds assigned under stories.
"""
return len(self._unique_stories) != 0
@property
def has_room_3ds(self):
"""Get a boolean noting whether this Building has 3D Honeybee Rooms.
"""
return len(self._room_3ds) != 0
@property
def room_2d_story_names(self):
"""Get a tuple of all Story display_names that have Room2Ds on them."""
return tuple(story.display_name for story in self._unique_stories)
@property
def room_3d_story_names(self):
"""Get a tuple of all story display_names that have 3D Honeybee Rooms on them."""
return tuple(set(rm.story for rm in self._room_3ds))
@property
def story_count(self):
"""Get an integer for the number of stories in the building.
This includes both the Room2Ds within unique_stories (including the
Story.multiplier) as well as all stories defined by the room_3ds.
"""
r3d_stories = 0
if self.has_room_3ds:
story_2ds = self.room_2d_story_names
for st in self.room_3d_story_names:
if st not in story_2ds:
r3d_stories += 1
return sum((story.multiplier for story in self._unique_stories)) + r3d_stories
@property
def story_count_above_ground(self):
"""Get an integer for the number of stories above the ground.
All stories defined by 3D Rooms are assumed to be above ground.
"""
r3d_stories = 0
if self.has_room_3ds:
story_2ds = self.room_2d_story_names
for st in self.room_3d_story_names:
if st not in story_2ds:
r3d_stories += 1
return sum((story.multiplier for story in self.unique_stories_above_ground)) + \
r3d_stories
@property
def unique_stories_above_ground(self):
"""Get a tuple of unique Story objects that are above the ground.
A story is considered above the ground if at least one of its Room2Ds
has an outdoor boundary condition.
"""
return [story for story in self._unique_stories if story.is_above_ground]
@property
def height(self):
"""Get a number for the roof height of the Building as an absolute Z-coordinate.
This property will account for the fact that the tallest Room may be a 3D
Honeybee Room.
"""
r2_h, r3_h = None, None
if self.has_room_3ds:
r3_h = max(r.max.z for r in self.room_3ds)
if self.has_room_2ds:
last_flr = self._unique_stories[-1]
r2_h = last_flr.floor_height + \
(last_flr.floor_to_floor_height * last_flr.multiplier)
if r2_h is not None and r3_h is not None:
return max(r2_h, r3_h)
elif r2_h is not None:
return r2_h
return r3_h
@property
def height_above_ground(self):
"""Get a the height difference between the roof and first floor above the ground.
This property will account for any 3D Room if they exist.
"""
r2_h, r3_h, bldg_h = None, None, self.height
try:
r2_h = bldg_h - self.unique_stories_above_ground[0].floor_height
except IndexError: # building completely below ground or no Room2Ds
r2_h = 0
if self.has_room_3ds:
r3_h = bldg_h - min(r.min.z for r in self.room_3ds)
if r2_h is not None and r3_h is not None:
return max(r2_h, r3_h)
elif r2_h is not None:
return r2_h
return r3_h
@property
def height_from_first_floor(self):
"""Get a the height difference between the roof and the bottom-most floor.
This property will account for any 3D Room if they exist.
"""
r2_h, r3_h, bldg_h = None, None, self.height
try:
r2_h = bldg_h - self.unique_stories[0].floor_height
except IndexError: # building completely below ground or no Room2Ds
r2_h = 0
if self.has_room_3ds:
r3_h = bldg_h - min(r.min.z for r in self.room_3ds)
if r2_h is not None and r3_h is not None:
return max(r2_h, r3_h)
elif r2_h is not None:
return r2_h
return r3_h
@property
def footprint_area(self):
"""Get a number for the total footprint area of the Building.
The footprint is derived from the lowest dragonfly Story of the building
unless the Building is composed entirely of 3D Rooms, in which case it
is the combined floor area of the Rooms belonging to the lowest story.
"""
try:
return self._unique_stories[0].floor_area
except IndexError: # no Room2Ds
return sum(r.floor_area for r in self._lowest_story_room_3ds()
if not r.exclude_floor_area)
@property
def floor_area(self):
"""Get a number for the total floor area in the Building.
This property uses both the 2D Story multipliers and the 3D Room multipliers
to determine the total floor area.
"""
fa_r2 = sum([story.floor_area * story.multiplier
for story in self._unique_stories])
fa_r3 = sum([room.floor_area * room.multiplier for room in self._room_3ds
if not room.exclude_floor_area])
return fa_r2 + fa_r3
@property
def exterior_wall_area(self):
"""Get a number for the total exterior wall area in the Building.
This property uses both the 2D Story multipliers and the 3D Room multipliers
to determine the total exterior wall area.
"""
ewa_r2 = sum([story.exterior_wall_area * story.multiplier
for story in self._unique_stories])
ewa_r3 = sum([r.exterior_wall_area * r.multiplier for r in self._room_3ds])
return ewa_r2 + ewa_r3
@property
def exterior_aperture_area(self):
"""Get a number for the total exterior wall aperture area in the Building.
This property uses both the 2D Story multipliers and the 3D Room multipliers
to determine the total exterior wall aperture area. All skylights apertures
are excluded.
"""
eaa_r2 = sum([story.exterior_aperture_area * story.multiplier
for story in self._unique_stories])
eaa_r3 = sum([room.exterior_wall_aperture_area * room.multiplier
for room in self._room_3ds])
return eaa_r2 + eaa_r3
@property
def volume(self):
"""Get a number for the volume of all the Rooms in the Building.
This property uses both the 2D Story multipliers and the 3D Room multipliers
to determine the total Building volume.
"""
v_2r = sum([story.volume * story.multiplier for story in self._unique_stories])
v_3r = sum([room.volume * room.multiplier for room in self._room_3ds])
return v_2r + v_3r
@property
def min(self):
"""Get a Point2D for the min bounding rectangle vertex in the XY plane.
This is useful in calculations to determine if this Building is in proximity
to other objects.
"""
r2_min_pt, r3_min_pt = None, None
if self.has_room_2ds:
r2_min_pt = self._calculate_min(self._unique_stories)
if self.has_room_3ds:
r3_min_pt = Model._calculate_min(self._room_3ds)
if r2_min_pt is not None and r3_min_pt is not None:
return Point2D(min(r2_min_pt.x, r3_min_pt.x), min(r2_min_pt.y, r3_min_pt.y))
elif r2_min_pt is not None:
return r2_min_pt
return Point2D(r3_min_pt.x, r3_min_pt.y)
@property
def max(self):
"""Get a Point2D for the max bounding rectangle vertex in the XY plane.
This is useful in calculations to determine if this Building is in proximity
to other objects.
"""
r2_max_pt, r3_max_pt = None, None
if self.has_room_2ds:
r2_max_pt = self._calculate_max(self._unique_stories)
if self.has_room_3ds:
r3_max_pt = Model._calculate_max(self._room_3ds)
if r2_max_pt is not None and r3_max_pt is not None:
return Point2D(max(r2_max_pt.x, r3_max_pt.x), max(r2_max_pt.y, r3_max_pt.y))
elif r2_max_pt is not None:
return r2_max_pt
return Point2D(r3_max_pt.x, r3_max_pt.y)
[docs]
def all_stories(self):
"""Get a list of all Story objects that form the Building.
The Story objects returned here each have a multiplier of 1 and repeated
stories are represented will their own Story object. 3D Rooms are not included
in this output.
"""
all_stories = []
for story in self._unique_stories:
new_story = story.duplicate()
new_story.multiplier = 1
all_stories.append(new_story)
if story.multiplier != 1:
for i in range(story.multiplier - 1):
new_story = story.duplicate()
new_story.add_prefix('Flr{}'.format(i + 1))
new_story.multiplier = 1
m_vec = Vector3D(0, 0, story.floor_to_floor_height * (i + 1))
new_story.move(m_vec)
all_stories.append(new_story)
return all_stories
[docs]
def all_room_2ds(self):
"""Get a list of all Room2D objects that form the Building."""
rooms = []
for story in self.all_stories():
rooms.extend(story.room_2ds)
return rooms
[docs]
def room_2ds_by_display_name(self, room_name):
"""Get all of the Room2Ds with a given display_name in the Building."""
rooms = []
for room in self.unique_room_2ds:
if room.display_name == room_name:
rooms.append(room)
return rooms
[docs]
def room_3ds_by_display_name(self, room_name):
"""Get all of the 3D Rooms with a given display_name in the Building."""
rooms = []
for room in self.room_3ds:
if room.display_name == room_name:
rooms.append(room)
return rooms
[docs]
def room_3ds_by_story(self, story_name):
"""Get all of the 3D Honeybee Room objects assigned to a particular story.
Args:
story_name: Text for the display_name of the Story for which
Honeybee Room objects will be returned.
"""
rooms = []
for room in self.room_3ds:
if room.story == story_name:
rooms.append(room)
return rooms
[docs]
def shade_representation(
self, exclude_index=None, cap=False, include_room3ds=False, tolerance=0.01):
"""A list of honeybee Shade objects representing the building geometry.
These can be used to account for this Building's shade in the simulation of
another nearby Building.
Args:
exclude_index: An optional index for a unique_story to be excluded from
the shade representation. If None, all stories will be included
in the result. (Default: None).
cap: Boolean to note whether the shade representation should be capped
with a top face. Usually, this is not necessary to account for
blocked sun and is only needed when it's important to account for
reflected sun off of roofs. (Default: False).
include_room3ds: Boolean to note whether the 3D Rooms assigned to
this Building should be included in the shade representation.
Only exterior geometries are included. (Default: False).
tolerance: The minimum distance between points at which they are
not considered touching. Default: 0.01, suitable for objects
in meters.
"""
context_shades = []
if exclude_index is None:
for story in self.unique_stories:
context_shades.extend(story.shade_representation(cap, tolerance))
else:
for i, story in enumerate(self.unique_stories):
if i != exclude_index:
context_shades.extend(story.shade_representation(cap, tolerance))
else:
mult_shd = story.shade_representation_multiplier(
cap=cap, tolerance=tolerance)
context_shades.extend(mult_shd)
if include_room3ds and self.has_room_3ds:
for room in self.room_3ds:
for face in room.faces:
if isinstance(face.boundary_condition, Outdoors):
context_shades.append(Shade(face.identifier, face.geometry))
return context_shades
[docs]
def suggested_alignment_axes(
self, distance, direction=Vector2D(0, 1), angle_tolerance=1.0):
"""Get suggested LineSegment2Ds to be used for this Building.
This method will return the most common axes across the Building's Room2D
geometry along with the number of Room2D segments that correspond to each axis.
The latter can be used to filter the suggested alignment axes to get
only the most common ones across the Building.
Args:
distance: A number for the distance that will be used in the alignment
operation. This will be used to determine the resolution at which
alignment axes are generated and evaluated. Smaller alignment
distances will result in the generation of more common_axes since
a finer resolution can differentiate common that would typically be
grouped together. For typical building geometry, an alignment distance
of 0.3 meters or 1 foot is typically suitable for eliminating
unwanted details while not changing the geometry too much from
its original location.
direction: A Vector2D object to represent the direction in which the
common axes will be evaluated and generated.
angle_tolerance: The max angle difference in radians that the Room2D
segment direction can differ from the input direction before the
segments are not factored into this calculation of common axes.
Returns:
A tuple with two elements.
- common_axes: A list of LineSegment2D objects for the common
axes across the input Room2Ds.
- axis_values: A list of integers that aligns with the common_axes
and denotes how many segments of the input Room2D each axis
relates to. Higher numbers indicate that that the axis is more
commonly aligned across the Room2Ds.
"""
return Room2D.generate_alignment_axes(
self.unique_room_2ds, distance, direction, angle_tolerance)
[docs]
def find_adjacency_gaps(self, gap_distance=0.1, tolerance=0.01):
"""Identify gaps smaller than a gap_distance between this Building's Room2Ds.
All cases where gaps can create failed adjacency solving or failed
intersections between adjacent stories will be checked.
Args:
gap_distance: The maximum distance between two Room2Ds that is considered
an adjacency gap. Differences between Room2Ds that are higher than
this distance are considered meaningful gaps to be preserved.
This value should be higher than the tolerance to be
meaningful. (Default: 0.1, suitable for objects in meters).
tolerance: The minimum difference between the coordinate values at
which point they are considered equivalent. (Default: 0.01,
suitable for objects in meters).
Returns:
A list of Point2Ds that note the location of any gaps between this
Building's Room2Ds, which are larger than the tolerance but less
than the gap_distance.
"""
gap_points = []
prev_mult, story_count = 0, len(self._unique_stories)
for i, story in enumerate(self._unique_stories):
if prev_mult == 1: # test this story together with the one below
room_group = story.room_2ds + self._unique_stories[i - 1].room_2ds
pts = Room2D.find_adjacency_gaps(room_group, gap_distance, tolerance)
gap_points.extend(pts)
elif story.multiplier != 1: # lone bottom/middle story to test
pts = Room2D.find_adjacency_gaps(story.room_2ds, gap_distance, tolerance)
gap_points.extend(pts)
elif i + 1 == story_count: # lone top story to test
pts = Room2D.find_adjacency_gaps(story.room_2ds, gap_distance, tolerance)
gap_points.extend(pts)
prev_mult = story.multiplier
return list(set(gap_points)) # remove duplicates in the result
[docs]
def convert_multipliers_to_stories(self):
"""Convert this Building's stories with non-unity multipliers to geometry."""
exist_story_ids = set(story.identifier for story in self.unique_stories)
stories_to_add = []
for story in self.all_stories():
if story.identifier not in exist_story_ids:
stories_to_add.append(story)
self.add_stories(stories_to_add)
for story in self.unique_stories:
story.multiplier = 1
[docs]
def add_stories(self, stories, add_duplicate_ids=False):
"""Add additional Story objects to this Building.
Using this method will ensure that Stories are ordered according to their
floor height as they are added. Also, in the case that Story identifiers
match an existing one in this Building, these Stories will be merged
together. If add_duplicate_ids is False, Room2Ds that have matching
identifiers within a merged Story will not be ignored in order to
avoid ID conflicts.
Args:
stories: A list or tuple of Story objects to be added to this Building.
add_duplicate_ids: A boolean to note whether added Room2Ds that
have matching identifiers within each Story should be ignored (False)
or they should be added to the Story creating an ID collision
that can be resolved later (True). (Default: False).
"""
# check to be sure all of the input is correct
for story in stories:
assert isinstance(story, Story), \
'Expected dragonfly Story. Got {}'.format(type(story))
# create the list of new stories, merging stories that have the same identifier
new_stories = list(self._unique_stories)
for o_story in stories:
for e_story in new_stories:
if o_story.identifier == e_story.identifier:
e_story.add_room_2ds(o_story.room_2ds, add_duplicate_ids)
break
else:
o_story._parent = self
new_stories.append(o_story)
# sort the stories by floor level and assign them to this Building
unique_stories = tuple(sorted(new_stories, key=lambda x: x.floor_height))
self._unique_stories = unique_stories
[docs]
def add_room_3ds(self, rooms, add_duplicate_ids=False):
"""Add additional 3D Honeybee Room objects to this Building.
Args:
stories: A list or tuple of Honeybee Room objects to be added to
this building.
add_duplicate_ids: A boolean to note whether added Rooms that
have matching identifiers within the current Building should be
ignored (False) or they should be added to the Building creating
an ID collision that can be resolved later (True). (Default: False).
"""
# check to be sure that the input is composed of Rooms
for room in rooms:
assert isinstance(room, Room), \
'Expected honeybee Room. Got {}'.format(type(room))
# add the rooms and deal with duplicated IDs appropriately
new_room_3ds = list(self._room_3ds)
if add_duplicate_ids:
for room in rooms:
room._parent = self
if room.story is None:
room.story = 'Unknown'
new_room_3ds.append(room)
else:
exist_set = {rm.identifier for rm in self._room_3ds}
for room in rooms:
if room.identifier not in exist_set:
room._parent = self
if room.story is None:
room.story = 'Unknown'
new_room_3ds.append(room)
# assign the new Rooms to this Building
self._room_3ds = tuple(new_room_3ds)
[docs]
def add_roof_geometry(self, roof_geometry, tolerance=0.01, overlap_threshold=0):
"""Add roof geometry to the stories of this Building.
This method will attempt add each roof geometry to the best Story in the
Building by checking for overlaps between the Story's Room2Ds and the
Roof geometry in plan. When a given roof geometry overlaps with several
Stories more than the specified overlap_threshold, the top-most Story
will get the roof geometry assigned to it unless this top Story has a
floor_height above the roof geometry, in which case the next highest story
will be checked until a compatible one is found. If a given roof geometry
does not overlap with any story geometry or lies below all of the stories,
it will not be assigned to the Building.
Args:
roof_geometry: An array of Face3D objects representing the geometry
of the Roof.
tolerance: The maximum difference between values at which point vertices
are considered to be the same. (Default: 0.01, suitable for
objects in Meters).
overlap_threshold: A number between 0 and 1 for the fraction of a room's
area that must be covered by a given roof geometry for it to be
considered overlapping with that room. This is intended to prevent
incorrect roof assignment in cases where roofs extend slightly
past the room they are intended for. (Default: 0.05).
"""
# convert all roof geometries to clean 2D polygons
roof_polygons, clean_roofs = [], []
for r_geo in roof_geometry:
try:
clean_geo = r_geo.remove_colinear_vertices(tolerance)
except AssertionError: # degenerate roof geometry to ignore
continue
clean_poly = Polygon2D(tuple(Point2D(pt.x, pt.y) for pt in r_geo.boundary))
clean_roofs.append(clean_geo)
roof_polygons.append(clean_poly)
roof_geometry = clean_roofs
if len(roof_geometry) == 0:
return
# prepare the stories for checking the roofs
rev_stories = list(reversed(self.unique_stories))
story_polygons, story_heights, room_heights = [], [], []
for story in rev_stories:
room_polygons = tuple(rm.floor_geometry.polygon2d for rm in story.room_2ds)
rm_heights = tuple(rm.floor_height for rm in story.room_2ds)
story_polygons.append(room_polygons)
story_heights.append(story.floor_height)
room_heights.append(rm_heights)
# loop through the roof_geometry and find a compatible story
proj_dir = Vector3D(0, 0, 1)
ot = overlap_threshold
story_roofs = [[] for _ in rev_stories] # holds geo assigned to each story
for rf_geo, rf_poly in zip(roof_geometry, roof_polygons):
zip_obj = zip(story_heights, story_polygons, room_heights)
for i, (st_ht, story_poly, rm_hts) in enumerate(zip_obj):
if rf_geo.max.z < st_ht:
continue # roof completely below story; valid assignment impossible
overlaps_story = False
for rm_poly, rm_ht in zip(story_poly, rm_hts):
poly_rel = rf_poly.polygon_relationship(rm_poly, tolerance)
if poly_rel >= 0:
try:
rm_poly = rm_poly.remove_colinear_vertices(tolerance)
except AssertionError: # degenerate room to ignore
continue
overlap_polys = rf_poly.boolean_intersect(rm_poly, tolerance) \
if poly_rel == 0 else [rm_poly]
if sum(ply.area for ply in overlap_polys) < rm_poly.area * ot:
continue # not considered a significant overlap
plane_ints = []
for ov_poly in overlap_polys:
for pt in ov_poly:
r_ray = Ray3D(Point3D(pt.x, pt.y, rm_ht), proj_dir)
plane_ints.append(rf_geo.plane.intersect_line_ray(r_ray))
if all(pi is not None for pi in plane_ints):
overlaps_story = True
else: # roof extends below room; valid assignment impossible
overlaps_story = False
break
if overlaps_story: # we have found the story to assign the roof geometry
story_roofs[i].append(rf_geo)
break
# create the RoofSpecification objects and assign them to the stories
for story, roof_geos in zip(rev_stories, story_roofs):
if len(roof_geos) != 0:
if story.roof is not None: # combine the existing roof with the new one
new_roof = RoofSpecification(story.roof.geometry + tuple(roof_geos))
else:
new_roof = RoofSpecification(roof_geos)
story.roof = new_roof
[docs]
def remove_duplicate_roofs(self, tolerance=0.01):
"""Remove any roof geometries in the Building that appear more than once.
This includes duplicated roof geometries assigned to different stories.
Args:
tolerance: The maximum difference between values at which point vertices
are considered to be the same. (Default: 0.01, suitable for
objects in Meters).
"""
# collect all roof geometries across all stories
roof_geos = []
for story in self.unique_stories:
if story.roof is not None:
roof_geos.extend(story.roof.geometry)
story.roof = None
# remove duplicate geometries from the list
clean_roof_geo = []
for r_geo in roof_geos:
for exist_geo in clean_roof_geo:
if r_geo.is_geometrically_equivalent(exist_geo, tolerance):
break # duplicate geometry found
else: # the geometry is not yet in the clean list
clean_roof_geo.append(r_geo)
# re-assign the roof geometry to the stories
self.add_roof_geometry(clean_roof_geo, tolerance)
[docs]
def convert_room_3d_to_2d(self, room_3d_identifier, tolerance=0.01):
"""Convert a single 3D Honeybee Room to a Dragonfly Room2D on this Building.
This process will add the Room2D to an existing Dragonfly Story on the
Building if the Honeybee Room.story matches a Story.display_name on this
object. If not, a new Story on this Building will be initialized.
Args:
room_3d_identifier: The identifier of the 3D honeybee Room on this
Building that will be converted to a dragonfly Room2D.
tolerance: The maximum difference between values at which point vertices
are considered to be the same. (Default: 0.01, suitable for
objects in Meters).
Returns:
The newly-created Room2D object from the converted Room. Will be
None if the Honeybee Room is not a closed solid and cannot be
converted to a valid Room2D.
"""
# get the Honeybee Room object to be converted
hb_room_i = [i for i, r in enumerate(self.room_3ds)
if r.identifier == room_3d_identifier]
if len(hb_room_i) == 0:
raise ValueError(
'No 3D Honeybee Room with an identifier of "{}" was found on '
'Building "{}"'.format(room_3d_identifier, self.display_name))
elif len(hb_room_i) != 1:
raise ValueError(
'Multiple 3D Honeybee Rooms with an identifier of "{}" were found on '
'Building "{}"'.format(room_3d_identifier, self.display_name))
new_room_3ds = list(self._room_3ds)
hb_room = new_room_3ds.pop(hb_room_i[0])
# create a Dragonfly Room2D from the Honeybee Room
try:
df_room = Room2D.from_honeybee(hb_room, tolerance)
except Exception: # room is not a closed solid
return None
self._room_3ds = tuple(new_room_3ds)
# assign the Room2D to an existing Story or create a new one
for story in self._unique_stories:
if story.display_name == hb_room.story:
story.add_room_2d(df_room)
break
else: # a new Story object has to be initialized
new_story = Story(clean_string(hb_room.story), (df_room,))
new_story.display_name = hb_room.story
self.add_stories([new_story])
return df_room
[docs]
def convert_room_3ds_to_2d(self, room_3d_identifiers, tolerance=0.01):
"""Convert several 3D Honeybee Rooms on this Building to a Dragonfly Room2Ds.
This process will add the Room2Ds to an existing Dragonfly Story on the
Building if the Honeybee Room.story matches a Story.display_name on this
object. If not, a new Story on this Building will be initialized.
Args:
room_3d_identifiers: A list of the identifiers for the 3D honeybee
Rooms on this Building that will be converted to dragonfly Room2Ds.
tolerance: The maximum difference between values at which point vertices
are considered to be the same. (Default: 0.01, suitable for
objects in Meters).
Returns:
A list of the newly-created Room2D objects from the converted Rooms.
If a given 3D Room is not valid and cannot be converted to a Room2D,
it will not be included in this output.
"""
df_rooms = []
for r3_id in room_3d_identifiers:
new_r2 = self.convert_room_3d_to_2d(r3_id, tolerance)
if new_r2 is not None:
df_rooms.append(new_r2)
return df_rooms
[docs]
def convert_all_room_3ds_to_2d(
self, extrusion_rooms_only=True, tolerance=0.01, angle_tolerance=1):
"""Convert all 3D Honeybee Rooms on this Building to a Dragonfly Room2Ds.
This process will add the Room2Ds to an existing Dragonfly Story on the
Building if the Honeybee Room.story matches a Story.display_name on this
object. If not, a new Story on this Building will be initialized.
Args:
extrusion_rooms_only: A boolean to note whether only the 3D Rooms that
can be represented as a Room2D without loss of geometry should be
converted to Room2Ds. When True, all 3D Rooms that are not pure
extrusions will be left as they are. If False, all 3D Rooms in
the model will be translated to Room2D regardless of whether they
are extrusions or not, meaning that there may be some loss of
geometry or simplification of it.
tolerance: The maximum difference between values at which point vertices
are considered to be the same. (Default: 0.01, suitable for
objects in Meters).
angle_tolerance: The max angle difference in degrees that Face3D normals
are allowed to differ from the vertical or horizontal before they
are no longer considered as such. (Default: 1 degree).
Returns:
A list of the newly-created Room2D objects from the converted Rooms.
"""
# collect the relevant 3D Rooms if extrusion_rooms_only is selected
new_room_3ds = []
if extrusion_rooms_only:
hb_rooms = []
for hb_room in self.room_3ds:
if self._is_room_3d_extruded(hb_room, tolerance, angle_tolerance):
hb_rooms.append(hb_room)
else:
new_room_3ds.append(hb_room)
else:
hb_rooms = self.room_3ds
# convert the relevant 3D Rooms to Room2D
df_rooms = []
for hb_room in hb_rooms:
# create a Dragonfly Room2D from the Honeybee Room
try:
df_room = Room2D.from_honeybee(hb_room, tolerance)
except Exception: # invalid Honeybee Room that is not a closed solid
new_room_3ds.append(hb_room)
continue
# assign the Room2D to an existing Story or create a new one
for story in self._unique_stories:
if story.display_name == hb_room.story:
story.add_room_2d(df_room)
break
else: # a new Story object has to be initialized
new_story = Story(clean_string(hb_room.story), (df_room,))
new_story.display_name = hb_room.story
self.add_stories([new_story])
df_rooms.append(df_room)
# reset the 3D Rooms on this object
self._room_3ds = tuple(new_room_3ds)
return df_rooms
[docs]
def add_prefix(self, prefix):
"""Change the object identifier and all child objects by inserting a prefix.
This is particularly useful in workflows where you duplicate and edit
a starting object and then want to combine it with the original object
into one Model (like making a model of repeating buildings) since all objects
within a Model must have unique identifiers.
Args:
prefix: Text that will be inserted at the start of this object's
(and child objects') identifier and display_name. It is recommended
that this prefix be short to avoid maxing out the 100 allowable
characters for dragonfly identifiers.
"""
self.identifier = clean_string('{}_{}'.format(prefix, self.identifier))
if self._display_name is not None:
self.display_name = '{}_{}'.format(prefix, self.display_name)
self.properties.add_prefix(prefix)
for story in self.unique_stories:
story.add_prefix(prefix)
for room in self.room_3ds:
room.add_prefix(prefix)
[docs]
def sort_stories(self):
"""Sort the stories assigned to this Building by their floor heights"""
self._unique_stories = \
tuple(sorted(self._unique_stories, key=lambda x: x.floor_height))
[docs]
def separate_top_bottom_floors(self):
"""Separate top/bottom Stories with non-unity multipliers into their own Stories.
The resulting first and last Stories will each have a multiplier of 1 and
duplicated middle Stories will be added as needed. This method also
automatically assigns the first story Room2Ds to have a ground contact
floor and the top story Room2Ds to have an outdoor-exposed roof.
This is particularly helpful when using to_honeybee workflows with
multipliers but one wants to account for the heat exchange of the top
or bottom floors with the ground or outdoors.
"""
# do not do anything if the Building has no 2D Stories
if not self.has_room_2ds:
return
# empty tuples in case no floors are added
new_ground_floor, new_top_floor = (), ()
# ensure that the bottom floor is unique
if self._unique_stories[0].multiplier != 1:
story = self._unique_stories[0]
new_ground_floor = (self._separated_ground_floor(story),)
story.multiplier = story.multiplier - 1
story.move(Vector3D(0, 0, story.floor_to_floor_height)) # 2nd floor
# ensure that the top floor is unique
if self._unique_stories[-1].multiplier != 1:
story = self._unique_stories[-1]
new_top_floor = (self._separated_top_floor(story),)
story.multiplier = story.multiplier - 1
# set the unique stories to include any new top and bottom floors
self._unique_stories = new_ground_floor + self._unique_stories + new_top_floor
# assign the is_ground_contact and is_top_exposed properties
self._unique_stories[0].set_ground_contact()
self._unique_stories[-1].set_top_exposed()
[docs]
def separate_mid_floors(self, tolerance=0.01):
"""Separate all Stories with non-unity multipliers into two or three Stories.
This method automatically assigns the first story Room2Ds to have a ground
contact floor and will separate the top story of each unique story to
have outdoor-exposed roofs when no Room2Ds are sensed above a given room.
This is particularly helpful when using to_honeybee workflows with
multipliers but one wants to account for the heat exchange of the top
or bottom floors with the ground or outdoors.
Args:
tolerance: The tolerance that will be used to compute the point within
the floor boundary that is used to check whether there is geometry
above each Room2D. It is recommended that this number not be less
than 1 centimeter to avoid long computation times. Default: 0.01,
suitable for objects in meters.
"""
# do not do anything if the Building has no 2D Stories
if not self.has_room_2ds:
return
# ensure that the bottom floor is unique
if self._unique_stories[0].multiplier != 1:
story = self._unique_stories[0]
new_ground_floor = self._separated_ground_floor(story)
story.multiplier = story.multiplier - 1
story.move(Vector3D(0, 0, story.floor_to_floor_height)) # 2nd floor
else:
new_ground_floor = self._unique_stories[0]
if len(self._unique_stories) > 1:
new_ground_floor.set_top_exposed_by_story_above(
self._unique_stories[1], tolerance)
self._unique_stories = self._unique_stories[1:]
# ensure that the top floor is unique
new_top_floors = []
for i, story in enumerate(self._unique_stories):
if story.multiplier != 1:
new_top_floor = self._separated_top_floor(story)
story.multiplier = story.multiplier - 1
try:
new_top_floor.set_top_exposed_by_story_above(
self._unique_stories[i + 1], tolerance)
except IndexError: # this is the last story
new_top_floor.set_top_exposed()
new_top_floors.extend((story, new_top_floor))
else:
if i == len(self._unique_stories) - 1:
story.set_top_exposed()
else:
story.set_top_exposed_by_story_above(
self._unique_stories[i + 1], tolerance)
new_top_floors.append(story)
# set the unique stories to include any new top and bottom floors
self._unique_stories = (new_ground_floor,) + tuple(new_top_floors)
# assign the is_ground_contact and is_top_exposed properties
self._unique_stories[0].set_ground_contact()
[docs]
def split_room_2d_vertically(self, room_id, tolerance=0.01):
"""Split a Room2D in this Building vertically if it crosses multiple stories.
Args:
room_id: The identifier of a Room2D within this Building which will
be split vertically with the Stories above it.
tolerance: The tolerance to be used for determining whether the Room2D
should be split. Default: 0.01, suitable for objects in meters.
Returns:
A list of all the new rooms created by running the method. This
can be used to post-process the rooms for attributes like adjacency
within the Story they are placed.
"""
# loop through the stories of the model and find the Room2D
found_room, split_heights, split_stories = None, [], []
for story in self._unique_stories:
if found_room is not None:
flr_hgt = story.median_room2d_floor_height
if found_room.ceiling_height - tolerance > flr_hgt:
split_heights.append(flr_hgt)
split_stories.append(story)
else:
for rm in story.room_2ds:
if rm.identifier == room_id:
found_room = rm
break
# check if the room was found and whether it should be split
if found_room is None:
msg = 'No Room2D with the identifier "{}" was found in the ' \
'Building.'.format(room_id)
raise ValueError(msg)
if len(split_heights) == 0:
return [] # no splitting to be done
# split the room across the stories
new_rooms = []
for i, (split_hgt, add_story) in enumerate(zip(split_heights, split_stories)):
new_room = found_room.duplicate()
new_room.identifier = '{}_split{}'.format(new_room.identifier, i)
shift_dist = split_hgt - found_room.floor_height
move_vec = Vector3D(0, 0, shift_dist)
new_room.move(move_vec) # move the room to the correct floor height
try:
new_ceil_hgt = split_heights[i + 1]
new_room.is_top_exposed = False
new_room.has_ceiling = False
except IndexError: # last story of the split list
new_ceil_hgt = found_room.ceiling_height
new_room.floor_to_ceiling_height = new_ceil_hgt - new_room.floor_height
new_room.is_ground_contact = False
new_room.has_floor = False
new_w_par = [] # shift all of the window parameters for the room
for wp, seg in zip(found_room.window_parameters, found_room.floor_segments):
if isinstance(wp, _AsymmetricBase):
wp = wp.shift_vertically(-shift_dist)
wp.adjust_for_segment(seg, new_ceil_hgt, tolerance)
new_w_par.append(wp)
new_room.window_parameters = new_w_par
add_story.add_room_2d(new_room)
new_rooms.append(new_room)
# change the height of the original Room2D so that it doesn't overlap new rooms
found_room.floor_to_ceiling_height = split_heights[0] - found_room.floor_height
found_room.is_top_exposed = False
found_room.has_ceiling = False
new_w_par = [] # shift all of the window parameters for the room
for wp, seg in zip(found_room.window_parameters, found_room.floor_segments):
if isinstance(wp, _AsymmetricBase):
wp.adjust_for_segment(seg, found_room.floor_to_ceiling_height, tolerance)
new_w_par.append(wp)
found_room.window_parameters = new_w_par
# move any roofs if need be
if found_room.parent.roof is not None:
kept_roofs, moved_roofs = [], []
roof = found_room.parent.roof
for r_geo, r_poly in zip(roof.geometry, roof.boundary_geometry_2d):
room_poly = found_room.floor_geometry.boundary_polygon2d
if room_poly.polygon_relationship(r_poly, tolerance) >= 0:
moved_roofs.append(r_geo)
else:
kept_roofs.append(r_geo)
if len(moved_roofs) != 0:
if len(kept_roofs) != 0:
found_room.parent.roof = RoofSpecification(kept_roofs)
else:
found_room.parent.roof = None
if new_rooms[-1].parent.roof is None:
new_rooms[-1].parent.roof = RoofSpecification(moved_roofs)
else:
new_geo = new_rooms[-1].parent.roof.geometry + tuple(moved_roofs)
new_rooms[-1].parent.roof = RoofSpecification(new_geo)
return new_rooms
[docs]
def set_outdoor_window_parameters(self, window_parameter):
"""Set all of the outdoor walls to have the same window parameters."""
for story in self._unique_stories:
story.set_outdoor_window_parameters(window_parameter)
[docs]
def set_outdoor_shading_parameters(self, shading_parameter):
"""Set all of the outdoor walls to have the same shading parameters."""
for story in self._unique_stories:
story.set_outdoor_shading_parameters(shading_parameter)
[docs]
def to_rectangular_windows(self):
"""Convert all of the windows of the Story to the RectangularWindows format."""
for story in self._unique_stories:
story.to_rectangular_windows()
[docs]
def move(self, moving_vec):
"""Move this Building along a vector.
Args:
moving_vec: A ladybug_geometry Vector3D with the direction and distance
to move the object.
"""
for story in self._unique_stories:
story.move(moving_vec)
for room in self._room_3ds:
room.move(moving_vec)
self.properties.move(moving_vec)
[docs]
def rotate_xy(self, angle, origin):
"""Rotate this Building counterclockwise in the XY plane by a certain angle.
Args:
angle: An angle in degrees.
origin: A ladybug_geometry Point3D for the origin around which the
object will be rotated.
"""
for story in self._unique_stories:
story.rotate_xy(angle, origin)
for room in self._room_3ds:
room.rotate_xy(angle, origin)
self.properties.rotate_xy(angle, origin)
[docs]
def reflect(self, plane):
"""Reflect this Building across a plane.
Args:
plane: A ladybug_geometry Plane across which the object will be reflected.
"""
for story in self._unique_stories:
story.reflect(plane)
for room in self._room_3ds:
room.reflect(plane)
self.properties.reflect(plane)
[docs]
def scale(self, factor, origin=None):
"""Scale this Building by a factor from an origin point.
Args:
factor: A number representing how much the object should be scaled.
origin: A ladybug_geometry Point3D representing the origin from which
to scale. If None, it will be scaled from the World origin (0, 0, 0).
"""
for story in self._unique_stories:
story.scale(factor, origin)
for room in self._room_3ds:
room.scale(factor, origin)
self.properties.scale(factor, origin)
[docs]
def has_floors_ceilings(self, use_multiplier=True):
"""Get a list of tuples for each Room noting whether it has a floor/ceiling.
Args:
use_multiplier: Boolean to note whether the returned list should be
assume that the Rooms use multipliers or not. The list will typically
be longer when use_multiplier is False. (Default: True).
"""
has_flr_ceil = []
for story in self._unique_stories:
story_list = []
for room in story.room_2ds:
story_list.append((room.has_floor, room.has_ceiling))
if use_multiplier:
has_flr_ceil.extend(story_list)
else:
for _ in range(story.multiplier):
has_flr_ceil.extend(story_list)
return has_flr_ceil
[docs]
def to_honeybee(self, use_multiplier=True, add_plenum=False, tolerance=0.01,
enforce_adj=True, enforce_solid=True):
"""Convert Dragonfly Building to a Honeybee Model.
Args:
use_multiplier: If True, the multipliers on this Building's Stories will be
passed along to the generated Honeybee Room objects, indicating the
simulation will be run once for each unique room and then results
will be multiplied. If False, full geometry objects will be written
for each and every floor in the building that are represented through
multipliers and all resulting multipliers will be 1. (Default: True).
add_plenum: Boolean to indicate whether ceiling/floor plenums should
be auto-generated for the Rooms. (Default: False).
tolerance: The minimum distance in z values of floor_height and
floor_to_ceiling_height at which adjacent Faces will be split.
Default: 0.01, suitable for objects in meters.
enforce_adj: Boolean to note whether an exception should be raised if
an adjacency between two Room2Ds is invalid (True) or if the invalid
Surface boundary condition should be replaced with an Outdoor
boundary condition (False). If False, any Walls containing
WindowParameters and an illegal boundary condition will also
be replaced with an Outdoor boundary condition. (Default: True).
enforce_solid: Boolean to note whether rooms should be translated
as solid extrusions whenever translating them with custom
roof geometry produces a non-solid result (True) or the non-solid
room geometry should be allowed to remain in the result (False).
The latter is useful for understanding why a particular roof
geometry has produced a non-solid result. (Default: True).
Returns:
A honeybee Model that represent the Building.
"""
# compute the story heights once so they're not constantly recomputed
reset_roofs = False
if self._roofs is None:
self._roofs = self._compute_roof_heights()
reset_roofs = True
# generate all of the Honeybee Rooms
hb_rooms = []
if use_multiplier:
for story in self._unique_stories:
hb_rooms.extend(story.to_honeybee(
True, add_plenum=add_plenum, tolerance=tolerance,
enforce_adj=enforce_adj, enforce_solid=enforce_solid))
else:
for story in self.all_stories():
hb_rooms.extend(story.to_honeybee(
False, add_plenum=add_plenum, tolerance=tolerance,
enforce_adj=enforce_adj, enforce_solid=enforce_solid))
for room in self.room_3ds:
hb_rooms.append(room)
hb_mod = Model(self.identifier, hb_rooms)
hb_mod._display_name = self._display_name
hb_mod._user_data = self._user_data
# put back the old roofs if they were not set originally
if reset_roofs:
self._roofs = None
return hb_mod
[docs]
def to_dict(self, abridged=False, included_prop=None):
"""Return Building as a dictionary.
Args:
abridged: Boolean to note whether the extension properties of the
object (ie. construction sets) should be included in detail
(False) or just referenced by identifier (True). Default: False.
included_prop: List of properties to filter keys that must be included in
output dictionary. For example ['energy'] will include 'energy' key if
available in properties to_dict. By default all the keys will be
included. To exclude all the keys from extensions use an empty list.
"""
base = {'type': 'Building'}
base['identifier'] = self.identifier
base['display_name'] = self.display_name
if len(self._unique_stories) != 0:
base['unique_stories'] = [s.to_dict(abridged, included_prop)
for s in self._unique_stories]
if len(self._room_3ds) != 0:
base['room_3ds'] = [r.to_dict(abridged, included_prop)
for r in self._room_3ds]
base['properties'] = self.properties.to_dict(abridged, included_prop)
if self.user_data is not None:
base['user_data'] = self.user_data
if self._roofs is not None: # secret key used for filtered dictionaries
rf_dicts = []
for st_id, _, roof in self._roofs:
rf_dicts.append((st_id, roof.to_dict()))
base['_roofs'] = rf_dicts
return base
@property
def to(self):
"""Building writer object.
Use this method to access Writer class to write the building in other formats.
"""
return writer
[docs]
@staticmethod
def process_alleys(buildings, distance=1.0, adiabatic=False, tolerance=0.01):
"""Remove windows from any walls that within a distance of other buildings.
This method can also optionally set the boundary conditions of these walls to
adiabatic. This is helpful when attempting to account for alleys or parti walls
that may exist between buildings of a denser urban district.
Note that this staticmethod will edit the buildings in place so it may
be appropriate to duplicate the Buildings before running this method.
Args:
buildings: Dragonfly Building objects which will have their windows removed
if their walls lie within the distance of another building.
distance: A number for the maximum distance of an alleyway in model
units. If a wall is closer to another Building than this distance,
the windows will be removed. (Default: 1.0; suitable for objects
in meters).
adiabatic: A boolean to note whether the walls that have their windows
removed should also receive an Adiabatic boundary condition.
This is useful when the alleyways are more like parti walls than
distinct pathways that someone could traverse.
"""
# get the adiabatic boundary condition in case we need it
try:
ad_bc = bcs.adiabatic
except AttributeError: # honeybee_energy is not loaded
ad_bc = bcs.outdoors if not adiabatic else bcs.ground
# get the footprints, heights and bounding points of all of the buildings
story_heights, story_polys = [], []
for bldg in buildings:
bldg_polys, bldg_s_hgts = [], []
for story in bldg.unique_stories:
flr_hgt = story.floor_height
bldg_s_hgts.append((flr_hgt, flr_hgt + story.floor_to_floor_height))
story_foot = story.footprint(tolerance)
st_poly = [Polygon2D((Point2D(p.x, p.y) for p in face.vertices))
for face in story_foot]
bldg_polys.append(st_poly)
story_heights.append(bldg_s_hgts)
story_polys.append(bldg_polys)
bldg_heights = [b.height for b in buildings]
bldg_pts = []
for bldg in buildings:
b_min, b_max = bldg.min, bldg.max
center = Point2D((b_min.x + b_max.x) / 2, (b_min.y + b_max.y) / 2)
bldg_pts.append((b_min, center, b_max))
# loop through the buildings and set the properties of the relevant walls
for i, bldg in enumerate(buildings):
# first determine the relevant buildings and building heights
rel_st_polys, rel_st_heights, rel_b_heights = [], [], []
other_indices = list(range(i)) + list(range(i + 1, len(buildings)))
for j in other_indices:
if Building._bound_rect_in_dist(bldg_pts[i], bldg_pts[j], distance):
rel_st_polys.append(story_polys[j])
rel_st_heights.append(story_heights[j])
rel_b_heights.append(bldg_heights[j])
# then, loop through the story Room2Ds and set properties of relevant walls
for story in bldg.unique_stories:
st_hgt, st_f2f = story.floor_height, story.floor_to_floor_height
st_c_hgt = st_hgt + st_f2f
for rm in story.room_2ds:
zip_r_objs = zip(rm.boundary_conditions, rm.floor_segments_2d,
rm.segment_normals)
new_bcs = list(rm.boundary_conditions)
new_win_pars = list(rm.window_parameters)
for k, (bc, seg, normal) in enumerate(zip_r_objs):
if not isinstance(bc, Outdoors): # nothing to change
continue
seg_mid = seg.midpoint.move(normal * -tolerance)
seg_ray = LineSegment2D.from_sdl(seg_mid, normal, distance)
zip_b_objs = zip(rel_b_heights, rel_st_polys, rel_st_heights)
for bh, rel_poly, rel_hgt in zip_b_objs:
if st_hgt >= bh - tolerance:
continue # story above other bldg; we can ignore it
for o_story, o_h in zip(rel_poly, rel_hgt):
overlap = min((o_h[1], st_c_hgt)) - max((o_h[0], st_hgt))
if overlap >= st_f2f * 0.33: # more than 1/3 overlap
for o_poly in o_story:
if len(o_poly.intersect_line_ray(seg_ray)) > 0:
# we have found an alleyway!
new_win_pars[k] = None
if adiabatic:
new_bcs[k] = ad_bc
break
# assign the new window parameters and boundary conditions
rm.window_parameters = new_win_pars
rm.boundary_conditions = new_bcs
[docs]
@staticmethod
def district_to_honeybee(
buildings, use_multiplier=True, add_plenum=False, tolerance=0.01,
enforce_adj=True, enforce_solid=True):
"""Convert an array of Building objects into a single district honeybee Model.
Args:
buildings: An array of Building objects to be converted into a
honeybee Model.
use_multiplier: If True, the multipliers on this Building's Stories will be
passed along to the generated Honeybee Room objects, indicating the
simulation will be run once for each unique room and then results
will be multiplied. If False, full geometry objects will be written
for each and every floor in the building that are represented through
multipliers and all resulting multipliers will be 1. (Default: True).
add_plenum: Boolean to indicate whether ceiling/floor plenums should
be auto-generated for the Rooms. (Default: False).
tolerance: The minimum distance in z values of floor_height and
floor_to_ceiling_height at which adjacent Faces will be split.
Default: 0.01, suitable for objects in meters.
enforce_adj: Boolean to note whether an exception should be raised if
an adjacency between two Room2Ds is invalid (True) or if the invalid
Surface boundary condition should be replaced with an Outdoor
boundary condition (False). If False, any Walls containing
WindowParameters and an illegal boundary condition will also
be replaced with an Outdoor boundary condition. (Default: True).
enforce_solid: Boolean to note whether rooms should be translated
as solid extrusions whenever translating them with custom
roof geometry produces a non-solid result (True) or the non-solid
room geometry should be allowed to remain in the result (False).
The latter is useful for understanding why a particular roof
geometry has produced a non-solid result. (Default: True).
Returns:
A honeybee Model that represent the district.
"""
# create a base model to which everything will be added
base_model = buildings[0].to_honeybee(
use_multiplier, add_plenum=add_plenum, tolerance=tolerance,
enforce_adj=enforce_adj, enforce_solid=enforce_solid)
# loop through each Building, create a model, and add it to the base one
for bldg in buildings[1:]:
base_model.add_model(bldg.to_honeybee(
use_multiplier, add_plenum=add_plenum, tolerance=tolerance,
enforce_adj=enforce_adj, enforce_solid=enforce_solid))
return base_model
[docs]
@staticmethod
def buildings_to_honeybee(
buildings, context_shades=None, shade_distance=None,
use_multiplier=True, add_plenum=False, cap=False, tolerance=0.01,
enforce_adj=True, enforce_solid=True):
"""Convert an array of Buildings into several honeybee Models with self-shading.
Each input Building will be exported into its own Model. For each Model,
the other input Buildings will appear as context shade geometry. Thus,
each Model is its own simulate-able unit accounting for the total
self-shading of the input Buildings.
Args:
buildings: An array of Building objects to be converted into honeybee
Models that account for their own shading of one another.
context_shades: An optional array of ContextShade objects that will be
added to the honeybee Models if their bounding box overlaps with a
given building within the shade_distance.
shade_distance: An optional number to note the distance beyond which other
objects' shade should not be exported into a given Model. This is
helpful for reducing the simulation run time of each Model when other
connected buildings are too far away to have a meaningful impact on
the results. If None, all other buildings will be included as context
shade in each and every Model. Set to 0 to exclude all neighboring
buildings from the resulting models. Default: None.
use_multiplier: If True, the multipliers on this Building's Stories will be
passed along to the generated Honeybee Room objects, indicating the
simulation will be run once for each unique room and then results
will be multiplied. If False, full geometry objects will be written
for each and every floor in the building that are represented through
multipliers and all room multipliers will be 1. (Default: True).
add_plenum: Boolean to indicate whether ceiling/floor plenums should
be auto-generated for the Rooms. (Default: False).
cap: Boolean to note whether building shade representations should be capped
with a top face. Usually, this is not necessary to account for
blocked sun and is only needed when it's important to account for
reflected sun off of roofs. (Default: False).
tolerance: The minimum distance in z values of floor_height and
floor_to_ceiling_height at which adjacent Faces will be split.
Default: 0.01, suitable for objects in meters.
enforce_adj: Boolean to note whether an exception should be raised if
an adjacency between two Room2Ds is invalid (True) or if the invalid
Surface boundary condition should be replaced with an Outdoor
boundary condition (False). If False, any Walls containing
WindowParameters and an illegal boundary condition will also
be replaced with an Outdoor boundary condition. (Default: True).
enforce_solid: Boolean to note whether rooms should be translated
as solid extrusions whenever translating them with custom
roof geometry produces a non-solid result (True) or the non-solid
room geometry should be allowed to remain in the result (False).
The latter is useful for understanding why a particular roof
geometry has produced a non-solid result. (Default: True).
Returns:
A list of honeybee Models that represent the Building.
"""
# create lists with all context representations of the buildings + shade
bldg_shades, bldg_pts, con_shades, con_pts = Building._honeybee_shades(
buildings, context_shades, shade_distance, cap, tolerance)
# loop through each Building and create a model
models = [] # list to be filled with Honeybee Models
num_bldg = len(buildings)
for i, bldg in enumerate(buildings):
model = bldg.to_honeybee(
use_multiplier, add_plenum=add_plenum, tolerance=tolerance,
enforce_adj=enforce_adj, enforce_solid=enforce_solid)
Building._add_context_to_honeybee(model, bldg_shades, bldg_pts, con_shades,
con_pts, shade_distance, num_bldg, i)
models.append(model) # append to the final list of Models
return models
[docs]
@staticmethod
def stories_to_honeybee(
buildings, context_shades=None, shade_distance=None,
use_multiplier=True, add_plenum=False, cap=False, tolerance=0.01,
enforce_adj=True, enforce_solid=True):
"""Convert an array of Buildings into one honeybee Model per story.
Each Story of each input Building will be exported into its own Model. For each
Honeybee Model, the other input Buildings will appear as context shade geometry
as will all of the other stories of the same building. Thus, each Model
is its own simulate-able unit accounting for the total self-shading of
the input Buildings.
Args:
buildings: An array of Building objects to be converted into an array of
honeybee Models with one story per model.
context_shades: An optional array of ContextShade objects that will be
added to the honeybee Models if their bounding box overlaps with a
given building within the shade_distance.
shade_distance: An optional number to note the distance beyond which other
objects' shade should not be exported into a given Model. This is
helpful for reducing the simulation run time of each Model when other
connected buildings are too far away to have a meaningful impact on
the results. If None, all other buildings will be included as context
shade in each and every Model. Set to 0 to exclude all neighboring
buildings from the resulting models. Default: None.
use_multiplier: If True, the multipliers on this Building's Stories will be
passed along to the generated Honeybee Room objects, indicating the
simulation will be run once for each unique room and then results
will be multiplied. If False, full geometry objects will be written
for each and every floor in the building that are represented through
multipliers and all room multipliers will be 1. (Default: True).
add_plenum: Boolean to indicate whether ceiling/floor plenums should
be auto-generated for the Rooms. (Default: False).
cap: Boolean to note whether building shade representations should be capped
with a top face. Usually, this is not necessary to account for
blocked sun and is only needed when it's important to account for
reflected sun off of roofs. (Default: False).
tolerance: The minimum distance in z values of floor_height and
floor_to_ceiling_height at which adjacent Faces will be split.
Default: 0.01, suitable for objects in meters.
enforce_adj: Boolean to note whether an exception should be raised if
an adjacency between two Room2Ds is invalid (True) or if the invalid
Surface boundary condition should be replaced with an Outdoor
boundary condition (False). If False, any Walls containing
WindowParameters and an illegal boundary condition will also
be replaced with an Outdoor boundary condition. (Default: True).
enforce_solid: Boolean to note whether rooms should be translated
as solid extrusions whenever translating them with custom
roof geometry produces a non-solid result (True) or the non-solid
room geometry should be allowed to remain in the result (False).
The latter is useful for understanding why a particular roof
geometry has produced a non-solid result. (Default: True).
Returns:
A list of honeybee Models that represent the Stories.
"""
# create lists with all context representations of the buildings + shade
bldg_shades, bldg_pts, con_shades, con_pts = Building._honeybee_shades(
buildings, context_shades, shade_distance, cap, tolerance)
# loop through each Building and create a model
models = [] # list to be filled with Honeybee Models
num_bldg = len(buildings)
for i, bldg in enumerate(buildings):
dummy_model = Model(bldg.identifier) # blank model to hold context shade
Building._add_context_to_honeybee(
dummy_model, bldg_shades, bldg_pts, con_shades, con_pts,
shade_distance, num_bldg, i)
bldg_con = list(dummy_model.orphaned_shades)
if use_multiplier:
for j, story in enumerate(bldg.unique_stories):
hb_rooms = story.to_honeybee(
True, add_plenum, tolerance=tolerance,
enforce_adj=enforce_adj, enforce_solid=enforce_solid)
if bldg.has_room_3ds:
hb_rooms.extend(bldg.room_3ds_by_story(story.display_name))
shds = bldg_con + bldg.shade_representation(j, cap, False, tolerance)
model = Model(story.identifier, hb_rooms, orphaned_shades=shds)
model.display_name = story.display_name
models.append(model) # append to the final list of Models
else:
self_shds = [story.shade_representation(cap, tolerance)
for story in bldg.unique_stories]
full_shades = []
for j, story in enumerate(bldg.unique_stories):
for k in range(story.multiplier):
mult_shd = story.shade_representation_multiplier(
k, cap=cap, tolerance=tolerance)
mult_shd.extend([s for s_ar in self_shds[:j] for s in s_ar])
mult_shd.extend([s for s_ar in self_shds[j + 1:] for s in s_ar])
full_shades.append(mult_shd)
for story, shades in zip(bldg.all_stories(), full_shades):
hb_rooms = story.to_honeybee(
True, add_plenum, tolerance=tolerance,
enforce_adj=enforce_adj, enforce_solid=enforce_solid)
if bldg.has_room_3ds:
hb_rooms.extend(bldg.room_3ds_by_story(story.display_name))
shds = bldg_con + shades
model = Model(story.identifier, hb_rooms, orphaned_shades=shds)
model.display_name = story.display_name
models.append(model) # append to the final list of Models
if bldg.has_room_3ds: # organize them by story and add them
accounted_for = bldg.room_2d_story_names
r3_story_dict = bldg._story_dict_room_3d()
shds = bldg_con + bldg.shade_representation(
None, cap, False, tolerance)
for story_id, hb_rooms in r3_story_dict.items():
if story_id not in accounted_for:
model = Model(story_id, hb_rooms, orphaned_shades=shds)
models.append(model) # append to the final list of Models
return models
def _compute_roof_heights(self):
"""Get a list with the center height of each RoofSpecification in the Building.
This method is used internally during Honeybee serialization.
"""
roof_specs = []
for story in self._unique_stories:
if story.roof is not None:
rf_height = (story.roof.max_height + story.roof.min_height) / 2
roof_specs.append((story.identifier, rf_height, story.roof))
else:
roof_specs.append((story.identifier, None, None))
return roof_specs
def _story_roofs(self, story):
"""Get a list of RoofSpecifications that are relevant for a given Story.
The returned list will contain tuples where the first item is the center
height of the roof and the second item is the RoofSpecification object.
This is used under the hood to determine whether roofs of other Stories
should influence a given Room2D.
Args:
story: A Story object within the Building.
"""
# compute the center height of each roof specification
bldg_roofs = self._compute_roof_heights() if self._roofs is None else self._roofs
# filter out the roofs for the relevant story
rel_roofs, story_found = [], False
for st_id, hgt, roof in bldg_roofs:
if story_found and roof is not None:
rel_roofs.append((hgt, roof))
if story.identifier == st_id:
story_found = True
return rel_roofs
def _story_dict_room_3d(self):
"""Get a dictionary of 3D Honeybee Rooms organized by story."""
r3_story_dict = {}
for room in self._room_3ds:
try:
r3_story_dict[room.story].append(room)
except KeyError:
r3_story_dict[room.story] = [room]
return r3_story_dict
def _lowest_story_room_3ds(self):
"""Get a list of Honeybee Rooms for the lowest story of the Building.
Note that this method should typically only be used when the Building is
composed entirely of 3D Honeybee Rooms.
"""
r3_story_dict = self._story_dict_room_3d()
floor_hgts, floor_rooms = [], []
for rooms in r3_story_dict.values():
flr_hgt = sum(r.average_floor_height for r in rooms) / len(rooms)
floor_hgts.append(flr_hgt)
floor_rooms.append(rooms)
sort_rooms = [rs for _, rs in sorted(zip(floor_hgts, floor_rooms),
key=lambda pair: pair[0])]
return sort_rooms[0]
@staticmethod
def _is_room_3d_extruded(hb_room, tolerance, angle_tolerance):
"""Test if a 3D Room is a pure extrusion.
Pure extrusions can be converted into Room2Ds without any loss or
simplification of geometry.
Args:
hb_room: The 3D Honeybee Room to be tested.
tolerance: The absolute tolerance with which the Room geometry will
be evaluated.
angle_tolerance: The angle tolerance at which the geometry will
be evaluated in degrees.
Returns:
True if the 3D Room is a pure extrusion. False if not.
"""
# set up the parameters for evaluating vertical or horizontal
vert_vec = Vector3D(0, 0, 1)
min_v_ang = math.radians(angle_tolerance)
max_v_ang = math.pi - min_v_ang
min_h_ang = (math.pi / 2) - min_v_ang
max_h_ang = (math.pi / 2) + min_v_ang
# loop through the 3D Room faces and test them
for face in hb_room._faces:
try: # first make sure that the geometry is not degenerate
clean_geo = face.geometry.remove_colinear_vertices(tolerance)
v_ang = clean_geo.normal.angle(vert_vec)
if v_ang <= min_v_ang or v_ang >= max_v_ang:
continue
elif min_h_ang <= v_ang <= max_h_ang:
continue
return False
except AssertionError: # degenerate face to ignore
pass
return True
@staticmethod
def _honeybee_shades(buildings, context_shades, shade_distance, cap, tolerance):
"""Get lists of Honeybee shades from Building and ContextShade objects."""
bldg_shades, bldg_pts = [], []
con_shades, con_pts = [], []
if shade_distance is None or shade_distance > 0:
for bldg in buildings:
b_shades = bldg.shade_representation(
cap=cap, include_room3ds=True, tolerance=tolerance)
bldg_shades.append(b_shades)
b_min, b_max = bldg.min, bldg.max
center = Point2D((b_min.x + b_max.x) / 2, (b_min.y + b_max.y) / 2)
bldg_pts.append((b_min, center, b_max))
if context_shades is not None:
for con in context_shades:
con_shades.append(con.to_honeybee())
c_min, c_max = con.min, con.max
center = Point2D((c_min.x + c_max.x) / 2, (c_min.y + c_max.y) / 2)
con_pts.append((c_min, center, c_max))
return bldg_shades, bldg_pts, con_shades, con_pts
@staticmethod
def _add_context_to_honeybee(model, bldg_shades, bldg_pts, con_shades, con_pts,
shade_distance, num_bldg, i):
"""Add context shades to a Honeybee Model based on shade distance."""
if shade_distance is None: # add all other bldg shades to the model
for j in xrange(i + 1, num_bldg): # buildings before this one
for shd in bldg_shades[j]:
model.add_shade(shd)
for k in xrange(i): # buildings after this one
for shd in bldg_shades[k]:
model.add_shade(shd)
for c_shade in con_shades: # context shades
for shd in c_shade:
if isinstance(shd, Shade):
model.add_shade(shd)
else:
model.add_shade_mesh(shd)
elif shade_distance > 0: # add only shade within the distance
for j in xrange(i + 1, num_bldg): # buildings before this one
if Building._bound_rect_in_dist(bldg_pts[i], bldg_pts[j],
shade_distance):
for shd in bldg_shades[j]:
model.add_shade(shd)
for k in xrange(i): # buildings after this one
if Building._bound_rect_in_dist(bldg_pts[i], bldg_pts[k],
shade_distance):
for shd in bldg_shades[k]:
model.add_shade(shd)
for s in xrange(len(con_shades)): # context shades
if Building._bound_rect_in_dist(bldg_pts[i], con_pts[s],
shade_distance):
for shd in con_shades[s]:
if isinstance(shd, Shade):
model.add_shade(shd)
else:
model.add_shade_mesh(shd)
@staticmethod
def _generate_room_2ds(face3d_array, flr_to_ceiling, perim_offset,
bldg_id, flr_count, tolerance):
"""Generate Room2D objects given geometry and information about their parent.
Args:
face3d_array: An array of Face3D objects to be turned into a Story's Room2Ds.
flr_to_ceiling: The floor-to-ceiling height to use for all the Room2Ds.
perim_offset: A perimeter offset to be used to subdivide Face3Ds
bldg_id: Text for the identifier to which the rooms belong.
flr_count: Integer for the which story the building belongs to.
tolerance: Tolerance to be used in the creation of the Room2Ds.
"""
# if there is a non-zero perimeter offset, separate core vs. perimeter zones
if perim_offset != 0:
assert perim_offset > 0, 'perimeter_offset cannot be less than than 0.'
new_face3d_array = []
for floor_face in face3d_array:
try:
floor_face = floor_face.remove_colinear_vertices(tolerance)
perimeter, core = perimeter_core_subfaces(
floor_face, perim_offset, tolerance)
new_face3d_array.extend(perimeter)
new_face3d_array.extend(core)
except Exception as e: # the generation of the polyskel failed
print('Core/perimeter generation failed:\n{}'.format(e))
new_face3d_array.append(floor_face) # just use existing floor
face3d_array = new_face3d_array # replace with offset core/perimeter
# create the Room2D objects
room_2ds = []
for i, room_geo in enumerate(face3d_array):
room = Room2D('{}_Floor{}_Room{}'.format(bldg_id, flr_count, i + 1),
room_geo, flr_to_ceiling, tolerance=tolerance)
room_2ds.append(room)
# solve for interior adjacency if there core/perimeter zoning was requested
if perim_offset != 0:
room_2ds = Room2D.intersect_adjacency(
room_2ds, tolerance, preserve_wall_props=False)
Room2D.solve_adjacency(room_2ds, tolerance)
return room_2ds
@staticmethod
def _is_story_equivalent(face1, face2, tolerance):
"""Check whether area, XY centerpoint and XY first point match between Face3D.
Args:
face1: First Face3D to check.
face2: Second Face3D to check.
tolerance: The maximum difference between x, y, and z values at which
point vertices are considered to be the same.
Returns:
True if face1 is geometrically equivalent to face 2 else False.
"""
# check wether the center points match within tolerance.
cent1 = face1.center
cent2 = face2.center
if abs(cent1.x - cent2.x) > tolerance or abs(cent1.y - cent2.y) > tolerance:
return False
# check wether the point at start matches within tolerance
start1 = face1[0]
start2 = face2[0]
if abs(start1.x - start2.x) > tolerance or abs(start1.y - start2.y) > tolerance:
return False
# check whether areas match within tolerance
area_tol = tolerance ** 2
if abs(face1.area - face2.area) > area_tol:
return False
return True
@staticmethod
def _bound_rect_in_dist(bound_pts1, bound_pts2, distance):
"""Check if the bounding rectangles of two footprints overlap within a distance.
Checking the overlap of the bounding rectangles is extremely quick given this
method's use of the Separating Axis Theorem.
Args:
bound_pts1: An array of Point2Ds (min, center, max) for the first footprint.
bound_pts2: An array of Point2Ds (min, center, max) for the second footprint.
distance: Acceptable distance between the two bounding rectangles.
"""
# Bounding rectangle check using the Separating Axis Theorem
polygon1_width = bound_pts1[2].x - bound_pts1[0].x
polygon2_width = bound_pts2[2].x - bound_pts2[0].x
dist_btwn_x = abs(bound_pts1[1].x - bound_pts2[1].x)
x_gap_btwn_rect = dist_btwn_x - (0.5 * polygon1_width) - (0.5 * polygon2_width)
polygon1_height = bound_pts1[2].y - bound_pts1[0].y
polygon2_height = bound_pts2[2].y - bound_pts2[0].y
dist_btwn_y = abs(bound_pts1[1].y - bound_pts2[1].y)
y_gap_btwn_rect = dist_btwn_y - (0.5 * polygon1_height) - (0.5 * polygon2_height)
if x_gap_btwn_rect > distance or y_gap_btwn_rect > distance:
return False # no overlap
return True # overlap exists
@staticmethod
def _separated_ground_floor(base_story):
"""Get a separated ground floor from a base_story."""
bottom = base_story.duplicate() # generate a new bottom floor
bottom.multiplier = 1
bottom.add_prefix('Ground')
return bottom
@staticmethod
def _separated_top_floor(base_story):
"""Get a separated top floor from a base_story."""
top = base_story.duplicate() # generate a new top floor
move_vec = Vector3D(0, 0, top.floor_to_floor_height * (top.multiplier - 1))
top.move(move_vec)
top.multiplier = 1
top.add_prefix('Top')
return top
def __copy__(self):
new_b = Building(
self.identifier, tuple(story.duplicate() for story in self._unique_stories),
tuple(room.duplicate() for room in self._room_3ds))
new_b._display_name = self._display_name
new_b._user_data = None if self.user_data is None else self.user_data.copy()
new_b._properties._duplicate_extension_attr(self._properties)
return new_b
def __len__(self):
return len(self._unique_stories)
def __getitem__(self, key):
return self._unique_stories[key]
def __iter__(self):
return iter(self._unique_stories)
def __repr__(self):
return 'Building: %s' % self.display_name