Source code for dragonfly.context

# coding: utf-8
"""Dragonfly Context Shade."""
from __future__ import division
import math

from ladybug_geometry.geometry2d import Vector2D
from ladybug_geometry.geometry3d import Point3D, Plane, Face3D, Mesh3D

from honeybee.shade import Shade
from honeybee.shademesh import ShadeMesh
from honeybee.typing import clean_string

from ._base import _BaseGeometry
from .properties import ContextShadeProperties
import dragonfly.writer.context as writer


[docs] class ContextShade(_BaseGeometry): """A Context Shade object defined by an array of Face3Ds and/or Mesh3Ds. Args: identifier: Text string for a unique ContextShade ID. Must be < 100 characters and not contain any spaces or special characters. geometry: An array of ladybug_geometry Face3D and/or Mesh3D objects that together represent the context shade. is_detached: Boolean to note whether this object is detached from other geometry. Cases where this should be True include shade representing surrounding buildings or context. (Default: True). Properties: * identifier * display_name * geometry * is_detached * area * min * max * user_data """ __slots__ = ('_geometry', '_is_detached') def __init__(self, identifier, geometry, is_detached=True): """Initialize ContextShade.""" _BaseGeometry.__init__(self, identifier) # process the identifier # process the geometry if not isinstance(geometry, tuple): geometry = tuple(geometry) assert len(geometry) > 0, 'ContextShade must have at least one geometry.' for shd_geo in geometry: assert isinstance(shd_geo, (Face3D, Mesh3D)), 'Expected ladybug_geometry ' \ 'Face3D or Mesh3D. Got {}'.format(type(shd_geo)) self._geometry = geometry self.is_detached = is_detached self._properties = ContextShadeProperties(self) # properties for extensions
[docs] @classmethod def from_dict(cls, data): """Initialize an ContextShade from a dictionary. Args: data: A dictionary representation of an ContextShade object. """ # check the type of dictionary assert data['type'] == 'ContextShade', 'Expected ContextShade dictionary. ' \ 'Got {}.'.format(data['type']) is_detached = data['is_detached'] if 'is_detached' in data else True geometry = [] for shd_geo in data['geometry']: if shd_geo['type'] == 'Face3D': geometry.append(Face3D.from_dict(shd_geo)) else: geometry.append(Mesh3D.from_dict(shd_geo)) shade = cls(data['identifier'], geometry, is_detached) if 'display_name' in data and data['display_name'] is not None: shade.display_name = data['display_name'] if 'user_data' in data and data['user_data'] is not None: shade.user_data = data['user_data'] if data['properties']['type'] == 'ContextShadeProperties': shade.properties._load_extension_attr_from_dict(data['properties']) return shade
[docs] @classmethod def from_honeybee(cls, shade): """Initialize an ContextShade from a Honeybee Shade or ShadeMesh. Args: shade: A Honeybee Shade or ShadeMesh object. """ con_shade = cls(shade.identifier, [shade.geometry], shade.is_detached) con_shade._display_name = shade.display_name con_shade._user_data = None if shade.user_data is None \ else shade.user_data.copy() con_shade.properties.from_honeybee(shade.properties) return con_shade
@property def geometry(self): """Get a tuple of Face3D and/or Mesh3D objects that represent the context shade. """ return self._geometry @property def is_detached(self): """Get or set a boolean for whether this object is detached from other geometry. """ return self._is_detached @is_detached.setter def is_detached(self, value): try: self._is_detached = bool(value) except TypeError: raise TypeError( 'Expected boolean for ContextShade.is_detached. Got {}.'.format(value)) @property def area(self): """Get a number for the total surface area of the ContextShade.""" return sum([geo.area for geo in self._geometry]) @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 ContextShade is in proximity to other objects. """ return self._calculate_min(self._geometry) @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 ContextShade is in proximity to other objects. """ return self._calculate_max(self._geometry)
[docs] def add_prefix(self, prefix): """Change the identifier of this object 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 repeated shades) since all objects within a Model must have unique identifiers. Args: prefix: Text that will be inserted at the start of this object's 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)) self.display_name = '{}_{}'.format(prefix, self.display_name) self.properties.add_prefix(prefix)
[docs] def move(self, moving_vec): """Move this ContextShade along a vector. Args: moving_vec: A ladybug_geometry Vector3D with the direction and distance to move the object. """ self._geometry = tuple(shd_geo.move(moving_vec) for shd_geo in self._geometry) self.properties.move(moving_vec)
[docs] def rotate_xy(self, angle, origin): """Rotate this ContextShade 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. """ self._geometry = tuple(shd_geo.rotate_xy(math.radians(angle), origin) for shd_geo in self._geometry) self.properties.rotate_xy(angle, origin)
[docs] def reflect(self, plane): """Reflect this ContextShade across a plane. Args: plane: A ladybug_geometry Plane across which the object will be reflected. """ self._geometry = tuple(shd_geo.reflect(plane.n, plane.o) for shd_geo in self._geometry) self.properties.reflect(plane)
[docs] def scale(self, factor, origin=None): """Scale this ContextShade 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). """ self._geometry = tuple(shd_geo.scale(factor, origin) for shd_geo in self._geometry) self.properties.scale(factor, origin)
[docs] def unconforming_vertex_map(self, plane, angle_tolerance=1.0, min_length=0.01): """Analyze this object's vertices for conformity with a plane's XY axes. Vertices of this object that do not conform to the plane will be highted in the result. Args: plane: A ladybug-geometry Plane that will be used to evaluate whether each geometry vertex conforms to the plane or not. angle_tolerance: A number for the maximum difference in degrees that the geometry segments can differ from the XY axes of the plane for it to be considered non-conforming. (Default: 1.0). min_length: A number for the minimum length that a Room2D segment must be for it to be considered for non-conformity. Setting this to zero will evaluate all Room2D segments. (Default: 0.01; suitable for objects in meters). Returns: A list of lists where each sub-list represents a Face3D or Mesh3D in this object. Each Face3D is represented with a list of lists where each sub-list is a loop of the Face3D. The first sub-list represents the boundary and subsequent sub-lists represent holes. Each item in each sub-list represents a vertex. If a given vertex is conforming to the plane, it will show up as None in the sub-list. Otherwise, the Point3D for the non-conforming vertex will appear in the sub-list. """ # define variables to be used throughout the evaluation min_ang = math.radians(angle_tolerance) max_ang = math.pi - min_ang x_axis, y_axis = plane.x, plane.y vertex_map = [] # loop through the geometries and build up a vertex map for geo in self.geometry: if isinstance(geo, Face3D): seg_loops = [geo.boundary_segments] if geo.has_holes: seg_loops.extend(geo.hole_segments) # loop through the segments and evaluate their non-conformity conform = [] for seg_loop in seg_loops: loop_conform, correct_first = [], False for seg in seg_loop: if seg.length < min_length: loop_conform.append(True) continue try: ang = seg.v.angle(x_axis) except ZeroDivisionError: # vertical segment try: loop_conform.append(loop_conform[-1]) except IndexError: correct_first = True ang = 0 if ang < min_ang or ang > max_ang: loop_conform.append(True) continue try: ang = seg.v.angle(y_axis) except ZeroDivisionError: # vertical segment try: loop_conform.append(loop_conform[-1]) except IndexError: correct_first = True ang = 0 if ang < min_ang or ang > max_ang: loop_conform.append(True) continue loop_conform.append(False) if correct_first: loop_conform[0] = loop_conform[1] conform.append(loop_conform) # evaluate vertices in relation to surrounding segments points_to_keep = [] for seg_loop, conformity in zip(seg_loops, conform): loop_points = [] for i, (seg, con) in enumerate(zip(seg_loop, conformity)): if con or conformity[i - 1]: loop_points.append(None) else: loop_points.append(seg.p) points_to_keep.append(loop_points) vertex_map.append(points_to_keep) else: # meshes are always considered conforming mesh_map = [None] * len(geo.vertices) vertex_map(mesh_map) return vertex_map
[docs] def apply_vertex_map(self, vertex_map): """Apply a vertex map to this object's vertices. Vertex maps are helpful for restoring vertices in geometry after performing a series of complex operations. For example, when performing a series of operations that edit the geometry in relation to a plane, a ContextShade.unconforming_vertex_map() can be generated to put back the vertices that did not relate to the plane of the grid. Args: vertex_map: A list of lists where each sub-list represents a Face3D or Mesh3D in this object. Each Face3D is represented with a list of lists where each sub-list is a loop of the Face3D. The first sub-list represents the boundary and subsequent sub-lists represent holes. Each item in each sub-list represents a vertex. If a given vertex on this object is to be left as it is, it should be represented as None in the sub-list. Otherwise, the Point3D to replace the vertex on this object should appear in the sub-list. """ if all(pt is None for sub_l in vertex_map for pt in sub_l): return new_geometry = [] for geo, v_map in zip(self.geometry, vertex_map): if isinstance(geo, Face3D): if all(pt is None for sub_l in v_map for pt in sub_l): new_geometry.append(geo) continue final_boundary, final_holes = [], None for new_pt, old_pt in zip(geo.boundary, v_map[0]): final_pt = new_pt if old_pt is None else old_pt final_boundary.append(final_pt) if geo.has_holes: final_holes = [] for new_hole, old_hole in zip(geo.holes, v_map[1:]): final_hole = [] for new_pt, old_pt in zip(new_hole, old_hole): final_pt = new_pt if old_pt is None else old_pt final_hole.append(final_pt) final_holes.append(final_hole) f_pl = geo.plane new_geometry.append(Face3D(final_boundary, f_pl, final_holes)) else: new_geometry.append(geo) self._geometry = tuple(new_geometry)
[docs] def snap_to_grid(self, grid_increment, base_plane=None): """Snap this object to the nearest XY grid node defined by an increment. Note that, even though ContextShade geometry is defined using 3D vertices, only the X and Y coordinates will be snapped, which is consistent with how the Room2D.snap_to_grid method works. All properties assigned to the ContextShade will be preserved and any degenerate geometries are automatically cleaned out of the result. Args: grid_increment: A positive number for dimension of each grid cell. This typically should be equal to the tolerance or larger but should not be larger than the smallest detail of the ContextShade that you wish to resolve. base_plane: An optional ladybug-geometry Plane object to set the coordinate system of the grid in which this Room will be snapped. If None, the World XY coordinate system will be used. (Default: None). """ # if the base plane is specified, convert to the plane's coordinate system pl_ang = None if isinstance(base_plane, Plane) and base_plane.n.z != 0: origin = base_plane.o x_axis = Vector2D(base_plane.x.x, base_plane.x.y) pl_ang = x_axis.angle_counterclockwise(Vector2D(1, 0)) # loop through the current geometry and snap the vertices new_geometry = [] for geo in self._geometry: if isinstance(geo, Face3D): boundary, holes = geo.boundary, geo.holes if pl_ang is not None: boundary = [pt.rotate_xy(pl_ang, origin) for pt in boundary] if holes is not None: holes = [[pt.rotate_xy(pl_ang, origin) for pt in hole] for hole in holes] new_boundary, new_holes = [], None for pt in boundary: new_x = grid_increment * round(pt.x / grid_increment) new_y = grid_increment * round(pt.y / grid_increment) new_boundary.append(Point3D(new_x, new_y, pt.z)) if geo.holes is not None: new_holes = [] for hole in holes: new_hole = [] for pt in hole: new_x = grid_increment * round(pt.x / grid_increment) new_y = grid_increment * round(pt.y / grid_increment) new_hole.append(Point3D(new_x, new_y, pt.z)) new_holes.append(new_hole) if pl_ang is not None: new_boundary = [pt.rotate_xy(-pl_ang, origin) for pt in new_boundary] if new_holes is not None: new_holes = [[pt.rotate_xy(-pl_ang, origin) for pt in hole] for hole in new_holes] n_geo = Face3D(new_boundary, geo.plane, new_holes) new_geometry.append(n_geo) elif isinstance(geo, Mesh3D): vertices = geo.vertices if pl_ang is not None: vertices = [pt.rotate_xy(pl_ang, origin) for pt in vertices] new_vertices = [] for pt in vertices: new_x = grid_increment * round(pt.x / grid_increment) new_y = grid_increment * round(pt.y / grid_increment) new_vertices.append(Point3D(new_x, new_y, pt.z)) if pl_ang is not None: new_vertices = [pt.rotate_xy(-pl_ang, origin) for pt in new_vertices] n_geo = Mesh3D(new_vertices, geo.faces) new_geometry.append(n_geo) # rebuild the new floor geometry and assign it to the Room2D if len(new_geometry) != 0: self._geometry = new_geometry
[docs] def to_honeybee(self): """Convert Dragonfly ContextShade to a list of Honeybee Shades and ShadeMeshes. """ shades = [] for i, shd_geo in enumerate(self._geometry): if isinstance(shd_geo, Face3D): shade = Shade('{}_{}'.format(self.identifier, i), shd_geo, is_detached=self.is_detached) shade._properties = self.properties.to_honeybee(shade, False) else: shade = ShadeMesh('{}_{}'.format(self.identifier, i), shd_geo, is_detached=self.is_detached) shade._properties = self.properties.to_honeybee(shade, True) shade.display_name = self.display_name shade.user_data = None if self.user_data is None else self.user_data.copy() shades.append(shade) return shades
[docs] def to_dict(self, abridged=False, included_prop=None): """Return ContextShade as a dictionary. Args: abridged: Boolean to note whether the extension properties of the object (ie. materials, transmittance schedule) 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': 'ContextShade'} base['identifier'] = self.identifier base['display_name'] = self.display_name base['properties'] = self.properties.to_dict(abridged, included_prop) base['geometry'] = [shd_geo.to_dict() for shd_geo in self._geometry] if not self.is_detached: base['is_detached'] = self.is_detached if self.user_data is not None: base['user_data'] = self.user_data return base
@property def to(self): """ContextShade writer object. Use this method to access Writer class to write the context in other formats. """ return writer def __copy__(self): new_shd = ContextShade(self.identifier, self._geometry, self.is_detached) new_shd._display_name = self.display_name new_shd._user_data = None if self.user_data is None else self.user_data.copy() new_shd._properties._duplicate_extension_attr(self._properties) return new_shd def __len__(self): return len(self._geometry) def __getitem__(self, key): return self._geometry[key] def __iter__(self): return iter(self._geometry) def __repr__(self): return 'ContextShade: %s' % self.display_name