honeybee.aperture module¶
Honeybee Aperture.
- class honeybee.aperture.Aperture(identifier, geometry, boundary_condition=None, is_operable=False)[source]¶
Bases:
_BaseWithShade
A single planar Aperture in a Face.
- Parameters:
identifier – Text string for a unique Aperture ID. Must be < 100 characters and not contain any spaces or special characters.
geometry – A ladybug-geometry Face3D.
boundary_condition – Boundary condition object (Outdoors, Surface). Default: Outdoors.
is_operable – Boolean to note whether the Aperture can be opened for ventilation. (Default: False).
- Properties:
identifier
display_name
boundary_condition
is_operable
indoor_shades
outdoor_shades
parent
top_level_parent
has_parent
geometry
vertices
upper_left_vertices
triangulated_mesh3d
normal
center
area
perimeter
min
max
tilt
altitude
azimuth
is_exterior
type_color
bc_color
user_data
- ToString()¶
Overwrite .NET ToString.
- add_indoor_shade(shade)¶
Add a Shade object to be added to the indoors of this object.
Indoor Shade objects can be used to represent furniture, the interior portion of light shelves, the interior part of mullions, etc. For representing finely detailed objects like blinds or roller shades, it may be more appropriate to model them as materials assigned to Aperture properties (like Radiance materials or Energy constructions).
- Parameters:
shade – A Shade object to add to the indoors of this object.
- add_indoor_shades(shades)¶
Add a list of Shade objects to the indoors of this object.
- Parameters:
shades – A list of Shade objects to add to the indoors of this object.
- add_outdoor_shade(shade)¶
Add a Shade object to the outdoors of this object.
Outdoor Shade objects can be used to represent balconies, outdoor furniture, overhangs, light shelves, fins, the exterior part of mullions, etc. For representing larger shade objects like trees or other buildings, it may be more appropriate to add them to the Model as orphaned_shades without a specific parent object.
- Parameters:
shade – A Shade object to add to the outdoors of this object.
- add_outdoor_shades(shades)¶
Add a list of Shade objects to the outdoors of this object.
- Parameters:
shades – A list of Shade objects to add to the outdoors of this object.
- add_prefix(prefix)[source]¶
Change the identifier of this object and 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 repeated rooms) since all objects within a Model must have unique identifiers.
- Parameters:
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 honeybee identifiers.
- cardinal_direction(north_vector=Vector2D(0.00, 1.00))[source]¶
Get text description for the cardinal direction that the aperture is pointing.
Will be one of the following: (‘North’, ‘NorthEast’, ‘East’, ‘SouthEast’, ‘South’, ‘SouthWest’, ‘West’, ‘NorthWest’).
- Parameters:
north_vector – A ladybug_geometry Vector2D for the north direction. Default is the Y-axis (0, 1).
- check_planar(tolerance=0.01, raise_exception=True, detailed=False)[source]¶
Check whether all of the Aperture’s vertices lie within the same plane.
- Parameters:
tolerance – The minimum distance between a given vertex and a the object’s plane at which the vertex is said to lie in the plane. Default: 0.01, suitable for objects in meters.
raise_exception – Boolean to note whether an ValueError should be raised if a vertex does not lie within the object’s plane.
detailed – Boolean for whether the returned object is a detailed list of dicts with error info or a string with a message. (Default: False).
- Returns:
A string with the message or a list with a dictionary if detailed is True.
- check_self_intersecting(tolerance=0.01, raise_exception=True, detailed=False)[source]¶
Check whether the edges of the Aperture intersect one another (like a bowtie).
Note that objects that have duplicate vertices will not be considered self-intersecting and are valid in honeybee.
- Parameters:
tolerance – The minimum difference between the coordinate values of two vertices at which they can be considered equivalent. Default: 0.01, suitable for objects in meters.
raise_exception – If True, a ValueError will be raised if the object intersects with itself. Default: True.
detailed – Boolean for whether the returned object is a detailed list of dicts with error info or a string with a message. (Default: False).
- Returns:
A string with the message or a list with a dictionary if detailed is True.
- duplicate()¶
Get a copy of this object.
- extruded_border(depth, indoor=False, base_name=None)[source]¶
Add a series of Shade objects to this Aperture that form an extruded border.
- Parameters:
depth – A number for the extrusion depth.
indoor – Boolean for whether the extrusion should be generated facing the opposite direction of the aperture normal and added to the Aperture’s indoor_shades instead of outdoor_shades. Default: False.
base_name – Optional base name for the shade objects. If None, the default is InBorder or OutBorder depending on whether indoor is True.
- Returns:
A list of the new Shade objects that have been generated.
- classmethod from_dict(data)[source]¶
Initialize an Aperture from a dictionary.
- Parameters:
data – A dictionary representation of an Aperture object.
- classmethod from_vertices(identifier, vertices, boundary_condition=None, is_operable=False)[source]¶
Create an Aperture from vertices with each vertex as an iterable of 3 floats.
- Parameters:
identifier – Text string for a unique Aperture ID. Must be < 100 characters and not contain any spaces or special characters.
vertices – A flattened list of 3 or more vertices as (x, y, z).
boundary_condition – Boundary condition object (eg. Outdoors, Surface). Default: Outdoors.
is_operable – Boolean to note whether the Aperture can be opened for natural ventilation. Default: False
- horizontal_orientation(north_vector=Vector2D(0.00, 1.00))[source]¶
Get a number between 0 and 360 for the orientation of the aperture in degrees.
0 = North, 90 = East, 180 = South, 270 = West
- Parameters:
north_vector – A ladybug_geometry Vector2D for the north direction. Default is the Y-axis (0, 1).
- is_geo_equivalent(aperture, tolerance=0.01)[source]¶
Get a boolean for whether this object is geometrically equivalent to another.
The total number of vertices and the ordering of these vertices can be different but the geometries must share the same center point and be next to one another to within the tolerance.
- Parameters:
aperture – Another Aperture for which geometric equivalency will be tested.
tolerance – The minimum difference between the coordinate values of two vertices at which they can be considered geometrically equivalent.
- Returns:
True if geometrically equivalent. False if not geometrically equivalent.
- left_fin(depth, angle=0, indoor=False, tolerance=0.01, base_name=None)[source]¶
Add a single vertical fin on the left side of this Aperture.
- Parameters:
depth – A number for the fin depth.
angle – A number for the for an angle to rotate the fin in degrees. Default is 0 for no rotation.
indoor – Boolean for whether the fin should be generated facing the opposite direction of the aperture normal (typically meaning indoor geometry). Default: False.
tolerance – An optional value to return None if the fin has a length less than the tolerance. Default: 0.01, suitable for objects in meters.
base_name – Optional base name for the shade objects. If None, the default is InLeftFin or OutLeftFin depending on whether indoor is True.
- Returns:
A list of the new Shade objects that have been generated.
- louvers(depth, louver_count=None, distance=None, offset=0, angle=0, contour_vector=Vector2D(0.00, 1.00), flip_start_side=False, indoor=False, tolerance=0.01, base_name=None)[source]¶
Add a series of louvered Shade objects over this Aperture.
If both louver_count and distance are None, this method will add a single louver shade following the other criteria.
- Parameters:
depth – A number for the depth to extrude the louvers.
louver_count – A positive integer for the number of louvers to generate. If None, louvers will be generated to fill the Aperture at the specified distance. (Default: None).
distance – A number for the approximate distance between each louver. If None, louvers will be generated to fill the Aperture at the specified louver_count. (Default: None).
offset – A number for the distance to louvers from this Aperture. Default is 0 for no offset.
angle – A number for the for an angle to rotate the louvers in degrees. Positive numbers indicate a downward rotation while negative numbers indicate an upward rotation. Default is 0 for no rotation.
contour_vector – A Vector2D for the direction along which contours are generated. This 2D vector will be interpreted into a 3D vector within the plane of this Aperture. (0, 1) will usually generate horizontal contours in 3D space, (1, 0) will generate vertical contours, and (1, 1) will generate diagonal contours. Default: (0, 1).
flip_start_side – Boolean to note whether the side the louvers start from should be flipped. Default is False to have louvers on top or right. Setting to True will start contours on the bottom or left.
indoor – Boolean for whether louvers should be generated facing the opposite direction of the Aperture normal (typically meaning indoor geometry). Default: False.
tolerance – An optional value to remove any louvers with a length less than the tolerance. Default: 0.01, suitable for objects in meters.
base_name – Optional base identifier for the shade objects. If None, the default is InShd or OutShd depending on whether indoor is True.
- Returns:
A list of the new Shade objects that have been generated.
- louvers_by_count(louver_count, depth, offset=0, angle=0, contour_vector=Vector2D(0.00, 1.00), flip_start_side=False, indoor=False, tolerance=0.01, base_name=None)[source]¶
Add louvered Shade objects over this Aperture to hit a target louver_count.
- Parameters:
louver_count – A positive integer for the number of louvers to generate.
depth – A number for the depth to extrude the louvers.
offset – A number for the distance to louvers from this aperture. Default is 0 for no offset.
angle – A number for the for an angle to rotate the louvers in degrees. Positive numbers indicate a downward rotation while negative numbers indicate an upward rotation. Default is 0 for no rotation.
contour_vector – A Vector2D for the direction along which contours are generated. This 2D vector will be interpreted into a 3D vector within the plane of this Aperture. (0, 1) will usually generate horizontal contours in 3D space, (1, 0) will generate vertical contours, and (1, 1) will generate diagonal contours. Default: (0, 1).
flip_start_side – Boolean to note whether the side the louvers start from should be flipped. Default is False to have louvers on top or right. Setting to True will start contours on the bottom or left.
indoor – Boolean for whether louvers should be generated facing the opposite direction of the aperture normal (typically meaning indoor geometry). Default: False.
tolerance – An optional value to remove any louvers with a length less than the tolerance. Default: 0.01, suitable for objects in meters.
base_name – Optional base name for the shade objects. If None, the default is InShd or OutShd depending on whether indoor is True.
- Returns:
A list of the new Shade objects that have been generated.
- louvers_by_distance_between(distance, depth, offset=0, angle=0, contour_vector=Vector2D(0.00, 1.00), flip_start_side=False, indoor=False, tolerance=0.01, max_count=None, base_name=None)[source]¶
Add louvered Shades over this Aperture to hit a target distance between.
- Parameters:
distance – A number for the approximate distance between each louver.
depth – A number for the depth to extrude the louvers.
offset – A number for the distance to louvers from this aperture. Default is 0 for no offset.
angle – A number for the for an angle to rotate the louvers in degrees. Positive numbers indicate a downward rotation while negative numbers indicate an upward rotation. Default is 0 for no rotation.
contour_vector – A Vector2D for the direction along which contours are generated. This 2D vector will be interpreted into a 3D vector within the plane of this Aperture. (0, 1) will usually generate horizontal contours in 3D space, (1, 0) will generate vertical contours, and (1, 1) will generate diagonal contours. Default: (0, 1).
flip_start_side – Boolean to note whether the side the louvers start from should be flipped. Default is False to have contours on top or right. Setting to True will start contours on the bottom or left.
indoor – Boolean for whether louvers should be generated facing the opposite direction of the aperture normal (typically meaning indoor geometry). Default: 0.01, suitable for objects in meters.
tolerance – An optional value to remove any louvers with a length less than the tolerance. Default is 0, which will include all louvers no matter how small.
max_count – Optional integer to set the maximum number of louvers that will be generated. If None, louvers will cover the entire aperture.
base_name – Optional base name for the shade objects. If None, the default is InShd or OutShd depending on whether indoor is True.
- Returns:
A list of the new Shade objects that have been generated.
- move(moving_vec)[source]¶
Move this Aperture along a vector.
- Parameters:
moving_vec – A ladybug_geometry Vector3D with the direction and distance to move the face.
- move_shades(moving_vec)¶
Move all indoor and outdoor shades assigned to this object along a vector.
- Parameters:
moving_vec – A ladybug_geometry Vector3D with the direction and distance to move the shades.
- overhang(depth, angle=0, indoor=False, tolerance=0.01, base_name=None)[source]¶
Add a single overhang for this Aperture.
- Parameters:
depth – A number for the overhang depth.
angle – A number for the for an angle to rotate the overhang in degrees. Positive numbers indicate a downward rotation while negative numbers indicate an upward rotation. Default is 0 for no rotation.
indoor – Boolean for whether the overhang should be generated facing the opposite direction of the aperture normal (typically meaning indoor geometry). Default: False.
tolerance – An optional value to return None if the overhang has a length less than the tolerance. Default: 0.01, suitable for objects in meters.
base_name – Optional base name for the shade objects. If None, the default is InOverhang or OutOverhang depending on whether indoor is True.
- Returns:
A list of the new Shade objects that have been generated.
- reflect(plane)[source]¶
Reflect this Aperture across a plane.
- Parameters:
plane – A ladybug_geometry Plane across which the object will be reflected.
- reflect_shades(plane)¶
Reflect all indoor and outdoor shades assigned to this object across a plane.
- Parameters:
plane – A ladybug_geometry Plane across which the object will be reflected.
- remove_colinear_vertices(tolerance=0.01)[source]¶
Remove all colinear and duplicate vertices from this object’s geometry.
Note that this does not affect any assigned Shades.
- Parameters:
tolerance – The minimum distance between a vertex and the boundary segments at which point the vertex is considered colinear. Default: 0.01, suitable for objects in meters.
- remove_indoor_shades()¶
Remove all indoor shades assigned to this object.
- remove_outdoor_shades()¶
Remove all outdoor shades assigned to this object.
- remove_shades()¶
Remove all indoor and outdoor shades assigned to this object.
- right_fin(depth, angle=0, indoor=False, tolerance=0.01, base_name=None)[source]¶
Add a single vertical fin on the right side of this Aperture.
- Parameters:
depth – A number for the fin depth.
angle – A number for the for an angle to rotate the fin in degrees. Default is 0 for no rotation.
indoor – Boolean for whether the fin should be generated facing the opposite direction of the aperture normal (typically meaning indoor geometry). Default: False.
tolerance – An optional value to return None if the fin has a length less than the tolerance. Default: 0.01, suitable for objects in meters.
base_name – Optional base name for the shade objects. If None, the default is InRightFin or OutRightFin depending on whether indoor is True.
- Returns:
A list of the new Shade objects that have been generated.
- rotate(axis, angle, origin)[source]¶
Rotate this Aperture by a certain angle around an axis and origin.
- Parameters:
axis – A ladybug_geometry Vector3D axis representing the axis of rotation.
angle – An angle for rotation in degrees.
origin – A ladybug_geometry Point3D for the origin around which the object will be rotated.
- rotate_shades(axis, angle, origin)¶
Rotate all indoor and outdoor shades assigned to this object.
- Parameters:
axis – A ladybug_geometry Vector3D axis representing the axis of rotation.
angle – An angle for rotation in degrees.
origin – A ladybug_geometry Point3D for the origin around which the object will be rotated.
- rotate_xy(angle, origin)[source]¶
Rotate this Aperture counterclockwise in the world XY plane by an angle.
- Parameters:
angle – An angle in degrees.
origin – A ladybug_geometry Point3D for the origin around which the object will be rotated.
- rotate_xy_shades(angle, origin)¶
Rotate all indoor and outdoor shades counterclockwise in the world XY plane.
- Parameters:
angle – An angle in degrees.
origin – A ladybug_geometry Point3D for the origin around which the object will be rotated.
- scale(factor, origin=None)[source]¶
Scale this Aperture by a factor from an origin point.
- Parameters:
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).
- scale_shades(factor, origin=None)¶
Scale all indoor and outdoor shades assigned to this object by a factor.
- Parameters:
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).
- set_adjacency(other_aperture)[source]¶
Set this aperture to be adjacent to another.
Note that this method does not verify whether the other_aperture geometry is co-planar or compatible with this one so it is recommended that a test be performed before using this method in order to verify these criteria. The Face3D.is_centered_adjacent() or the Face3D.is_geometrically_equivalent() methods are both suitable for this purpose.
- Parameters:
other_aperture – Another Aperture object to be set adjacent to this one.
- to_dict(abridged=False, included_prop=None, include_plane=True)[source]¶
Return Aperture as a dictionary.
- Parameters:
abridged – Boolean to note whether the extension properties of the object (ie. materials, constructions) 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.
include_plane – Boolean to note wether the plane of the Face3D should be included in the output. This can preserve the orientation of the X/Y axes of the plane but is not required and can be removed to keep the dictionary smaller. (Default: True).
- BC_COLORS = {'Outdoors': (R:128, G:204, B:255, A:100), 'Surface': (R:0, G:190, B:0, A:100)}¶
- TYPE_COLOR = (R:64, G:180, B:255, A:100)¶
- property altitude¶
Get the altitude of the geometry between +90 (up) and -90 (down).
- property area¶
Get the area of the aperture.
- property azimuth¶
Get the azimuth of the geometry, between 0 and 360.
Given Y-axis as North, 0 = North, 90 = East, 180 = South, 270 = West This will be zero if the Face3D is perfectly horizontal.
- property bc_color¶
Get a Color to be used in visualizations by boundary condition.
- property boundary_condition¶
Get or set the boundary condition of this aperture.
- property center¶
Get a ladybug_geometry Point3D for the center of the aperture.
Note that this is the center of the bounding rectangle around this geometry and not the area centroid.
- property display_name¶
Get or set a string for the object name without any character restrictions.
If not set, this will be equal to the identifier.
- property full_id¶
Get a string with both the object display_name and identifier.
This is formatted as display_name[identifier].
This is useful in error messages to give users an easy means of finding invalid objects within models. If there is no display_name assigned, only the identifier will be returned.
- property geometry¶
Get a ladybug_geometry Face3D object representing the aperture.
- property has_parent¶
Get a boolean noting whether this Aperture has a parent Face.
- property identifier¶
Get or set a text string for the unique object identifier.
This identifier remains constant as the object is mutated, copied, and serialized to different formats (eg. dict, idf, rad). As such, this property is used to reference the object across a Model.
- property indoor_shades¶
Get an array of all indoor shades assigned to this object.
- property is_exterior¶
Get a boolean for whether this object has an Outdoors boundary condition.
- property is_operable¶
Get or set a boolean for whether the Aperture can be opened for ventilation.
- property max¶
Get a Point3D for the maximum of the bounding box around the object.
- property min¶
Get a Point3D for the minimum of the bounding box around the object.
- property normal¶
Get a ladybug_geometry Vector3D for the direction the aperture is pointing.
- property outdoor_shades¶
Get an array of all outdoor shades assigned to this object.
- property parent¶
Get the parent Face if assigned. None if not assigned.
- property perimeter¶
Get the perimeter of the aperture.
- property properties¶
Get object properties, including Radiance, Energy and other properties.
- property shades¶
Get an array of all shades (indoor + outdoor) assigned to this object.
- property tilt¶
Get the tilt of the geometry between 0 (up) and 180 (down).
- property to¶
Aperture writer object.
Use this method to access Writer class to write the aperture in other formats.
Usage:
aperture.to.idf(aperture) -> idf string. aperture.to.radiance(aperture) -> Radiance string.
- property top_level_parent¶
Get the top-level parent object if assigned.
This will be a Room if there is a parent Face that has a parent Room and will be a Face if the parent Face is orphaned. Will be None if no parent is assigned.
- property triangulated_mesh3d¶
Get a ladybug_geometry Mesh3D of the aperture geometry composed of triangles.
In EnergyPlus / OpenStudio workflows, this property is used to subdivide the aperture when it has more than 4 vertices. This is necessary since EnergyPlus cannot accept sub-faces with more than 4 vertices.
- property type_color¶
Get a Color to be used in visualizations by type.
- property upper_left_vertices¶
Get a list of vertices starting from the upper-left corner.
This property should be used when exporting to EnergyPlus / OpenStudio.
- property user_data¶
Get or set an optional dictionary for additional meta data for this object.
This will be None until it has been set. All keys and values of this dictionary should be of a standard Python type to ensure correct serialization of the object to/from JSON (eg. str, float, int, list, dict)
- property vertices¶
Get a list of vertices for the aperture (in counter-clockwise order).