Geometry#
This contains some utilities for adding geometry to an IDF.
Geometry utilities for the UBEM construction.
ShoeboxGeometry
#
Bases: BaseModel
A simple shoebox constructor for the IDF model.
Can create gables, basements, and various zoning strategies.
Source code in epinterface\geometry.py
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attic_storey_count: int
property
#
Return the number of attic stories.
basement_storey_count: int
property
#
Return the number of basement stories.
basement_suffix: str
property
#
Return the basement suffix for the building.
footprint_area: float
property
#
Return the total floor area of the building.
total_area: float
property
#
Return the total area of the building.
total_height_with_gabling: float
property
#
Return the total height of the building, including any gabling.
total_living_area: float
property
#
Return the total living area of the building (does not include attic/basement).
zones_height: float
property
#
Return the total height of the zones, excluding any gabling.
zones_per_storey: int
property
#
Return the number of zones per storey.
add(idf)
#
Constructs a simple shoebox geometry in the IDF model.
Takes advantage of the geomeppy methods to do so.
Can create gables, basements, and various zoning strategies.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
idf
|
IDF
|
The IDF model to add the geometry to. |
required |
Returns:
Type | Description |
---|---|
IDF
|
The IDF model with the added geometry. |
Source code in epinterface\geometry.py
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compute_shading_mask(building, neighbors, neighbor_heights, azimuthal_angle)
#
Compute the shading mask for the building.
This will emit a ray from the center of the building in every direction according to the azimuthal angle division of a circle.
It will compute the intersection of each ray with all the neighbor edges, and then determine the height of the each edge that intersects the ray.
That height is then used to determine an elevation angle; the max of the elevation angles for each ray is then the shading mask value for that direction.
Note that this checks all edges, so its crucial that the neighbors have already been culled to the relevant building to avoid unnecessary computation.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
building
|
Polygon | str
|
The building to compute the shading mask for. |
required |
neighbors
|
list[Polygon | str | None]
|
The neighbors to compute the shading mask for. |
required |
neighbor_heights
|
list[float | int | None]
|
The heights of the neighbors. |
required |
azimuthal_angle
|
float
|
The azimuthal angle to compute the shading mask for. |
required |
Returns:
Name | Type | Description |
---|---|---|
shading_mask |
ndarray
|
The shading mask for the building. |
Source code in epinterface\geometry.py
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match_idf_to_building_and_neighbors(idf, building, neighbor_polys, neighbor_floors, neighbor_f2f_height, target_short_length, target_long_length, rotation_angle)
#
Match an IDF model to a building and neighbors by scaling and rotating the IDF model and adding shading blocks for neighbors.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
idf
|
IDF
|
The IDF model to match. |
required |
building
|
Polygon | str
|
The building to match. |
required |
neighbor_polys
|
list[Polygon | str | None]
|
The neighbors to inject as shading. |
required |
neighbor_floors
|
list[float | int | None]
|
The counts of the neighbors. |
required |
neighbor_f2f_height
|
float | None
|
The height of the building to match |
required |
target_short_length
|
float
|
The target short length of the building. |
required |
target_long_length
|
float
|
The target long length of the building. |
required |
rotation_angle
|
float
|
The rotation angle of the building (radians). |
required |
Returns:
Name | Type | Description |
---|---|---|
idf |
IDF
|
The matched IDF model. |
Source code in epinterface\geometry.py
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