Class: Honeybee::WindowConstructionShadeAbridged
- Inherits:
-
ModelObject
- Object
- ModelObject
- Honeybee::WindowConstructionShadeAbridged
- Defined in:
- lib/honeybee/construction/windowshade.rb,
lib/to_openstudio/construction/windowshade.rb
Instance Attribute Summary collapse
-
#construction ⇒ Object
readonly
Returns the value of attribute construction.
-
#control_type ⇒ Object
readonly
Returns the value of attribute control_type.
-
#schedule ⇒ Object
readonly
Returns the value of attribute schedule.
-
#setpoint ⇒ Object
readonly
Returns the value of attribute setpoint.
-
#shade_construction ⇒ Object
readonly
Returns the value of attribute shade_construction.
-
#shade_location ⇒ Object
readonly
Returns the value of attribute shade_location.
-
#shade_material ⇒ Object
readonly
Returns the value of attribute shade_material.
Attributes inherited from ModelObject
#errors, #openstudio_object, #warnings
Instance Method Summary collapse
- #defaults ⇒ Object
- #find_existing_openstudio_object(openstudio_model) ⇒ Object
- #split_gas_gap(openstudio_model, original_gap, shade_material) ⇒ Object
- #to_openstudio(openstudio_model) ⇒ Object
- #to_openstudio_shading_control(openstudio_model) ⇒ Object
Methods inherited from ModelObject
#allowable_types, clean_identifier, clean_name, #initialize, #method_missing, read_from_disk, truncate
Constructor Details
This class inherits a constructor from Honeybee::ModelObject
Dynamic Method Handling
This class handles dynamic methods through the method_missing method in the class Honeybee::ModelObject
Instance Attribute Details
#construction ⇒ Object (readonly)
Returns the value of attribute construction.
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# File 'lib/to_openstudio/construction/windowshade.rb', line 39 def construction @construction end |
#control_type ⇒ Object (readonly)
Returns the value of attribute control_type.
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# File 'lib/to_openstudio/construction/windowshade.rb', line 39 def control_type @control_type end |
#schedule ⇒ Object (readonly)
Returns the value of attribute schedule.
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# File 'lib/to_openstudio/construction/windowshade.rb', line 39 def schedule @schedule end |
#setpoint ⇒ Object (readonly)
Returns the value of attribute setpoint.
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# File 'lib/to_openstudio/construction/windowshade.rb', line 39 def setpoint @setpoint end |
#shade_construction ⇒ Object (readonly)
Returns the value of attribute shade_construction.
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# File 'lib/to_openstudio/construction/windowshade.rb', line 39 def shade_construction @shade_construction end |
#shade_location ⇒ Object (readonly)
Returns the value of attribute shade_location.
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# File 'lib/to_openstudio/construction/windowshade.rb', line 39 def shade_location @shade_location end |
#shade_material ⇒ Object (readonly)
Returns the value of attribute shade_material.
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# File 'lib/to_openstudio/construction/windowshade.rb', line 39 def shade_material @shade_material end |
Instance Method Details
#defaults ⇒ Object
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# File 'lib/honeybee/construction/windowshade.rb', line 38 def defaults @@schema[:components][:schemas][:WindowConstructionShadeAbridged][:properties] end |
#find_existing_openstudio_object(openstudio_model) ⇒ Object
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# File 'lib/to_openstudio/construction/windowshade.rb', line 41 def find_existing_openstudio_object(openstudio_model) object = openstudio_model.getConstructionByName(@hash[:identifier]) return object.get if object.is_initialized nil end |
#split_gas_gap(openstudio_model, original_gap, shade_material) ⇒ Object
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# File 'lib/to_openstudio/construction/windowshade.rb', line 186 def split_gas_gap(openstudio_model, original_gap, shade_material) # split a gas gap material in two when it is interrupeted by a shade/blind if shade_material.is_a? OpenStudio::Model::Blind shd_thick = 0 else shd_thick = shade_material.thickness end gap_thick = (original_gap.thickness - shd_thick) / 2 gap_thick = gap_thick.round(4) if gap_thick.to_s.end_with?('5') gap_thick = gap_thick + 0.0005 end gap_thick = gap_thick.round(3) gap_id_start = original_gap.name.get + '_Split' + gap_thick.to_s new_gap_init = openstudio_model.getMaterialByName(gap_id_start) if new_gap_init.is_initialized new_gap = new_gap_init.get else gap_obj = $gas_gap_hash[original_gap.name.get] new_gap = gap_obj.to_openstudio(openstudio_model) new_gap.setName(original_gap.name.get + gap_thick.to_s) new_gap.setThickness(gap_thick) end new_gap end |
#to_openstudio(openstudio_model) ⇒ Object
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# File 'lib/to_openstudio/construction/windowshade.rb', line 47 def to_openstudio(openstudio_model) # set the unshaded ID to be the whole construction ID so unshaded one is assigned to apertures unshd_id = @hash[:identifier] @hash[:window_construction][:identifier] = unshd_id # derive a new ID for the shaded construction that will not conflict with any bare versions of the construction shd_id = @hash[:identifier] + '_Shaded' @hash[:identifier] = shd_id # create the unshaded construction unshd_constr_obj = WindowConstructionAbridged.new(@hash[:window_construction]) @construction = unshd_constr_obj.to_openstudio(openstudio_model) # create the shaded construction @shade_construction = OpenStudio::Model::Construction.new(openstudio_model) @shade_construction.setName(@hash[:identifier]) unless @hash[:display_name].nil? @shade_construction.setDisplayName(@hash[:display_name]) end # create the layers of the unshaded construction into which we will insert the shade os_materials = [] if @hash.key?(:layers) mat_key = :layers else mat_key = :materials end @hash[:window_construction][mat_key].each do |material_identifier| material = openstudio_model.getMaterialByName(material_identifier) unless material.empty? os_material = material.get os_materials << os_material end end # figure out where to insert the shade material and insert it if @hash[:shade_location] @shade_location = @hash[:shade_location] else @shade_location = defaults[:shade_location][:default] end # insert the shade material shd_mat_name = openstudio_model.getMaterialByName(@hash[:shade_material]) unless shd_mat_name.empty? @shade_material = shd_mat_name.get obj_type = @shade_material.iddObject.name.to_s end unless @shade_material.nil? if obj_type == 'OS:WindowMaterial:StandardGlazing' || obj_type == 'OS:WindowMaterial:Glazing' if @shade_location == 'Interior' os_materials[-1] = @shade_material elsif @shade_location == 'Exterior' || os_materials.length < 2 os_materials[0] = @shade_material else # middle glass pane os_materials[-3] = @shade_material end else if @shade_location == 'Interior' os_materials << @shade_material elsif @shade_location == 'Exterior' os_materials.unshift(@shade_material) else # between glass shade/blind split_gap = split_gas_gap(openstudio_model, os_materials[-2], @shade_material) os_materials[-2] = split_gap os_materials.insert(-2, @shade_material) os_materials.insert(-2, split_gap) end end end # assign the layers to the shaded construction os_materials_vec = OpenStudio::Model::MaterialVector.new os_materials.each do |mat| os_materials_vec << mat end @shade_construction.setLayers(os_materials) # set defaults for control type, setpoint, and schedule if @hash[:control_type] @control_type = @hash[:control_type] else @control_type = defaults[:control_type][:default] end if @hash[:setpoint] @setpoint = @hash[:setpoint] else @setpoint = defaults[:setpoint][:default] end unless @hash[:schedule].nil? schedule_ref = openstudio_model.getScheduleByName(@hash[:schedule]) unless schedule_ref.empty? @schedule = schedule_ref.get if @control_type == 'AlwaysOn' @control_type = 'OnIfScheduleAllows' end end end @shade_construction end |
#to_openstudio_shading_control(openstudio_model) ⇒ Object
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# File 'lib/to_openstudio/construction/windowshade.rb', line 149 def to_openstudio_shading_control(openstudio_model) # add a WindowShadingControl object to a model for a given aperture and room os_shade_control = OpenStudio::Model::ShadingControl.new(@shade_construction) # figure out the shading type unless @shade_material.nil? obj_type = @shade_material.iddObject.name.to_s end if obj_type == 'OS:WindowMaterial:StandardGlazing' || obj_type == 'OS:WindowMaterial:Glazing' shd_type = 'SwitchableGlazing' elsif obj_type == 'OS:WindowMaterial:Blind' if @shade_location == 'Between' shd_type = 'BetweenGlassBlind' else shd_type = @shade_location + 'Blind' end else if @shade_location == 'Between' shd_type = 'BetweenGlassShade' else shd_type = @shade_location + 'Shade' end end os_shade_control.setShadingType(shd_type) # set the shade control type and schedule os_shade_control.setShadingControlType(@control_type) unless @setpoint.nil? os_shade_control.setSetpoint(@setpoint) end unless @schedule.nil? os_shade_control.setSchedule(@schedule) end os_shade_control end |