Module: BTAP::Geometry::BuildingStoreys
- Defined in:
- lib/openstudio-standards/btap/geometry.rb
Class Method Summary collapse
-
.auto_assign_spaces_to_stories(model) ⇒ Object
This method will delete any exisiting stories and then try to assign stories based on the z-axis origin of the space.
-
.auto_assign_stories(model) ⇒ Object
override run to implement the functionality of your script model is an OpenStudio::Model::Model, runner is a OpenStudio::Ruleset::UserScriptRunner.
-
.get_zones_from_storey(storey) ⇒ Object
Get the zones in a storey.
- .getStoryAboveGround(model) ⇒ Object
- .getStoryBelowGround(model) ⇒ Object
-
.getStoryForNominalZCoordinate(model, minz) ⇒ Object
find the first story with z coordinate, create one if needed.
Class Method Details
.auto_assign_spaces_to_stories(model) ⇒ Object
This method will delete any exisiting stories and then try to assign stories based on the z-axis origin of the space.
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# File 'lib/openstudio-standards/btap/geometry.rb', line 2203 def self.auto_assign_spaces_to_stories(model) #delete existing stories. model.getBuildingStorys.sort.each {|buildingstory| buildingstory.remove} #create hash of building storeys, index is the Z-axis origin of the space. building_story_hash = Hash.new() model.getSpaces.sort.each do |space| if building_story_hash[space.zOrigin].nil? building_story_hash[space.zOrigin] = OpenStudio::Model::BuildingStory.new(model) building_story_hash[space.zOrigin].setName(building_story_hash.length.to_s) end space.setBuildingStory(building_story_hash[space.zOrigin]) end end |
.auto_assign_stories(model) ⇒ Object
override run to implement the functionality of your script model is an OpenStudio::Model::Model, runner is a OpenStudio::Ruleset::UserScriptRunner
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# File 'lib/openstudio-standards/btap/geometry.rb', line 2234 def self.auto_assign_stories(model) # get all spaces spaces = model.getSpaces #puts("Assigning Stories to Spaces") # make has of spaces and minz values sorted_spaces = Hash.new spaces.sort.each do |space| # loop through space surfaces to find min z value z_points = [] space.surfaces.each do |surface| surface.vertices.each do |vertex| z_points << vertex.z end end minz = z_points.min + space.zOrigin sorted_spaces[space] = minz end # pre-sort spaces sorted_spaces = sorted_spaces.sort {|a, b| a[1] <=> b[1]} # this should take the sorted list and make and assign stories sorted_spaces.sort.each do |space| space_obj = space[0] space_minz = space[1] if space_obj.buildingStory.empty? story = getStoryForNominalZCoordinate(model, space_minz) #puts("Setting story of Space " + space_obj.name.get + " to " + story.name.get + ".") space_obj.setBuildingStory(story) end end end |
.get_zones_from_storey(storey) ⇒ Object
Get the zones in a storey
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# File 'lib/openstudio-standards/btap/geometry.rb', line 2220 def self.get_zones_from_storey(storey) #check to see if the storey has a zone that is part of the zone list. zones = Array.new storey.spaces.sort.each do |space| if not space.thermalZone.empty? and not zones.include?(space.thermalZone.get) zones.push(space.thermalZone.get) end end return zones end |
.getStoryAboveGround(model) ⇒ Object
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# File 'lib/openstudio-standards/btap/geometry.rb', line 2289 def self.getStoryAboveGround(model) count = 0 model.getBuildingStorys.sort.each do |story| z = story.nominalZCoordinate unless z.empty? if z.to_f >= 0 #puts story.name.get count += 1 end end end return count end |
.getStoryBelowGround(model) ⇒ Object
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# File 'lib/openstudio-standards/btap/geometry.rb', line 2304 def self.getStoryBelowGround(model) count = 0 model.getBuildingStorys.sort.each do |story| z = story.nominalZCoordinate unless z.empty? if z.to_f < 0 #puts story.name.get count += 1 end end end return count end |
.getStoryForNominalZCoordinate(model, minz) ⇒ Object
find the first story with z coordinate, create one if needed
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# File 'lib/openstudio-standards/btap/geometry.rb', line 2273 def self.getStoryForNominalZCoordinate(model, minz) model.getBuildingStorys.sort.each do |story| z = story.nominalZCoordinate if not z.empty? if minz == z.get return story end end end story = OpenStudio::Model::BuildingStory.new(model) story.setNominalZCoordinate(minz) return story end |