forked from s_ranjbar/city_retrofit
Correct bug in shadding object creation when no archetype available
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26b2af1e2b
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6d2bb98470
@ -132,6 +132,8 @@ class InternalZone:
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_thermal_boundary = ThermalBoundary(surface, surface.solid_polygon.area, windows_areas)
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surface.associated_thermal_boundaries = [_thermal_boundary]
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_thermal_boundaries.append(_thermal_boundary)
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if self.thermal_archetype is None:
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return None # there are no archetype
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_number_of_storeys = int(self.volume / self.area / self.thermal_archetype.average_storey_height)
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_thermal_zone = ThermalZone(_thermal_boundaries, self, self.volume, self.area, _number_of_storeys)
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for thermal_boundary in _thermal_zone.thermal_boundaries:
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@ -513,7 +513,7 @@ class Idf:
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self._lod = self._city.level_of_detail.geometry
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for building in self._city.buildings:
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for internal_zone in building.internal_zones:
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if internal_zone.thermal_zones_from_internal_zones is None or len(internal_zone.thermal_zones_from_internal_zones.thermal_boundaries) == 0:
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if internal_zone.thermal_zones_from_internal_zones is None:
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self._add_shading(building) # if the building has not archetype use it as shadow object
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continue
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for thermal_zone in internal_zone.thermal_zones_from_internal_zones:
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