forked from s_ranjbar/city_retrofit
IDFL Add objects without archetype as shadow objects instead
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@ -513,11 +513,11 @@ class Idf:
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self._lod = self._city.level_of_detail.geometry
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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 building in self._city.buildings:
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for internal_zone in building.internal_zones:
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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:
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if internal_zone.thermal_zones_from_internal_zones is None or len(thermal_zone.thermal_boundaries) == 0:
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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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continue
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for thermal_zone in internal_zone.thermal_zones_from_internal_zones:
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for thermal_zone in internal_zone.thermal_zones_from_internal_zones:
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for thermal_boundary in thermal_zone.thermal_boundaries:
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for thermal_boundary in thermal_zone.thermal_boundaries:
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self._add_construction(thermal_boundary)
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self._add_construction(thermal_boundary)
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if thermal_boundary.parent_surface.vegetation is not None:
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if thermal_boundary.parent_surface.vegetation is not None:
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self._add_vegetation_material(thermal_boundary.parent_surface.vegetation)
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self._add_vegetation_material(thermal_boundary.parent_surface.vegetation)
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