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va3c.rb
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require 'openstudio'
if /^1\.8/.match(RUBY_VERSION)
class Struct
def to_h
h = {}
self.class.members.each{|m| h[m.to_sym] = self[m]}
return h
end
end
end
module THREE
FrontSide = 0
BackSide = 1
DoubleSide = 2
end
# Va3c class converts an OpenStudio model to vA3C JSON format for rendering in Three.js
# using export at http://va3c.github.io/projects/#./osm-data-viewer/latest/index.html# as a guide
# many thanks to Theo Armour and the vA3C team for figuring out many of the details here
class VA3C
Scene = Struct.new(:geometries, :materials, :object)
Geometry = Struct.new(:uuid, :type, :data)
GeometryData = Struct.new(:vertices, :normals, :uvs, :faces, :scale, :visible, :castShadow, :receiveShadow, :doubleSided)
Material = Struct.new(:uuid, :type, :color, :ambient, :emissive, :specular, :shininess, :side, :opacity, :transparent, :wireframe)
SceneObject = Struct.new(:uuid, :type, :matrix, :children)
SceneChild = Struct.new(:uuid, :name, :type, :geometry, :material, :matrix, :userData)
UserData = Struct.new(:handle, :name, :surfaceType, :constructionName, :spaceName, :thermalZoneName, :spaceTypeName, :buildingStoryName,
:outsideBoundaryCondition, :outsideBoundaryConditionObjectName,
:outsideBoundaryConditionObjectHandle, :coincidentWithOutsideObject,
:sunExposure, :windExposure, #:vertices,
:surfaceTypeMaterialName, :boundaryMaterialName, :constructionMaterialName, :thermalZoneMaterialName,
:spaceTypeMaterialName, :buildingStoryMaterialName) do
def initialize(*)
super
self.surfaceTypeMaterialName = 'Undefined' if self.surfaceTypeMaterialName.nil?
self.boundaryMaterialName = 'Undefined' if self.boundaryMaterialName.nil?
self.constructionMaterialName = 'Undefined' if self.constructionMaterialName.nil?
self.thermalZoneMaterialName = 'Undefined' if self.thermalZoneMaterialName.nil?
self.spaceTypeMaterialName = 'Undefined' if self.spaceTypeMaterialName.nil?
self.buildingStoryMaterialName = 'Undefined' if self.buildingStoryMaterialName.nil?
self.constructionName = '' if self.constructionName.nil?
self.spaceName = '' if self.spaceName.nil?
self.thermalZoneName = '' if self.thermalZoneName.nil?
self.spaceTypeName = '' if self.spaceTypeName.nil?
self.buildingStoryName = '' if self.buildingStoryName.nil?
self.outsideBoundaryCondition = '' if self.outsideBoundaryCondition.nil?
self.outsideBoundaryConditionObjectName = '' if self.outsideBoundaryConditionObjectName.nil?
end
end
Vertex = Struct.new(:x, :y, :z)
AmbientLight = Struct.new(:uuid, :type, :color, :matrix)
def self.convert_model(model)
scene = build_scene(model)
northAxis = -model.getBuilding.northAxis
boundingBox = OpenStudio::BoundingBox.new
boundingBox.addPoint(OpenStudio::Point3d.new(0, 0, 0))
boundingBox.addPoint(OpenStudio::Point3d.new(1, 1, 1))
model.getPlanarSurfaceGroups.each do |group|
boundingBox.add(group.transformation*group.boundingBox)
end
lookAtX = 0 # (boundingBox.minX.get + boundingBox.maxX.get) / 2.0
lookAtY = 0 # (boundingBox.minY.get + boundingBox.maxY.get) / 2.0
lookAtZ = 0 # (boundingBox.minZ.get + boundingBox.maxZ.get) / 2.0
lookAtR = [Math.sqrt( (boundingBox.maxX.get/2.0)**2 + (boundingBox.maxY.get/2.0)**2 + (boundingBox.maxZ.get/2.0)**2 ),
Math.sqrt( (boundingBox.minX.get/2.0)**2 + (boundingBox.maxY.get/2.0)**2 + (boundingBox.maxZ.get/2.0)**2 ),
Math.sqrt( (boundingBox.maxX.get/2.0)**2 + (boundingBox.minY.get/2.0)**2 + (boundingBox.maxZ.get/2.0)**2 ),
Math.sqrt( (boundingBox.maxX.get/2.0)**2 + (boundingBox.maxY.get/2.0)**2 + (boundingBox.minZ.get/2.0)**2 ),
Math.sqrt( (boundingBox.minX.get/2.0)**2 + (boundingBox.minY.get/2.0)**2 + (boundingBox.maxZ.get/2.0)**2 ),
Math.sqrt( (boundingBox.minX.get/2.0)**2 + (boundingBox.maxY.get/2.0)**2 + (boundingBox.minZ.get/2.0)**2 ),
Math.sqrt( (boundingBox.maxX.get/2.0)**2 + (boundingBox.minY.get/2.0)**2 + (boundingBox.minZ.get/2.0)**2 ),
Math.sqrt( (boundingBox.minX.get/2.0)**2 + (boundingBox.minY.get/2.0)**2 + (boundingBox.minZ.get/2.0)**2 )].max
boundingBoxHash = {'minX' => boundingBox.minX.get, 'minY' => boundingBox.minY.get, 'minZ' => boundingBox.minZ.get,
'maxX' => boundingBox.maxX.get, 'maxY' => boundingBox.maxY.get, 'maxZ' => boundingBox.maxZ.get,
'lookAtX' => lookAtX, 'lookAtY' => lookAtY, 'lookAtZ' => lookAtZ, 'lookAtR' => lookAtR}
buildingStoryNames = []
model.getBuildingStorys.each do |buildingStory|
buildingStoryNames << buildingStory.name.to_s
end
buildingStoryNames.sort! {|x,y| x.upcase <=> y.upcase} # case insensitive sort
# build up the json hash
result = Hash.new
result['metadata'] = { 'version' => 4.3, 'type' => 'Object', 'generator' => 'OpenStudio',
'buildingStoryNames' => buildingStoryNames, 'boundingBox' => boundingBoxHash,
'northAxis' => northAxis}
result['geometries'] = scene.geometries
result['materials'] = scene.materials
result['object'] = scene.object
return result
end
# format a uuid
def self.format_uuid(uuid)
return uuid.to_s.gsub('{','').gsub('}','')
end
# format color
def self.format_color(r, g, b)
return "0x#{r.to_s(16).rjust(2,'0')}#{g.to_s(16).rjust(2,'0')}#{b.to_s(16).rjust(2,'0')}"
end
# create a material
def self.make_material(name, color, opacity, side, shininess=50)
transparent = false
if opacity < 1
transparent = true
end
material = {:uuid => "#{format_uuid(OpenStudio::createUUID)}",
:name => name,
:type => 'MeshPhongMaterial',
:color => "#{color}".hex,
:ambient => "#{color}".hex,
:emissive => '0x000000'.hex,
:specular => "#{color}".hex,
:shininess => shininess,
:opacity => opacity,
:transparent => transparent,
:wireframe => false,
:side => side}
return material
end
# create the standard materials
def self.build_materials(model)
materials = []
#materials << make_material('Undefined', format_color(255, 255, 255), 1, THREE::DoubleSide)
materials << {:uuid => "#{format_uuid(OpenStudio::createUUID)}", :name => 'Undefined', :type => 'MeshBasicMaterial', :color => '0xffffff'.hex, :side => THREE::DoubleSide}
materials << make_material('NormalMaterial', format_color(255, 255, 255), 1, THREE::DoubleSide)
#materials << make_material('NormalMaterial_Ext', format_color(255, 255, 255), 1, THREE::FrontSide)
materials << {:uuid => "#{format_uuid(OpenStudio::createUUID)}", :name => 'NormalMaterial_Ext', :type => 'MeshBasicMaterial', :color => '0xffffff'.hex, :side => THREE::FrontSide}
materials << make_material('NormalMaterial_Int', format_color(255, 0, 0), 1, THREE::BackSide)
# materials from 'openstudio\openstudiocore\ruby\openstudio\sketchup_plugin\lib\interfaces\MaterialsInterface.rb'
materials << make_material('Floor', format_color(128, 128, 128), 1, THREE::DoubleSide)
materials << make_material('Floor_Ext', format_color(128, 128, 128), 1, THREE::FrontSide)
materials << make_material('Floor_Int', format_color(191, 191, 191), 1, THREE::BackSide)
materials << make_material('Wall', format_color(204, 178, 102), 1, THREE::DoubleSide)
materials << make_material('Wall_Ext', format_color(204, 178, 102), 1, THREE::FrontSide)
materials << make_material('Wall_Int', format_color(235, 226, 197), 1, THREE::BackSide)
materials << make_material('RoofCeiling', format_color(153, 76, 76), 1, THREE::DoubleSide)
materials << make_material('RoofCeiling_Ext', format_color(153, 76, 76), 1, THREE::FrontSide)
materials << make_material('RoofCeiling_Int', format_color(202, 149, 149), 1, THREE::BackSide)
materials << make_material('Window', format_color(102, 178, 204), 0.6, THREE::DoubleSide)
materials << make_material('Window_Ext', format_color(102, 178, 204), 0.6, THREE::FrontSide)
materials << make_material('Window_Int', format_color(192, 226, 235), 0.6, THREE::BackSide)
materials << make_material('Door', format_color(153, 133, 76), 1, THREE::DoubleSide)
materials << make_material('Door_Ext', format_color(153, 133, 76), 1, THREE::FrontSide)
materials << make_material('Door_Int', format_color(202, 188, 149), 1, THREE::BackSide)
materials << make_material('SiteShading', format_color(75, 124, 149), 1, THREE::DoubleSide)
materials << make_material('SiteShading_Ext', format_color(75, 124, 149), 1, THREE::FrontSide)
materials << make_material('SiteShading_Int', format_color(187, 209, 220), 1, THREE::BackSide)
materials << make_material('BuildingShading', format_color(113, 76, 153), 1, THREE::DoubleSide)
materials << make_material('BuildingShading_Ext', format_color(113, 76, 153), 1, THREE::FrontSide)
materials << make_material('BuildingShading_Int', format_color(216, 203, 229), 1, THREE::BackSide)
materials << make_material('SpaceShading', format_color(76, 110, 178), 1, THREE::DoubleSide)
materials << make_material('SpaceShading_Ext', format_color(76, 110, 178), 1, THREE::FrontSide)
materials << make_material('SpaceShading_Int', format_color(183, 197, 224), 1, THREE::BackSide)
materials << make_material('InteriorPartitionSurface', format_color(158, 188, 143), 1, THREE::DoubleSide)
materials << make_material('InteriorPartitionSurface_Ext', format_color(158, 188, 143), 1, THREE::FrontSide)
materials << make_material('InteriorPartitionSurface_Int', format_color(213, 226, 207), 1, THREE::BackSide)
# start textures for boundary conditions
materials << make_material('Boundary_Surface', format_color(0, 153, 0), 1, THREE::DoubleSide)
materials << make_material('Boundary_Adiabatic', format_color(255, 101, 178), 1, THREE::DoubleSide)
materials << make_material('Boundary_Space', format_color(255, 0, 0), 1, THREE::DoubleSide)
materials << make_material('Boundary_Outdoors', format_color(163, 204, 204), 1, THREE::DoubleSide)
materials << make_material('Boundary_Outdoors_Sun', format_color(40, 204, 204), 1, THREE::DoubleSide)
materials << make_material('Boundary_Outdoors_Wind', format_color(9, 159, 162), 1, THREE::DoubleSide)
materials << make_material('Boundary_Outdoors_SunWind', format_color(68, 119, 161), 1, THREE::DoubleSide)
materials << make_material('Boundary_Ground', format_color(204, 183, 122), 1, THREE::DoubleSide)
materials << make_material('Boundary_Groundfcfactormethod', format_color(153, 122, 30), 1, THREE::DoubleSide)
materials << make_material('Boundary_Groundslabpreprocessoraverage', format_color(255, 191, 0), 1, THREE::DoubleSide)
materials << make_material('Boundary_Groundslabpreprocessorcore', format_color(255, 182, 50), 1, THREE::DoubleSide)
materials << make_material('Boundary_Groundslabpreprocessorperimeter', format_color(255, 178, 101), 1, THREE::DoubleSide)
materials << make_material('Boundary_Groundbasementpreprocessoraveragewall', format_color(204, 51, 0), 1, THREE::DoubleSide)
materials << make_material('Boundary_Groundbasementpreprocessoraveragefloor', format_color(204, 81, 40), 1, THREE::DoubleSide)
materials << make_material('Boundary_Groundbasementpreprocessorupperwall', format_color(204, 112, 81), 1, THREE::DoubleSide)
materials << make_material('Boundary_Groundbasementpreprocessorlowerwall', format_color(204, 173, 163), 1, THREE::DoubleSide)
materials << make_material('Boundary_Othersidecoefficients', format_color(63, 63, 63), 1, THREE::DoubleSide)
materials << make_material('Boundary_Othersideconditionsmodel', format_color(153, 0, 76), 1, THREE::DoubleSide)
# make construction materials
model.getConstructionBases.each do |construction|
color = construction.renderingColor
if color.empty?
color = OpenStudio::Model::RenderingColor.new(model)
construction.setRenderingColor(color)
else
color = color.get
end
name = "Construction_#{construction.name.to_s}"
materials << make_material(name, format_color(color.renderingRedValue, color.renderingGreenValue, color.renderingBlueValue), color.renderingAlphaValue / 255.to_f, THREE::DoubleSide)
end
# make thermal zone materials
model.getThermalZones.each do |zone|
color = zone.renderingColor
if color.empty?
color = OpenStudio::Model::RenderingColor.new(model)
zone.setRenderingColor(color)
else
color = color.get
end
name = "ThermalZone_#{zone.name.to_s}"
materials << make_material(name, format_color(color.renderingRedValue, color.renderingGreenValue, color.renderingBlueValue), color.renderingAlphaValue / 255.to_f, THREE::DoubleSide)
end
# make space type materials
model.getSpaceTypes.each do |spaceType|
color = spaceType.renderingColor
if color.empty?
color = OpenStudio::Model::RenderingColor.new(model)
spaceType.setRenderingColor(color)
else
color = color.get
end
name = "SpaceType_#{spaceType.name.to_s}"
materials << make_material(name, format_color(color.renderingRedValue, color.renderingGreenValue, color.renderingBlueValue), color.renderingAlphaValue / 255.to_f, THREE::DoubleSide)
end
# make building story materials
model.getBuildingStorys.each do |buildingStory|
color = buildingStory.renderingColor
if color.empty?
color = OpenStudio::Model::RenderingColor.new(model)
buildingStory.setRenderingColor(color)
else
color = color.get
end
name = "BuildingStory_#{buildingStory.name.to_s}"
materials << make_material(name, format_color(color.renderingRedValue, color.renderingGreenValue, color.renderingBlueValue), color.renderingAlphaValue / 255.to_f, THREE::DoubleSide)
end
return materials
end
# get the index of a vertex out of a list
def self.get_vertex_index(vertex, vertices, tol = 0.001)
vertices.each_index do |i|
if OpenStudio::getDistance(vertex, vertices[i]) < tol
return i
end
end
vertices << vertex
return (vertices.length - 1)
end
# flatten array of vertices into a single array
def self.flatten_vertices(vertices)
result = []
vertices.each do |vertex|
#result << vertex.x
#result << vertex.y
#result << vertex.z
result << vertex.x.round(3)
result << vertex.z.round(3)
result << -vertex.y.round(3)
end
return result
end
# turn a surface into geometries, the first one is the surface, remaining are sub surfaces
def self.make_geometries(surface)
geometries = []
user_datas = []
# get the transformation to site coordinates
site_transformation = OpenStudio::Transformation.new
building = surface.model.getBuilding
space = surface.space
if space.is_initialized
site_transformation = building.transformation*space.get.transformation
else
site_transformation = building.transformation
end
# get the vertices
surface_vertices = surface.vertices
t = OpenStudio::Transformation::alignFace(surface_vertices)
r = t.rotationMatrix
tInv = t.inverse
surface_vertices = OpenStudio::reverse(tInv*surface_vertices)
# get vertices of all sub surfaces
sub_surface_vertices = OpenStudio::Point3dVectorVector.new
sub_surfaces = surface.subSurfaces
sub_surfaces.each do |sub_surface|
sub_surface_vertices << OpenStudio::reverse(tInv*sub_surface.vertices)
end
# triangulate surface
triangles = OpenStudio::computeTriangulation(surface_vertices, sub_surface_vertices)
if triangles.empty?
puts "Failed to triangulate surface #{surface.name} with #{sub_surfaces.size} sub surfaces"
return geometries
end
all_vertices = []
face_indices = []
triangles.each do |vertices|
vertices = site_transformation*t*vertices
#normal = site_transformation.rotationMatrix*r*z
# https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3
# 0 indicates triangle
# 16 indicates triangle with normals
face_indices << 0
vertices.reverse_each do |vertex|
face_indices << get_vertex_index(vertex, all_vertices)
end
# convert to 1 based indices
#face_indices.each_index {|i| face_indices[i] = face_indices[i] + 1}
end
data = GeometryData.new
data.vertices = flatten_vertices(all_vertices)
data.normals = []
data.uvs = []
data.faces = face_indices
data.scale = 1
data.visible = true
data.castShadow = true
data.receiveShadow = false
data.doubleSided = true
geometry = Geometry.new
geometry.uuid = format_uuid(surface.handle)
geometry.type = 'Geometry'
geometry.data = data.to_h
geometries << geometry.to_h
surface_user_data = UserData.new
surface_user_data.handle = format_uuid(surface.handle)
surface_user_data.name = surface.name.to_s
surface_user_data.coincidentWithOutsideObject = false
surface_user_data.surfaceType = surface.surfaceType
surface_user_data.surfaceTypeMaterialName = surface.surfaceType
surface_user_data.outsideBoundaryCondition = surface.outsideBoundaryCondition
adjacent_surface = surface.adjacentSurface
if adjacent_surface.is_initialized
surface_user_data.outsideBoundaryConditionObjectName = adjacent_surface.get.name.to_s
surface_user_data.outsideBoundaryConditionObjectHandle = format_uuid(adjacent_surface.get.handle)
other_site_transformation = OpenStudio::Transformation.new
other_space = adjacent_surface.get.space
if not other_space.empty?
other_site_transformation = building.transformation*other_space.get.transformation
else
other_site_transformation = building.transformation
end
other_vertices = other_site_transformation*adjacent_surface.get.vertices
if OpenStudio::circularEqual(site_transformation*surface.vertices, OpenStudio::reverse(other_vertices))
#puts "adjacent surfaces are coincident"
surface_user_data.coincidentWithOutsideObject = true # controls display only, not energy model
else
#puts "adjacent surfaces are not coincident"
surface_user_data.coincidentWithOutsideObject = false # controls display only, not energy model
end
end
surface_user_data.sunExposure = surface.sunExposure
surface_user_data.windExposure = surface.windExposure
if surface.outsideBoundaryCondition == 'Outdoors'
if surface.sunExposure == 'SunExposed' && surface.windExposure == 'WindExposed'
surface_user_data.boundaryMaterialName = 'Boundary_Outdoors_SunWind'
elsif surface.sunExposure == 'SunExposed'
surface_user_data.boundaryMaterialName = 'Boundary_Outdoors_Sun'
elsif surface.sunExposure == 'WindExposed'
surface_user_data.boundaryMaterialName = 'Boundary_Outdoors_Wind'
else
surface_user_data.boundaryMaterialName = 'Boundary_Outdoors'
end
else
surface_user_data.boundaryMaterialName = 'Boundary_' + surface.outsideBoundaryCondition
end
construction = surface.construction
if construction.is_initialized
surface_user_data.constructionName = construction.get.name.to_s
surface_user_data.constructionMaterialName = 'Construction_' + construction.get.name.to_s
end
space = surface.space
if space.is_initialized
space = space.get
surface_user_data.spaceName = space.name.to_s
thermal_zone = space.thermalZone
if thermal_zone.is_initialized
surface_user_data.thermalZoneName = thermal_zone.get.name.to_s
surface_user_data.thermalZoneMaterialName = 'ThermalZone_' + thermal_zone.get.name.to_s
end
space_type = space.spaceType
if space_type.is_initialized
surface_user_data.spaceTypeName = space_type.get.name.to_s
surface_user_data.spaceTypeMaterialName = 'SpaceType_' + space_type.get.name.to_s
end
building_story = space.buildingStory
if building_story.is_initialized
surface_user_data.buildingStoryName = building_story.get.name.to_s
surface_user_data.buildingStoryMaterialName = 'BuildingStory_' + building_story.get.name.to_s
end
end
#vertices = []
#surface.vertices.each do |v|
# vertex = Vertex.new
# vertex.x = v.x
# vertex.y = v.y
# vertex.z = v.z
# vertices << vertex.to_h
#end
#surface_user_data.vertices = vertices
user_datas << surface_user_data.to_h
# now add geometry for each sub surface
sub_surfaces.each do |sub_surface|
# triangulate sub surface
sub_surface_vertices = OpenStudio::reverse(tInv*sub_surface.vertices)
triangles = OpenStudio::computeTriangulation(sub_surface_vertices, OpenStudio::Point3dVectorVector.new)
all_vertices = []
face_indices = []
triangles.each do |vertices|
vertices = site_transformation*t*vertices
#normal = site_transformation.rotationMatrix*r*z
# https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3
# 0 indicates triangle
# 16 indicates triangle with normals
face_indices << 0
vertices.reverse_each do |vertex|
face_indices << get_vertex_index(vertex, all_vertices)
end
# convert to 1 based indices
#face_indices.each_index {|i| face_indices[i] = face_indices[i] + 1}
end
data = GeometryData.new
data.vertices = flatten_vertices(all_vertices)
data.normals = []
data.uvs = []
data.faces = face_indices
data.scale = 1
data.visible = true
data.castShadow = true
data.receiveShadow = false
data.doubleSided = true
geometry = Geometry.new
geometry.uuid = format_uuid(sub_surface.handle)
geometry.type = 'Geometry'
geometry.data = data.to_h
geometries << geometry.to_h
sub_surface_user_data = UserData.new
sub_surface_user_data.handle = format_uuid(sub_surface.handle)
sub_surface_user_data.name = sub_surface.name.to_s
sub_surface_user_data.coincidentWithOutsideObject = false
sub_surface_user_data.surfaceType = sub_surface.subSurfaceType
if /Window/.match(sub_surface.subSurfaceType) || /Glass/.match(sub_surface.subSurfaceType) ||
/Skylight/.match(sub_surface.subSurfaceType) || /TubularDaylight/.match(sub_surface.subSurfaceType)
sub_surface_user_data.surfaceTypeMaterialName = 'Window'
else
sub_surface_user_data.surfaceTypeMaterialName = 'Door'
end
sub_surface_user_data.outsideBoundaryCondition = surface_user_data.outsideBoundaryCondition
adjacent_sub_surface = sub_surface.adjacentSubSurface
if adjacent_sub_surface.is_initialized
sub_surface_user_data.outsideBoundaryConditionObjectName = adjacent_sub_surface.get.name.to_s
sub_surface_user_data.outsideBoundaryConditionObjectHandle = format_uuid(adjacent_sub_surface.get.handle)
other_site_transformation = OpenStudio::Transformation.new
other_space = adjacent_sub_surface.get.space
if not other_space.empty?
other_site_transformation = building.transformation*other_space.get.transformation
else
other_site_transformation = building.transformation
end
other_vertices = other_site_transformation*adjacent_sub_surface.get.vertices
if OpenStudio::circularEqual(site_transformation*sub_surface.vertices, OpenStudio::reverse(other_vertices))
#puts "adjacent sub surfaces are coincident"
surface_user_data.coincidentWithOutsideObject = true # controls display only, not energy model
else
#puts "adjacent sub surfaces are not coincident"
surface_user_data.coincidentWithOutsideObject = false # controls display only, not energy model
end
sub_surface_user_data.boundaryMaterialName = 'Boundary_Surface'
else
if surface_user_data.boundaryMaterialName == 'Boundary_Surface'
sub_surface_user_data.boundaryMaterialName = 'Undefined'
else
sub_surface_user_data.boundaryMaterialName = surface_user_data.boundaryMaterialName
end
end
sub_surface_user_data.sunExposure = surface_user_data.sunExposure
sub_surface_user_data.windExposure = surface_user_data.windExposure
construction = sub_surface.construction
if construction.is_initialized
sub_surface_user_data.constructionName = construction.get.name.to_s
sub_surface_user_data.constructionMaterialName = 'Construction_' + construction.get.name.to_s
end
sub_surface_user_data.spaceName = surface_user_data.spaceName
sub_surface_user_data.thermalZoneName = surface_user_data.thermalZoneName
sub_surface_user_data.thermalZoneMaterialName = surface_user_data.thermalZoneMaterialName
sub_surface_user_data.spaceTypeName = surface_user_data.spaceTypeName
sub_surface_user_data.spaceTypeMaterialName = surface_user_data.spaceTypeMaterialName
sub_surface_user_data.buildingStoryName = surface_user_data.buildingStoryName
sub_surface_user_data.buildingStoryMaterialName = surface_user_data.buildingStoryMaterialName
#vertices = []
#surface.vertices.each do |v|
# vertex = Vertex.new
# vertex.x = v.x
# vertex.y = v.y
# vertex.z = v.z
# vertices << vertex.to_h
#end
#sub_surface_user_data.vertices = vertices
user_datas << sub_surface_user_data.to_h
end
return [geometries, user_datas]
end
# turn a shading surface into geometries
def self.make_shade_geometries(surface)
geometries = []
user_datas = []
# get the transformation to site coordinates
site_transformation = OpenStudio::Transformation.new
building = surface.model.getBuilding
shading_surface_group = surface.shadingSurfaceGroup
shading_surface_type = 'Building'
space_name = nil
thermal_zone_name = nil
space_type_name = nil
building_story_name = nil
if not shading_surface_group.empty?
shading_surface_type = shading_surface_group.get.shadingSurfaceType
space = shading_surface_group.get.space
if space.is_initialized
space = space.get
space_name = space.name.to_s
thermal_zone = space.thermalZone
if thermal_zone.is_initialized
thermal_zone_name = thermal_zone.get.name.to_s
end
space_type = space.spaceType
if space_type.is_initialized
space_type_name = space_type.get.name.to_s
end
building_story = space.buildingStory
if building_story.is_initialized
building_story_name = building_story.get.name.to_s
end
site_transformation = building.transformation*space.transformation*shading_surface_group.get.transformation
elsif /Site/i.match(shading_surface_type)
site_transformation = shading_surface_group.get.transformation
else
site_transformation = building.transformation*shading_surface_group.get.transformation
end
end
# get the vertices
surface_vertices = surface.vertices
t = OpenStudio::Transformation::alignFace(surface_vertices)
r = t.rotationMatrix
tInv = t.inverse
surface_vertices = OpenStudio::reverse(tInv*surface_vertices)
# triangulate surface
triangles = OpenStudio::computeTriangulation(surface_vertices, OpenStudio::Point3dVectorVector.new)
if triangles.empty?
puts "Failed to triangulate shading surface #{surface.name}"
return geometries
end
all_vertices = []
face_indices = []
triangles.each do |vertices|
vertices = site_transformation*t*vertices
#normal = site_transformation.rotationMatrix*r*z
# https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3
# 0 indicates triangle
# 16 indicates triangle with normals
face_indices << 0
vertices.reverse_each do |vertex|
face_indices << get_vertex_index(vertex, all_vertices)
end
# convert to 1 based indices
#face_indices.each_index {|i| face_indices[i] = face_indices[i] + 1}
end
data = GeometryData.new
data.vertices = flatten_vertices(all_vertices)
data.normals = []
data.uvs = []
data.faces = face_indices
data.scale = 1
data.visible = true
data.castShadow = true
data.receiveShadow = false
data.doubleSided = true
geometry = Geometry.new
geometry.uuid = format_uuid(surface.handle)
geometry.type = 'Geometry'
geometry.data = data.to_h
geometries << geometry.to_h
surface_user_data = UserData.new
surface_user_data.handle = format_uuid(surface.handle)
surface_user_data.name = surface.name.to_s
surface_user_data.coincidentWithOutsideObject = false
surface_user_data.surfaceType = shading_surface_type + 'Shading'
surface_user_data.surfaceTypeMaterialName = shading_surface_type + 'Shading'
#surface_user_data.outsideBoundaryCondition = nil
#surface_user_data.outsideBoundaryConditionObjectName = nil
#surface_user_data.outsideBoundaryConditionObjectHandle = nil
surface_user_data.sunExposure = 'SunExposed'
surface_user_data.windExposure = 'WindExposed'
construction = surface.construction
if construction.is_initialized
surface_user_data.constructionName = construction.get.name.to_s
surface_user_data.constructionMaterialName = 'Construction_' + construction.get.name.to_s
end
if space_name
surface_user_data.spaceName = space_name
end
if thermal_zone_name
surface_user_data.thermalZoneName = thermal_zone_name
surface_user_data.thermalZoneMaterialName = 'ThermalZone_' + thermal_zone_name
end
if space_type_name
surface_user_data.spaceTypeName = space_type_name
surface_user_data.spaceTypeMaterialName = 'SpaceType_' + space_type_name
end
if building_story_name
surface_user_data.buildingStoryName = building_story_name
surface_user_data.buildingStoryMaterialName = 'BuildingStory_' + building_story_name
end
#vertices = []
#surface.vertices.each do |v|
# vertex = Vertex.new
# vertex.x = v.x
# vertex.y = v.y
# vertex.z = v.z
# vertices << vertex.to_h
#end
#surface_user_data.vertices = vertices
user_datas << surface_user_data.to_h
return [geometries, user_datas]
end
# turn an interior partition surface into geometries
def self.make_interior_partition_geometries(surface)
geometries = []
user_datas = []
# get the transformation to site coordinates
site_transformation = OpenStudio::Transformation.new
building = surface.model.getBuilding
interior_partition_surface_group = surface.interiorPartitionSurfaceGroup
space_name = nil
thermal_zone_name = nil
space_type_name = nil
building_story_name = nil
if not interior_partition_surface_group.empty?
space = interior_partition_surface_group.get.space
if space.is_initialized
space = space.get
space_name = space.name.to_s
thermal_zone = space.thermalZone
if thermal_zone.is_initialized
thermal_zone_name = thermal_zone.get.name.to_s
end
space_type = space.spaceType
if space_type.is_initialized
space_type_name = space_type.get.name.to_s
end
building_story = space.buildingStory
if building_story.is_initialized
building_story_name = building_story.get.name.to_s
end
site_transformation = building.transformation*space.transformation*interior_partition_surface_group.get.transformation
else
site_transformation = building.transformation*interior_partition_surface_group.get.transformation
end
end
# get the vertices
surface_vertices = surface.vertices
t = OpenStudio::Transformation::alignFace(surface_vertices)
r = t.rotationMatrix
tInv = t.inverse
surface_vertices = OpenStudio::reverse(tInv*surface_vertices)
# triangulate surface
triangles = OpenStudio::computeTriangulation(surface_vertices, OpenStudio::Point3dVectorVector.new)
if triangles.empty?
puts "Failed to triangulate interior partition surface #{surface.name}"
return geometries
end
all_vertices = []
face_indices = []
triangles.each do |vertices|
vertices = site_transformation*t*vertices
#normal = site_transformation.rotationMatrix*r*z
# https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3
# 0 indicates triangle
# 16 indicates triangle with normals
face_indices << 0
vertices.reverse_each do |vertex|
face_indices << get_vertex_index(vertex, all_vertices)
end
# convert to 1 based indices
#face_indices.each_index {|i| face_indices[i] = face_indices[i] + 1}
end
data = GeometryData.new
data.vertices = flatten_vertices(all_vertices)
data.normals = []
data.uvs = []
data.faces = face_indices
data.scale = 1
data.visible = true
data.castShadow = true
data.receiveShadow = false
data.doubleSided = true
geometry = Geometry.new
geometry.uuid = format_uuid(surface.handle)
geometry.type = 'Geometry'
geometry.data = data.to_h
geometries << geometry.to_h
surface_user_data = UserData.new
surface_user_data.handle = format_uuid(surface.handle)
surface_user_data.name = surface.name.to_s
surface_user_data.coincidentWithOutsideObject = false
surface_user_data.surfaceType = 'InteriorPartitionSurface'
surface_user_data.surfaceTypeMaterialName = 'InteriorPartitionSurface'
#surface_user_data.outsideBoundaryCondition = nil
#surface_user_data.outsideBoundaryConditionObjectName = nil
#surface_user_data.outsideBoundaryConditionObjectHandle = nil
surface_user_data.sunExposure = 'NoSun'
surface_user_data.windExposure = 'NoWind'
construction = surface.construction
if construction.is_initialized
surface_user_data.constructionName = construction.get.name.to_s
surface_user_data.constructionMaterialName = 'Construction_' + construction.get.name.to_s
end
if space_name
surface_user_data.spaceName = space_name
end
if thermal_zone_name
surface_user_data.thermalZoneName = thermal_zone_name
surface_user_data.thermalZoneMaterialName = 'ThermalZone_' + thermal_zone_name
end
if space_type_name
surface_user_data.spaceTypeName = space_type_name
surface_user_data.spaceTypeMaterialName = 'SpaceType_' + space_type_name
end
if building_story_name
surface_user_data.buildingStoryName = building_story_name
surface_user_data.buildingStoryMaterialName = 'BuildingStory_' + building_story_name
end
#vertices = []
#surface.vertices.each do |v|
# vertex = Vertex.new
# vertex.x = v.x
# vertex.y = v.y
# vertex.z = v.z
# vertices << vertex.to_h
#end
#surface_user_data.vertices = vertices
user_datas << surface_user_data.to_h
return [geometries, user_datas]
end
def self.identity_matrix
return [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]
end
def self.build_scene(model)
materials = build_materials(model)
object = Hash.new
object[:uuid] = format_uuid(OpenStudio::createUUID)
object[:type] = 'Scene'
object[:matrix] = identity_matrix
object[:children] = []
floor_material = materials.find {|m| m[:name] == 'Floor'}
wall_material = materials.find {|m| m[:name] == 'Wall'}
roof_material = materials.find {|m| m[:name] == 'RoofCeiling'}
window_material = materials.find {|m| m[:name] == 'Window'}
door_material = materials.find {|m| m[:name] == 'Door'}
site_shading_material = materials.find {|m| m[:name] == 'SiteShading'}
building_shading_material = materials.find {|m| m[:name] == 'BuildingShading'}
space_shading_material = materials.find {|m| m[:name] == 'SpaceShading'}
interior_partition_surface_material = materials.find {|m| m[:name] == 'InteriorPartitionSurface'}
# loop over all surfaces
all_geometries = []
model.getSurfaces.each do |surface|
material = nil
surfaceType = surface.surfaceType.upcase
if surfaceType == 'FLOOR'
material = floor_material
elsif surfaceType == 'WALL'
material = wall_material
elsif surfaceType == 'ROOFCEILING'
material = roof_material
end
geometries, user_datas = make_geometries(surface)
if geometries
geometries.each_index do |i|
geometry = geometries[i]
user_data = user_datas[i]
all_geometries << geometry
scene_child = SceneChild.new
scene_child.uuid = format_uuid(OpenStudio::createUUID)
scene_child.name = user_data[:name]
scene_child.type = "Mesh"
scene_child.geometry = geometry[:uuid]
if i == 0
# first geometry is base surface
scene_child.material = material[:uuid]
else
# sub surface
if /Window/.match(user_data[:surfaceType]) || /Glass/.match(user_data[:surfaceType])
scene_child.material = window_material[:uuid]
else
scene_child.material = door_material[:uuid]
end
end
scene_child.matrix = identity_matrix
scene_child.userData = user_data
object[:children] << scene_child.to_h
end
end
end
# loop over all shading surfaces
model.getShadingSurfaces.each do |surface|
geometries, user_datas = make_shade_geometries(surface)
if geometries
geometries.each_index do |i|
geometry = geometries[i]
user_data = user_datas[i]
material = nil
if /Site/.match(user_data[:surfaceType])
material = site_shading_material
elsif /Building/.match(user_data[:surfaceType])
material = building_shading_material
elsif /Space/.match(user_data[:surfaceType])
material = space_shading_material
end
all_geometries << geometry
scene_child = SceneChild.new
scene_child.uuid = format_uuid(OpenStudio::createUUID)
scene_child.name = user_data[:name]
scene_child.type = 'Mesh'
scene_child.geometry = geometry[:uuid]
scene_child.material = material[:uuid]
scene_child.matrix = identity_matrix
scene_child.userData = user_data
object[:children] << scene_child.to_h
end
end
end
# loop over all interior partition surfaces
model.getInteriorPartitionSurfaces.each do |surface|
geometries, user_datas = make_interior_partition_geometries(surface)
geometries.each_index do |i|
geometry = geometries[i]
user_data = user_datas[i]
material = interior_partition_surface_material
all_geometries << geometry
scene_child = SceneChild.new
scene_child.uuid = format_uuid(OpenStudio::createUUID)
scene_child.name = user_data[:name]
scene_child.type = 'Mesh'
scene_child.geometry = geometry[:uuid]
scene_child.material = material[:uuid]
scene_child.matrix = identity_matrix
scene_child.userData = user_data
object[:children] << scene_child.to_h
end
end
#light = AmbientLight.new
#light.uuid = "#{format_uuid(OpenStudio::createUUID)}"
#light.type = "AmbientLight"
#light.color = "0xFFFFFF".hex
#light.matrix = identity_matrix
#object[:children] << light.to_h
scene = Scene.new
scene.geometries = all_geometries
scene.materials = materials
scene.object = object
return scene
end