Method: OSut#offset

Defined in:
lib/osut/utils.rb

#offset(p1 = nil, w = 0, v = 0) ⇒ OpenStudio::Point3dVector

Generates offset vertices (by width) for a 3- or 4-sided, convex polygon. If width is negative, the vertices are contracted inwards.

Parameters:

  • p1 (Set<OpenStudio::Point3d>) (defaults to: nil)

    OpenStudio 3D points

  • w (#to_f) (defaults to: 0)

    offset width (absolute min: 0.0254m)

  • v (#to_i) (defaults to: 0)

    OpenStudio SDK version, eg ‘321’ for “v3.2.1” (optional)

Returns:

  • (OpenStudio::Point3dVector)

    offset points (see logs if unaltered)



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# File 'lib/osut/utils.rb', line 4004

def offset(p1 = nil, w = 0, v = 0)
  mth = "OSut::#{__callee__}"
  pts = poly(p1, true, true, false, true, :cw)
  return invalid("points", mth, 1, DBG, p1) unless [3, 4].include?(pts.size)

  mismatch("width",   w, Numeric, mth) unless w.respond_to?(:to_f)
  mismatch("version", v, Integer, mth) unless v.respond_to?(:to_i)

  iv = pts.size == 4 ? true : false
  vs = OpenStudio.openStudioVersion.split(".").join.to_i
  v  = v.respond_to?(:to_i) ? v.to_i : vs
  w  = w.respond_to?(:to_f) ? w.to_f : 0
  return p1 if w.abs < 0.0254

  unless v < 340
    t      = OpenStudio::Transformation.alignFace(p1)
    offset = OpenStudio.buffer(pts, w, TOL)
    return p1 if offset.empty?

    return to_p3Dv(t * offset.get.reverse)
  else # brute force approach
    pz     = {}
    pz[:A] = {}
    pz[:B] = {}
    pz[:C] = {}
    pz[:D] = {}                                                          if iv

    pz[:A][:p] = OpenStudio::Point3d.new(p1[0].x, p1[0].y, p1[0].z)
    pz[:B][:p] = OpenStudio::Point3d.new(p1[1].x, p1[1].y, p1[1].z)
    pz[:C][:p] = OpenStudio::Point3d.new(p1[2].x, p1[2].y, p1[2].z)
    pz[:D][:p] = OpenStudio::Point3d.new(p1[3].x, p1[3].y, p1[3].z)      if iv

    pzAp = pz[:A][:p]
    pzBp = pz[:B][:p]
    pzCp = pz[:C][:p]
    pzDp = pz[:D][:p]                                                    if iv

    # Generate vector pairs, from next point & from previous point.
    # :f_n : "from next"
    # :f_p : "from previous"
    #
    #
    #
    #
    #
    #
    #             A <---------- B
    #              ^
    #               \
    #                \
    #                 C (or D)
    #
    pz[:A][:f_n] = pzAp - pzBp
    pz[:A][:f_p] = pzAp - pzCp                                       unless iv
    pz[:A][:f_p] = pzAp - pzDp                                           if iv

    pz[:B][:f_n] = pzBp - pzCp
    pz[:B][:f_p] = pzBp - pzAp

    pz[:C][:f_n] = pzCp - pzAp                                       unless iv
    pz[:C][:f_n] = pzCp - pzDp                                           if iv
    pz[:C][:f_p] = pzCp - pzBp

    pz[:D][:f_n] = pzDp - pzAp                                           if iv
    pz[:D][:f_p] = pzDp - pzCp                                           if iv

    # Generate 3D plane from vectors.
    #
    #
    #             |  <<< 3D plane ... from point A, with normal B>A
    #             |
    #             |
    #             |
    # <---------- A <---------- B
    #             |\
    #             | \
    #             |  \
    #             |   C (or D)
    #
    pz[:A][:pl_f_n] = OpenStudio::Plane.new(pzAp, pz[:A][:f_n])
    pz[:A][:pl_f_p] = OpenStudio::Plane.new(pzAp, pz[:A][:f_p])

    pz[:B][:pl_f_n] = OpenStudio::Plane.new(pzBp, pz[:B][:f_n])
    pz[:B][:pl_f_p] = OpenStudio::Plane.new(pzBp, pz[:B][:f_p])

    pz[:C][:pl_f_n] = OpenStudio::Plane.new(pzCp, pz[:C][:f_n])
    pz[:C][:pl_f_p] = OpenStudio::Plane.new(pzCp, pz[:C][:f_p])

    pz[:D][:pl_f_n] = OpenStudio::Plane.new(pzDp, pz[:D][:f_n])          if iv
    pz[:D][:pl_f_p] = OpenStudio::Plane.new(pzDp, pz[:D][:f_p])          if iv

    # Project an extended point (pC) unto 3D plane.
    #
    #             pC   <<< projected unto extended B>A 3D plane
    #        eC   |
    #          \  |
    #           \ |
    #            \|
    # <---------- A <---------- B
    #             |\
    #             | \
    #             |  \
    #             |   C (or D)
    #
    pz[:A][:p_n_pl] = pz[:A][:pl_f_n].project(pz[:A][:p] + pz[:A][:f_p])
    pz[:A][:n_p_pl] = pz[:A][:pl_f_p].project(pz[:A][:p] + pz[:A][:f_n])

    pz[:B][:p_n_pl] = pz[:B][:pl_f_n].project(pz[:B][:p] + pz[:B][:f_p])
    pz[:B][:n_p_pl] = pz[:B][:pl_f_p].project(pz[:B][:p] + pz[:B][:f_n])

    pz[:C][:p_n_pl] = pz[:C][:pl_f_n].project(pz[:C][:p] + pz[:C][:f_p])
    pz[:C][:n_p_pl] = pz[:C][:pl_f_p].project(pz[:C][:p] + pz[:C][:f_n])

    pz[:D][:p_n_pl] = pz[:D][:pl_f_n].project(pz[:D][:p] + pz[:D][:f_p]) if iv
    pz[:D][:n_p_pl] = pz[:D][:pl_f_p].project(pz[:D][:p] + pz[:D][:f_n]) if iv

    # Generate vector from point (e.g. A) to projected extended point (pC).
    #
    #             pC
    #        eC   ^
    #          \  |
    #           \ |
    #            \|
    # <---------- A <---------- B
    #             |\
    #             | \
    #             |  \
    #             |   C (or D)
    #
    pz[:A][:n_p_n_pl] = pz[:A][:p_n_pl] - pzAp
    pz[:A][:n_n_p_pl] = pz[:A][:n_p_pl] - pzAp

    pz[:B][:n_p_n_pl] = pz[:B][:p_n_pl] - pzBp
    pz[:B][:n_n_p_pl] = pz[:B][:n_p_pl] - pzBp

    pz[:C][:n_p_n_pl] = pz[:C][:p_n_pl] - pzCp
    pz[:C][:n_n_p_pl] = pz[:C][:n_p_pl] - pzCp

    pz[:D][:n_p_n_pl] = pz[:D][:p_n_pl] - pzDp                           if iv
    pz[:D][:n_n_p_pl] = pz[:D][:n_p_pl] - pzDp                           if iv

    # Fetch angle between both extended vectors (A>pC & A>pB),
    # ... then normalize (Cn).
    #
    #             pC
    #        eC   ^
    #          \  |
    #           \ Cn
    #            \|
    # <---------- A <---------- B
    #             |\
    #             | \
    #             |  \
    #             |   C (or D)
    #
    a1 = OpenStudio.getAngle(pz[:A][:n_p_n_pl], pz[:A][:n_n_p_pl])
    a2 = OpenStudio.getAngle(pz[:B][:n_p_n_pl], pz[:B][:n_n_p_pl])
    a3 = OpenStudio.getAngle(pz[:C][:n_p_n_pl], pz[:C][:n_n_p_pl])
    a4 = OpenStudio.getAngle(pz[:D][:n_p_n_pl], pz[:D][:n_n_p_pl])       if iv

    # Generate new 3D points A', B', C' (and D') ... zigzag.
    #
    #
    #
    #
    #     A' ---------------------- B'
    #      \
    #       \      A <---------- B
    #        \      \
    #         \      \
    #          \      \
    #           C'      C
    pz[:A][:f_n].normalize
    pz[:A][:n_p_n_pl].normalize
    pzAp = pzAp + scalar(pz[:A][:n_p_n_pl], w)
    pzAp = pzAp + scalar(pz[:A][:f_n], w * Math.tan(a1/2))

    pz[:B][:f_n].normalize
    pz[:B][:n_p_n_pl].normalize
    pzBp = pzBp + scalar(pz[:B][:n_p_n_pl], w)
    pzBp = pzBp + scalar(pz[:B][:f_n], w * Math.tan(a2/2))

    pz[:C][:f_n].normalize
    pz[:C][:n_p_n_pl].normalize
    pzCp = pzCp + scalar(pz[:C][:n_p_n_pl], w)
    pzCp = pzCp + scalar(pz[:C][:f_n], w * Math.tan(a3/2))

    pz[:D][:f_n].normalize                                               if iv
    pz[:D][:n_p_n_pl].normalize                                          if iv
    pzDp = pzDp + scalar(pz[:D][:n_p_n_pl], w)                           if iv
    pzDp = pzDp + scalar(pz[:D][:f_n], w * Math.tan(a4/2))               if iv

    # Re-convert to OpenStudio 3D points.
    vec  = OpenStudio::Point3dVector.new
    vec << OpenStudio::Point3d.new(pzAp.x, pzAp.y, pzAp.z)
    vec << OpenStudio::Point3d.new(pzBp.x, pzBp.y, pzBp.z)
    vec << OpenStudio::Point3d.new(pzCp.x, pzCp.y, pzCp.z)
    vec << OpenStudio::Point3d.new(pzDp.x, pzDp.y, pzDp.z)               if iv

    return vec
  end
end