public static List <TAS3D.Zone> Zones(this TAS3D.Building building) { List <TAS3D.Zone> result = new List <TAS3D.Zone>(); int index = 1; TAS3D.Zone zone = building.GetZone(index); while (zone != null) { result.Add(zone); index++; zone = building.GetZone(index); } return(result); }
public static List <TAS3D.WindowGroup> WindowGroups(this TAS3D.Building building) { List <TAS3D.WindowGroup> result = new List <TAS3D.WindowGroup>(); int index = 1; TAS3D.WindowGroup windowGroup = building.GetWindowGroup(index); while (windowGroup != null) { result.Add(windowGroup); index++; windowGroup = building.GetWindowGroup(index); } return(result); }
public static List <TAS3D.zoneSet> ZoneSets(this TAS3D.Building building) { List <TAS3D.zoneSet> result = new List <TAS3D.zoneSet>(); int index = 1; TAS3D.zoneSet zoneSet = building.GetZoneSet(index); while (zoneSet != null) { result.Add(zoneSet); index++; zoneSet = building.GetZoneSet(index); } return(result); }
public static List <TAS3D.ShadeGroup> ShadeGroups(this TAS3D.Building building) { List <TAS3D.ShadeGroup> result = new List <TAS3D.ShadeGroup>(); int index = 1; TAS3D.ShadeGroup shadeGroup = building.GetShadeGroup(index); while (shadeGroup != null) { result.Add(shadeGroup); index++; shadeGroup = building.GetShadeGroup(index); } return(result); }
public static List <TAS3D.window> Windows(this TAS3D.Building building) { List <TAS3D.window> result = new List <TAS3D.window>(); int index = 1; TAS3D.window window = building.GetWindow(index); while (window != null) { result.Add(window); index++; window = building.GetWindow(index); } return(result); }
public static List <TAS3D.shade> Shades(this TAS3D.Building building) { List <TAS3D.shade> result = new List <TAS3D.shade>(); int index = 1; TAS3D.shade shade = building.GetShade(index); while (shade != null) { result.Add(shade); index++; shade = building.GetShade(index); } return(result); }
public static List <Guid> RemoveUnsusedZones(this TAS3D.Building building) { List <TAS3D.Zone> zones = building?.Zones(); if (zones == null) { return(null); } List <TAS3D.Zone> zones_ToRemove = zones.FindAll(x => x.isUsed == 0); List <Guid> guids = zones_ToRemove.ConvertAll(x => new Guid(x.GUID)); zones_ToRemove.ForEach(x => x.Delete()); return(guids); }
public static List <TAS3D.Element> Elements(this TAS3D.Building building) { List <TAS3D.Element> result = new List <TAS3D.Element>(); int index = 1; TAS3D.Element element = building.GetElement(index); while (element != null) { result.Add(element); index++; element = building.GetElement(index); } return(result); }
public static Dictionary <string, TAS3D.Zone> ZoneDictionary(this TAS3D.Building building) { Dictionary <string, TAS3D.Zone> result = new Dictionary <string, TAS3D.Zone>(); int index = 1; TAS3D.Zone zone = building.GetZone(index); while (zone != null) { string name = zone.name; if (name != null) { result[name] = zone; } index++; zone = building.GetZone(index); } return(result); }
public static RelationCluster ToSAM(this TAS3D.Building building) { if (building == null) { return(null); } Setting setting = ActiveSetting.Setting; Dictionary <string, ISAMObject> dictionary = null; RelationCluster result = new RelationCluster(); dictionary = new Dictionary <string, ISAMObject>(); List <TAS3D.Zone> zones = Query.Zones(building); if (zones != null) { foreach (TAS3D.Zone zone in zones) { Space space = zone.ToSAM(); if (space != null) { result.AddObject(space); dictionary[zone.GUID] = space; } } } List <TAS3D.zoneSet> zoneSets = Query.ZoneSets(building); if (zoneSets != null) { foreach (TAS3D.zoneSet zoneSet in zoneSets) { List <ISAMObject> sAMObjects = zoneSet?.Zones()?.ConvertAll(x => dictionary[x.GUID]); Group group = new Group(zoneSet.name); group.Add(Create.ParameterSet(setting, zoneSet)); result.AddObject(group); sAMObjects?.ForEach(x => result.AddRelation(group, x)); } } dictionary = new Dictionary <string, ISAMObject>(); List <TAS3D.window> windows = Query.Windows(building); if (windows != null) { foreach (TAS3D.window widnow in windows) { Aperture aperture = widnow.ToSAM(); if (aperture != null) { result.AddObject(aperture); } } } List <TAS3D.Element> elements = Query.Elements(building); if (elements != null) { foreach (TAS3D.Element element in elements) { Panel panel = element.ToSAM(); if (panel != null) { result.AddObject(panel); dictionary[element.GUID] = panel; } } } List <TAS3D.shade> shades = Query.Shades(building); if (shades != null) { foreach (TAS3D.shade shade in shades) { Panel panel = shade.ToSAM(); if (panel != null) { result.AddObject(panel); } } } ParameterSet parameterSet = Create.ParameterSet(ActiveSetting.Setting, building); result.Add(parameterSet); return(result); }
internal Building(TAS3D.Building Building) { pBuilding = Building; pName = pBuilding.name; pGUID = pBuilding.GUID; }
internal Building(TAS3D.Building Building) { pBuilding = Building; }