Hello,
I was noticing that, when creating the automatic perimeter offset for buildings that are attached to each other (as in an urban block of a dense city environment), the core-perimeter rooms you get might be quite unrealistic. In fact, if one or more perimeter walls are shared with another building, the division on that side is a space with no windows, facing another space with no windows belonging to the adjacent building. I think it would be useful if the component could “detect” the building nearby and divide the space in a more realistic way accordingly (in two for instance, as in the example picture case).
Do you think would be an interesting function to have or is there already a workaround to reach that result?
I agree that something like that could be useful but it seems really challenging to make it reliable for a wide range of geometries like what Dragonfly is built to handle since there’s no guarantee there’s a straight skeleton for a broken-up polygon like that.
It’s also not like the extra Rooms are really going to change the energy use of the simulation much, though I understand that more Rooms means a longer simulation.
If you really wanted the Zoning to be as you described, is there any reason why you would just not model these adjacent Buildings all as one Building?
Yes, I suspected that such a function would be complex (and with many exceptions to make it always reliable) to implement. I just wanted to point out this particular case to you so that you could have decided if it was worthed implementing such a skeleton-solver.
In my case, I agree that I can merge the two buildings into one and solve the problem in such a way.
Thank you for the clarification and the great work on LBT @chris !