Complex shading modifiers - #28
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… plot_idf_geometry
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…state Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
WindowShadingControl was missing Zone_Name and Shading_Control_Is_Scheduled (both required by EnergyPlus), and the "with shading" construction only contained the shade/blind/screen material itself instead of that layer plus the window's actual base glazing - an invalid single-layer construction. All three now build a combined construction from the window's current base construction, positioning the shading layer as outermost or innermost depending on Shading_Type. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- document set_screen and both set_complex_fenestration_state input modes (idf_fragment_path from WINDOW, raw description matrices) - fix non-uniform louver demo to use Positions within the actual window height, and drop the building's pre-existing context shading before the first plot_idf_geometry call - add a classic Blind vs BSDF comparison on a dedicated mini building (resources/mini_compare_building.idf), simulating transmitted solar radiation for the same slat geometry represented via WindowMaterial:Blind vs a real WINDOW export (resources/horizontal_venetian_blind_Bsdf.idf), with a caveat on what the observed difference is (and isn't) explained by Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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