lib/to_openstudio/construction/windowshade.rb in honeybee-openstudio-2.23.3 vs lib/to_openstudio/construction/windowshade.rb in honeybee-openstudio-2.23.4

- old
+ new

@@ -84,17 +84,17 @@ # insert the shade material shd_mat_name = openstudio_model.getMaterialByName(@hash[:shade_material]) unless shd_mat_name.empty? @shade_material = shd_mat_name.get - obj_type = @shade_material.iddObject.name + obj_type = @shade_material.iddObject.name.to_s end unless @shade_material.nil? - if obj_type == 'OS:WindowMaterial:StandardGlazing' + if obj_type == 'OS:WindowMaterial:StandardGlazing' || obj_type == 'OS:WindowMaterial:Glazing' if @shade_location == 'Interior' os_materials[-1] = @shade_material - elsif @shade_location == 'Exterior' | os_materials.length < 2 + elsif @shade_location == 'Exterior' || os_materials.length < 2 os_materials[0] = @shade_material else # middle glass pane os_materials[-3] = @shade_material end else @@ -148,12 +148,12 @@ # add a WindowShadingControl object to a model for a given aperture and room os_shade_control = OpenStudio::Model::ShadingControl.new(@shade_construction) # figure out the shading type unless @shade_material.nil? - obj_type = @shade_material.iddObject.name + obj_type = @shade_material.iddObject.name.to_s end - if obj_type == 'OS:WindowMaterial:StandardGlazing' + if obj_type == 'OS:WindowMaterial:StandardGlazing' || obj_type == 'OS:WindowMaterial:Glazing' shd_type = 'SwitchableGlazing' elsif obj_type == 'OS:WindowMaterial:Blind' if @shade_location == 'Between' shd_type = 'BetweenGlassBlind' else