# coding: utf-8
"""Dragonfly Building."""
from __future__ import division

import math
try:
    from itertools import izip as zip  # python 2
except ImportError:
    xrange = range  # python 3

from ladybug_geometry.geometry2d import Vector2D, Point2D, LineSegment2D, Polygon2D
from ladybug_geometry.geometry3d import Vector3D, Point3D, Face3D
from ladybug_geometry_polyskel.polysplit import perimeter_core_subpolygons, \
    perimeter_core_by_offset

from honeybee.model import Model
from honeybee.room import Room
from honeybee.shade import Shade
from honeybee.boundarycondition import Outdoors
from honeybee.boundarycondition import boundary_conditions as bcs
from honeybee.typing import clean_string, invalid_dict_error
from honeybee.units import parse_distance_string

from ._base import _BaseGeometry
from .properties import BuildingProperties
from .story import Story
from .room2d import Room2D
import dragonfly.writer.building as writer


class Building(_BaseGeometry):
    """A complete Building defined by Stories (and optional extra 3D rooms).

    Buildings must have at least one dragonfly Story or one Honeybee Room under
    the room_3ds property.

    Args:
        identifier: Text string for a unique Building ID. Must be < 100 characters
            and not contain any spaces or special characters.
        unique_stories: An array of unique Dragonfly Story objects that
            together form the entire building. Stories input here can be in any
            order but they will be automatically sorted from lowest floor to
            highest floor when they are assigned to the Building. Note that,
            if a given Story is repeated several times over the height of the
            Building, the unique Story included in this list should be the
            first (lowest) Story of the repeated floors. (Default: None).
        room_3ds: An optional array of 3D Honeybee Room objects for additional
            Rooms that are a part of the Building but are not represented within
            the unique_stories. This is useful when there are parts of the Building
            geometry that cannot easily be represented with the extruded floor
            plate and sloped roof assumptions that underlie Dragonfly Room2Ds
            and RoofSpecification. Cases where this input is most useful include
            sloped walls and certain types of domed roofs that become tedious to
            implement with RoofSpecification. Matching the Honeybee Room.story
            property to the Dragonfly Story.display_name of an object within the
            unique_stories will effectively place the Honeybee Room on that Story
            for the purposes of floor_area, exterior_wall_area, etc. However, note
            that the Honeybee Room.multiplier property takes precedence over
            whatever multiplier is assigned to the Dragonfly Story that the
            Room.story may reference. (Default: None).

    Properties:
        * identifier
        * display_name
        * full_id
        * unique_stories
        * unique_room_2ds
        * room_3ds
        * room_3d_faces
        * room_3d_apertures
        * room_3d_doors
        * room_3d_shades
        * has_room_2ds
        * has_room_3ds
        * room_2d_story_names
        * room_3d_story_names
        * story_count
        * story_count_above_ground
        * unique_stories_above_ground
        * height
        * height_above_ground
        * height_from_first_floor
        * footprint_area
        * floor_area
        * exterior_wall_area
        * exterior_aperture_area
        * volume
        * min
        * max
        * user_data
    """
    __slots__ = ('_unique_stories', '_room_3ds')

    def __init__(self, identifier, unique_stories=None, room_3ds=None):
        """A complete Building defined by Stories."""
        # initialize and perform a basic check that there's some geometry
        _BaseGeometry.__init__(self, identifier)  # process the identifier
        if (unique_stories is None or len(unique_stories) == 0) and \
                (room_3ds is None or len(room_3ds) == 0):
            raise ValueError(
                'Building must have at least one Story or one Room under room_3ds.')

        # process the story geometry
        if unique_stories is not None:
            for story in unique_stories:
                assert isinstance(story, Story), \
                    'Expected dragonfly Story. Got {}'.format(type(story))
                story._parent = self
            unique_stories = tuple(sorted(unique_stories, key=lambda x: x.floor_height))
            self._unique_stories = unique_stories
        else:
            self._unique_stories = ()

        # process the room_3d geometry
        if room_3ds is not None:
            for room in room_3ds:
                assert isinstance(room, Room), \
                    'Expected honeybee Room. Got {}'.format(type(room))
                room._parent = self
            # assign stories to any Rooms that lack them
            if not all([r.story is not None for r in room_3ds]):
                Room.stories_by_floor_height(room_3ds)
            self._room_3ds = tuple(room_3ds)
        else:
            self._room_3ds = ()

        self._properties = BuildingProperties(self)  # properties for extensions

    @classmethod
    def from_footprint(cls, identifier, footprint, floor_to_floor_heights,
                       perimeter_offset=0, tolerance=0):
        """Initialize a Building from an array of Face3Ds representing a footprint.

        All of the resulting Room2Ds will have a floor-to-ceiling height equal to the
        Story floor-to-floor height. Also, none of the Room2Ds will have contact
        with the ground or top exposure but the separate_top_bottom_floors method
        can be used to automatically break these floors out from the multiplier
        representation and assign these properties.

        Args:
            identifier: Text string for a unique Building ID. Must be < 100 characters
                and not contain any spaces or special characters.
            footprint: An array of horizontal ladybug-geometry Face3Ds that together
                represent the the footprint of the Building.
            floor_to_floor_heights: An array of float values with a length equal
                to the number of stories in the Building. Each value in the list
                represents the floor_to_floor height of the Story starting from
                the first floor and then moving to the top floor. Note that numbers
                should be in the units system of the footprint geometry.
            perimeter_offset: An optional positive number that will be used to
                offset the perimeter of the footprint to create core/perimeter
                zones. If this value is 0, no offset will occur and each story
                will be represented with a single Room2D per polygon (Default: 0).
            tolerance: The maximum difference between z values at which point vertices
                are considered to be in the same horizontal plane. This is used to check
                that all vertices of the input floor_geometry lie in the same horizontal
                floor plane. Default is 0, which will not perform any check.
        """
        # generate the unique Room2Ds from the footprint
        room_2ds = cls._generate_room_2ds(
            footprint, floor_to_floor_heights[0], perimeter_offset,
            identifier, 1, tolerance)

        # generate the unique stories from the floor_to_floor_heights
        stories = []
        total_height = 0
        prev_flr_to_flr = None
        for i, flr_hgt in enumerate(floor_to_floor_heights):
            if flr_hgt != prev_flr_to_flr:
                if i != 0:
                    rooms = [room.duplicate() for room in room_2ds]
                    move_vec = Vector3D(0, 0, total_height)
                    for j, room in enumerate(rooms):
                        room.move(move_vec)
                        room.floor_to_ceiling_height = flr_hgt
                        room.identifier = \
                            '{}_Floor{}_Room{}'.format(identifier, i + 1, j + 1)
                    if perimeter_offset != 0:  # reset all boundary conditions
                        for room in rooms:
                            room.boundary_conditions = [bcs.outdoors] * len(room)
                        Room2D.solve_adjacency(rooms, tolerance)
                else:
                    rooms = room_2ds
                stories.append(Story(
                    '{}_Floor{}'.format(identifier, i + 1), rooms, flr_hgt))
            else:
                stories[-1].multiplier += 1
            total_height += flr_hgt
            prev_flr_to_flr = flr_hgt

        return cls(identifier, stories)

    @classmethod
    def from_all_story_geometry(cls, identifier, all_story_geometry,
                                floor_to_floor_heights, perimeter_offset=0,
                                tolerance=0.01):
        """Initialize a Building from an array of Face3Ds arrays representing all floors.

        This method will test to see which of the stories are geometrically unique
        (accoutring for both the floor plate geometry and the floor_to_floor_heights).
        It will only include the unique floor geometries in the resulting Building.

        All of the resulting Room2Ds will have a floor-to-ceiling height equal to the
        Story floor-to-floor height.

        Args:
            identifier: Text string for a unique Building ID. Must be < 100 characters
                and not contain any spaces or special characters.
            all_story_geometry: An array of arrays with each sub-array possessing
                horizontal ladybug-geometry Face3Ds that representing the floor
                plates of the building. Together, these Face3Ds should represent
                all Stories of a building and each array of Face3Ds should together
                represent one Story.
            floor_to_floor_heights: An array of float values with a length equal
                to the number of stories in the Building. Each value in the list
                represents the floor_to_floor height of the Story starting from
                the first floor and then moving to the top floor. Note that numbers
                should be in the units system of the footprint geometry.
            perimeter_offset: An optional positive number that will be used to offset
                the perimeter of the all_story_geometry to create core/perimeter
                zones. If this value is 0, no offset will occur and each story
                will be represented with a single Room2D per polygon (Default: 0).
            tolerance: The maximum difference between x, y, and z values at which
                point vertices are considered to be the same. This is also needed as
                a means to determine which floor geometries are equivalent to one
                another and should be a part the same Story. Default: 0.01, suitable
                for objects in meters.
        """
        # generate the first story of the building
        room_2ds = cls._generate_room_2ds(
            all_story_geometry[0], floor_to_floor_heights[0], perimeter_offset,
            identifier, 1, tolerance)
        stories = [Story('{}_Floor1'.format(identifier), room_2ds,
                         floor_to_floor_heights[0])]

        # generate the remaining unique stories from the floor_to_floor_heights
        # TODO: Add an input for core_perimeter_offsets once we have straight skeletons
        remaining_geo = all_story_geometry[1:]
        remaining_flr_hgts = floor_to_floor_heights[1:]
        prev_geo = all_story_geometry[0]
        prev_flr_to_flr = floor_to_floor_heights[0]
        for i, (room_geo, flr_hgt) in enumerate(zip(remaining_geo, remaining_flr_hgts)):
            # test is anything is geometrically different
            if flr_hgt != prev_flr_to_flr or len(room_geo) != len(prev_geo) or \
                    not all(cls._is_story_equivalent(rm1, rm2, tolerance)
                            for rm1, rm2 in zip(room_geo, prev_geo)):
                room_2ds = cls._generate_room_2ds(
                    room_geo, flr_hgt, perimeter_offset, identifier, i + 2, tolerance)
                stories.append(Story(
                    '{}_Floor{}'.format(identifier, i + 2), room_2ds, flr_hgt))
            else:  # geometry is the same as the floor below
                stories[-1].multiplier += 1
            prev_geo = room_geo
            prev_flr_to_flr = flr_hgt

        return cls(identifier, stories)

    @classmethod
    def from_dict(cls, data, tolerance=0, angle_tolerance=0):
        """Initialize an Building from a dictionary.

        Args:
            data: A dictionary representation of a Building object.
            tolerance: The maximum difference between z values at which point vertices
                are considered to be in the same horizontal plane. This is used to check
                that all vertices of the input floor_geometry lie in the same horizontal
                floor plane. Default is 0, which will not perform any check.
            angle_tolerance: The max angle difference in degrees that vertices are
                allowed to differ from one another in order to consider them colinear.
                Default is 0, which makes no attempt to evaluate whether the Room
                volume is closed.
        """
        # check the type of dictionary
        assert data['type'] == 'Building', 'Expected Building dictionary. ' \
            'Got {}.'.format(data['type'])
        # extract the 2D Stories
        stories = []
        if 'unique_stories' in data and data['unique_stories'] is not None:
            for s_dict in data['unique_stories']:
                try:
                    stories.append(Story.from_dict(s_dict, tolerance))
                except Exception as e:
                    invalid_dict_error(s_dict, e)
        # extract any additional 3D Rooms
        room_3ds = []
        if 'room_3ds' in data and data['room_3ds'] is not None:
            for r_dict in data['room_3ds']:
                try:
                    room_3ds.append(Room.from_dict(r_dict, tolerance, angle_tolerance))
                except Exception as e:
                    invalid_dict_error(r_dict, e)
        # create the Building object
        building = Building(data['identifier'], stories, room_3ds)
        if 'display_name' in data and data['display_name'] is not None:
            building.display_name = data['display_name']
        if 'user_data' in data and data['user_data'] is not None:
            building.user_data = data['user_data']

        if data['properties']['type'] == 'BuildingProperties':
            building.properties._load_extension_attr_from_dict(data['properties'])
        return building

    @classmethod
    def from_honeybee(cls, model, conversion_method='AllRoom2D'):
        """Initialize a Building from a Honeybee Model.

        If each Room has a story, these will be used to determine the separation
        into Dragonfly stories. Otherwise, stories will be auto-generated
        based on the floor heights of rooms.

        Args:
            model: A Honeybee Model to be converted to a Dragonfly Building.
            conversion_method: Text to indicate how the Honeybee Rooms should be
                converted to Dragonfly. Note that the AllRoom2D option may result
                in some loss or simplification of the 3D Honeybee geometry but
                ensures that all of Dragonfly's features for editing the rooms can
                be used. The ExtrudedOnly method will convert only the 3D Rooms
                that would have no loss or simplification of geometry when converted
                to Room2D. AllRoom3D keeps all detailed 3D geometry on the
                Building.room_3ds property, enabling you to convert the 3D Rooms
                to Room2D using the Building.convert_room_3ds_to_2d() method as you
                see fit. (Default: AllRoom2D). Choose from the following options.

                * AllRoom2D - All Honeybee Rooms converted to Dragonfly Room2D
                * ExtrudedOnly - Only pure extrusions converted to Dragonfly Room2D
                * AllRoom3D - All Honeybee Rooms left as-is on Building.room_3ds

        """
        # if the rooms are being left as they are, just create the Building
        method = conversion_method.lower()
        if method in ('allroom3d', 'extrudedonly'):
            dup_rooms = [r.duplicate() for r in model.rooms]
            bldg = cls(model.identifier, room_3ds=dup_rooms)
            bldg._display_name = model._display_name
            if method == 'extrudedonly':
                bldg.convert_all_room_3ds_to_2d(
                    extrusion_rooms_only=True, tolerance=model.tolerance,
                    angle_tolerance=model.angle_tolerance)
            return bldg
        elif method != 'allroom2d':
            msg = 'Building.from_honeybee conversion_method "{}" is not recognized\n' \
                'Choose from: AllRoom2D, ExtrudedOnly, AllRoom3D.'.format(
                    conversion_method)
            raise ValueError(msg)

        # proceed to convert all to Room2D; assign stories if they don't already exist
        min_diff = parse_distance_string('2m', model.units)
        remove_stories = False
        if not all([room.story is not None for room in model.rooms]):
            model.assign_stories_by_floor_height(min_diff)
            remove_stories = True
        # group the rooms by story and create dragonfly Stories
        story_dict = {}
        for room in model.rooms:
            try:
                story_dict[room.story].append(room)
            except KeyError:
                story_dict[room.story] = [room]
        # evaluate floor heights to see if floors should be split
        removed_flrs, new_flrs = [], {}
        for s_id, rms in story_dict.items():
            if not cls._room_story_geometry_valid(rms):
                rm_grps, flr_hts = Room.group_by_floor_height(rms, min_diff)
                for grp, ht in zip(rm_grps, flr_hts):
                    new_flrs['{}_{}'.format(s_id, ht)] = grp
                removed_flrs.append(s_id)
        for r_flr in removed_flrs:
            story_dict.pop(r_flr)
        story_dict.update(new_flrs)
        # create the Story and Building objects
        stories = [Story.from_honeybee(clean_string(str(s_id)), rms, model.tolerance)
                   for s_id, rms in story_dict.items()]
        bldg = cls(model.identifier, stories)
        bldg._display_name = model._display_name
        # if stories were auto-generated, remove them to avoid editing the input
        if remove_stories:
            for rm in model.rooms:
                rm.story = None
        return bldg

    @staticmethod
    def _room_story_geometry_valid(rooms):
        """Check that a set of Honeybee Rooms have geometry that makes a valid Story.

        Args:
            rooms: An array of Honeybee Rooms that will be checked to ensure their
                geometry makes a valid Story.

        Returns:
            True if the Room geometries make a valid Story. False if they do not.
        """
        if len(rooms) == 1:
            return True
        flr_hts = sorted([rm.geometry.min.z for rm in rooms])
        min_flr_to_ceil = min([rm.geometry.max.z - rm.geometry.min.z for rm in rooms])
        return True if flr_hts[-1] - flr_hts[0] < min_flr_to_ceil else False

    @property
    def unique_stories(self):
        """Get a tuple of only unique Story objects that form the Building.

        Repeated stories are represented only once but will have a non-unity multiplier.
        """
        return self._unique_stories

    @property
    def unique_room_2ds(self):
        """Get a list of the unique Room2D objects that form the Building."""
        rooms = []
        for story in self._unique_stories:
            rooms.extend(story.room_2ds)
        return rooms

    @property
    def room_3ds(self):
        """Get a tuple of additional 3D Honeybee Rooms assigned to the Building.

        These rooms are a part of the Building but are not represented within
        the unique_stories or unique_room_2ds. Matching the Honeybee Room.story
        property to the Dragonfly Story.display_name of an object within the
        unique_stories will effectively place the Honeybee Room on that Story
        for the purposes of floor_area, exterior_wall_area, etc. However, note
        that the Honeybee Room.multiplier property takes precedence over
        whatever multiplier is assigned to the Dragonfly Story that the
        Room.story may reference.
        """
        return self._room_3ds

    @property
    def room_3d_faces(self):
        """Get a list of all Face objects for the 3D Honeybee Rooms in the Building."""
        return [face for room in self._room_3ds for face in room._faces]

    @property
    def room_3d_apertures(self):
        """Get a list of all Aperture objects for the 3D Honeybee Rooms in the Building.
        """
        child_apertures = []
        for room in self._room_3ds:
            for face in room._faces:
                child_apertures.extend(face._apertures)
        return child_apertures

    @property
    def room_3d_doors(self):
        """Get a list of all Door objects for the 3D Honeybee Rooms in the Building."""
        child_doors = []
        for room in self._room_3ds:
            for face in room._faces:
                child_doors.extend(face._doors)
        return child_doors

    @property
    def room_3d_shades(self):
        """Get a list of all Shade objects for the 3D Honeybee Rooms in the Building."""
        child_shades = []
        for room in self._room_3ds:
            child_shades.extend(room.shades)
            for face in room.faces:
                child_shades.extend(face.shades)
                for ap in face._apertures:
                    child_shades.extend(ap.shades)
                for dr in face._doors:
                    child_shades.extend(dr.shades)
        return child_shades

    @property
    def has_room_2ds(self):
        """Get a boolean noting whether this Building has Room2Ds assigned under stories.
        """
        return len(self._unique_stories) != 0

    @property
    def has_room_3ds(self):
        """Get a boolean noting whether this Building has 3D Honeybee Rooms.
        """
        return len(self._room_3ds) != 0

    @property
    def room_2d_story_names(self):
        """Get a tuple of all Story display_names that have Room2Ds on them."""
        return tuple(story.display_name for story in self._unique_stories)

    @property
    def room_3d_story_names(self):
        """Get a tuple of all story display_names that have 3D Honeybee Rooms on them."""
        return tuple(set(rm.story for rm in self._room_3ds))

    @property
    def story_count(self):
        """Get an integer for the number of stories in the building.

        This includes both the Room2Ds within unique_stories (including the
        Story.multiplier) as well as all stories defined by the room_3ds.
        """
        r3d_stories = 0
        if self.has_room_3ds:
            story_2ds = self.room_2d_story_names
            for st in self.room_3d_story_names:
                if st not in story_2ds:
                    r3d_stories += 1
        return sum((story.multiplier for story in self._unique_stories)) + r3d_stories

    @property
    def story_count_above_ground(self):
        """Get an integer for the number of stories above the ground.

        All stories defined by 3D Rooms are assumed to be above ground.
        """
        r3d_stories = 0
        if self.has_room_3ds:
            story_2ds = self.room_2d_story_names
            for st in self.room_3d_story_names:
                if st not in story_2ds:
                    r3d_stories += 1
        return sum((story.multiplier for story in self.unique_stories_above_ground)) + \
            r3d_stories

    @property
    def unique_stories_above_ground(self):
        """Get a tuple of unique Story objects that are above the ground.

        A story is considered above the ground if at least one of its Room2Ds
        has an outdoor boundary condition.
        """
        return [story for story in self._unique_stories if story.is_above_ground]

    @property
    def height(self):
        """Get a number for the roof height of the Building as an absolute Z-coordinate.

        This property will account for the fact that the tallest Room may be a 3D
        Honeybee Room.
        """
        r2_h, r3_h = None, None
        if self.has_room_3ds:
            r3_h = max(r.max.z for r in self.room_3ds)
        if self.has_room_2ds:
            last_flr = self._unique_stories[-1]
            r2_h = last_flr.floor_height + \
                (last_flr.floor_to_floor_height * last_flr.multiplier)
        if r2_h is not None and r3_h is not None:
            return max(r2_h, r3_h)
        elif r2_h is not None:
            return r2_h
        return r3_h

    @property
    def height_above_ground(self):
        """Get a the height difference between the roof and first floor above the ground.

        This property will account for any 3D Room if they exist.
        """
        r2_h, r3_h, bldg_h = None, None, self.height
        try:
            r2_h = bldg_h - self.unique_stories_above_ground[0].floor_height
        except IndexError:  # building completely below ground or no Room2Ds
            r2_h = 0
        if self.has_room_3ds:
            r3_h = bldg_h - min(r.min.z for r in self.room_3ds)
        if r2_h is not None and r3_h is not None:
            return max(r2_h, r3_h)
        elif r2_h is not None:
            return r2_h
        return r3_h

    @property
    def height_from_first_floor(self):
        """Get a the height difference between the roof and the bottom-most floor.

        This property will account for any 3D Room if they exist.
        """
        r2_h, r3_h, bldg_h = None, None, self.height
        try:
            r2_h = bldg_h - self.unique_stories[0].floor_height
        except IndexError:  # building completely below ground or no Room2Ds
            r2_h = 0
        if self.has_room_3ds:
            r3_h = bldg_h - min(r.min.z for r in self.room_3ds)
        if r2_h is not None and r3_h is not None:
            return max(r2_h, r3_h)
        elif r2_h is not None:
            return r2_h
        return r3_h

    @property
    def footprint_area(self):
        """Get a number for the total footprint area of the Building.

        The footprint is derived from the lowest dragonfly Story of the building
        unless the Building is composed entirely of 3D Rooms, in which case it
        is the combined floor area of the Rooms belonging to the lowest story.
        """
        try:
            return self._unique_stories[0].floor_area
        except IndexError:  # no Room2Ds
            return sum(r.floor_area for r in self._lowest_story_room_3ds()
                       if not r.exclude_floor_area)

    @property
    def floor_area(self):
        """Get a number for the total floor area in the Building.

        This property uses both the 2D Story multipliers and the 3D Room multipliers
        to determine the total floor area.
        """
        fa_r2 = sum([story.floor_area * story.multiplier
                     for story in self._unique_stories])
        fa_r3 = sum([room.floor_area * room.multiplier for room in self._room_3ds
                     if not room.exclude_floor_area])
        return fa_r2 + fa_r3

    @property
    def exterior_wall_area(self):
        """Get a number for the total exterior wall area in the Building.

        This property uses both the 2D Story multipliers and the 3D Room multipliers
        to determine the total exterior wall area.
        """
        ewa_r2 = sum([story.exterior_wall_area * story.multiplier
                      for story in self._unique_stories])
        ewa_r3 = sum([r.exterior_wall_area * r.multiplier for r in self._room_3ds])
        return ewa_r2 + ewa_r3

    @property
    def exterior_aperture_area(self):
        """Get a number for the total exterior wall aperture area in the Building.

        This property uses both the 2D Story multipliers and the 3D Room multipliers
        to determine the total exterior wall aperture area. All skylights apertures
        are excluded.
        """
        eaa_r2 = sum([story.exterior_aperture_area * story.multiplier
                      for story in self._unique_stories])
        eaa_r3 = sum([room.exterior_wall_aperture_area * room.multiplier
                      for room in self._room_3ds])
        return eaa_r2 + eaa_r3

    @property
    def volume(self):
        """Get a number for the volume of all the Rooms in the Building.

        This property uses both the 2D Story multipliers and the 3D Room multipliers
        to determine the total Building volume.
        """
        v_2r = sum([story.volume * story.multiplier for story in self._unique_stories])
        v_3r = sum([room.volume * room.multiplier for room in self._room_3ds])
        return v_2r + v_3r

    @property
    def min(self):
        """Get a Point2D for the min bounding rectangle vertex in the XY plane.

        This is useful in calculations to determine if this Building is in proximity
        to other objects.
        """
        r2_min_pt, r3_min_pt = None, None
        if self.has_room_2ds:
            r2_min_pt = self._calculate_min(self._unique_stories)
        if self.has_room_3ds:
            r3_min_pt = Model._calculate_min(self._room_3ds)
        if r2_min_pt is not None and r3_min_pt is not None:
            return Point2D(min(r2_min_pt.x, r3_min_pt.x), min(r2_min_pt.y, r3_min_pt.y))
        elif r2_min_pt is not None:
            return r2_min_pt
        return Point2D(r3_min_pt.x, r3_min_pt.y)

    @property
    def max(self):
        """Get a Point2D for the max bounding rectangle vertex in the XY plane.

        This is useful in calculations to determine if this Building is in proximity
        to other objects.
        """
        r2_max_pt, r3_max_pt = None, None
        if self.has_room_2ds:
            r2_max_pt = self._calculate_max(self._unique_stories)
        if self.has_room_3ds:
            r3_max_pt = Model._calculate_max(self._room_3ds)
        if r2_max_pt is not None and r3_max_pt is not None:
            return Point2D(max(r2_max_pt.x, r3_max_pt.x), max(r2_max_pt.y, r3_max_pt.y))
        elif r2_max_pt is not None:
            return r2_max_pt
        return Point2D(r3_max_pt.x, r3_max_pt.y)

    def all_stories(self):
        """Get a list of all Story objects that form the Building.

        The Story objects returned here each have a multiplier of 1 and repeated
        stories are represented will their own Story object. 3D Rooms are not included
        in this output.
        """
        all_stories = []
        for story in self._unique_stories:
            new_story = story.duplicate()
            new_story.add_prefix('Flr1')
            new_story.multiplier = 1
            all_stories.append(new_story)

            if story.multiplier != 1:
                for i in range(story.multiplier - 1):
                    new_story = story.duplicate()
                    new_story.add_prefix('Flr{}'.format(i + 2))
                    new_story.multiplier = 1
                    m_vec = Vector3D(0, 0, story.floor_to_floor_height * (i + 1))
                    new_story.move(m_vec)
                    all_stories.append(new_story)
        return all_stories

    def all_room_2ds(self):
        """Get a list of all Room2D objects that form the Building."""
        rooms = []
        for story in self.all_stories():
            rooms.extend(story.room_2ds)
        return rooms

    def room_3ds_by_story(self, story_name):
        """Get all of the 3D Honeybee Room objects assigned to a particular story.

        Args:
            story_name: Text for the display_name of the Story for which
                Honeybee Room objects will be returned.
        """
        rooms = []
        for room in self.room_3ds:
            if room.story == story_name:
                rooms.append(room)
        return rooms

    def footprint(self, tolerance=0.01):
        """A list of Face3D objects representing the footprint of the building.

        The footprint is derived from the lowest story of the building and, if
        all Room2Ds of this story can be joined into a single continuous polyface,
        then only one Face3D will be contained in the list output from this method.
        Otherwise, several Face3Ds may be output.

        Args:
            tolerance: The minimum distance between points at which they are
                not considered touching. Default: 0.01, suitable for objects
                in meters.
        """
        if self.has_room_2ds:
            ground_story = self._unique_stories[0]
            if len(ground_story.room_2ds) == 1:  # no need to create any new geometry
                return [ground_story.room_2ds[0].floor_geometry]
            else:  # need a single list of Face3Ds for the whole footprint
                return ground_story.footprint(tolerance)
        foot_rooms = self._lowest_story_room_3ds()
        return Room.grouped_horizontal_boundary(foot_rooms, tolerance=tolerance)

    def shade_representation(
            self, exclude_index=None, cap=False, include_room3ds=False, tolerance=0.01):
        """A list of honeybee Shade objects representing the building geometry.

        These can be used to account for this Building's shade in the simulation of
        another nearby Building.

        Args:
            exclude_index: An optional index for a unique_story to be excluded from
                the shade representation. If None, all stories will be included
                in the result. (Default: None).
            cap: Boolean to note whether the shade representation should be capped
                with a top face. Usually, this is not necessary to account for
                blocked sun and is only needed when it's important to account for
                reflected sun off of roofs. (Default: False).
            include_room3ds: Boolean to note whether the 3D Rooms assigned to
                this Building should be included in the shade representation.
                Only exterior geometries are included. (Default: False).
            tolerance: The minimum distance between points at which they are
                not considered touching. Default: 0.01, suitable for objects
                in meters.
        """
        context_shades = []
        if exclude_index is None:
            for story in self.unique_stories:
                context_shades.extend(story.shade_representation(cap, tolerance))
        else:
            for i, story in enumerate(self.unique_stories):
                if i != exclude_index:
                    context_shades.extend(story.shade_representation(cap, tolerance))
                else:
                    mult_shd = story.shade_representation_multiplier(
                        cap=cap, tolerance=tolerance)
                    context_shades.extend(mult_shd)
        if include_room3ds and self.has_room_3ds:
            for room in self.room_3ds:
                for face in room.faces:
                    if isinstance(face.boundary_condition, Outdoors):
                        context_shades.append(Shade(face.identifier, face.geometry))
        return context_shades

    def suggested_alignment_axes(
            self, distance, direction=Vector2D(0, 1), angle_tolerance=1.0):
        """Get suggested LineSegment2Ds to be used for this Building.

        This method will return the most common axes across the Building's Room2D
        geometry along with the number of Room2D segments that correspond to each axis.
        The latter can be used to filter the suggested alignment axes to get
        only the most common ones across the Building.

        Args:
            distance: A number for the distance that will be used in the alignment
                operation. This will be used to determine the resolution at which
                alignment axes are generated and evaluated. Smaller alignment
                distances will result in the generation of more common_axes since
                a finer resolution can differentiate common that would typically be
                grouped together. For typical building geometry, an alignment distance
                of 0.3 meters or 1 foot is typically suitable for eliminating
                unwanted details while not changing the geometry too much from
                its original location.
            direction: A Vector2D object to represent the direction in which the
                common axes will be evaluated and generated.
            angle_tolerance: The max angle difference in radians that the Room2D
                segment direction can differ from the input direction before the
                segments are not factored into this calculation of common axes.

            Returns:
                A tuple with two elements.

            -   common_axes: A list of LineSegment2D objects for the common
                axes across the input Room2Ds.

            -   axis_values: A list of integers that aligns with the common_axes
                and denotes how many segments of the input Room2D each axis
                relates to. Higher numbers indicate that that the axis is more
                commonly aligned across the Room2Ds.
        """
        return Room2D.generate_alignment_axes(
            self.unique_room_2ds, distance, direction, angle_tolerance)

    def add_stories(self, stories):
        """Add additional Story objects to this Building.

        Using this method will ensure that Stories are ordered according to their
        floor height as they are added.

        Args:
            stories: A list or tuple of Story objects to be added to this building.
        """
        for story in stories:
            assert isinstance(story, Story), \
                'Expected dragonfly Story. Got {}'.format(type(story))
            story._parent = self
        unique_stories = list(self._unique_stories) + list(stories)
        unique_stories = tuple(sorted(unique_stories, key=lambda x: x.floor_height))
        self._unique_stories = unique_stories

    def add_room_3ds(self, rooms):
        """Add additional 3D Honeybee Room objects to this Building.

        Args:
            stories: A list or tuple of Honeybee Room objects to be added to
                this building.
        """
        for room in rooms:
            assert isinstance(room, Room), \
                'Expected honeybee Room. Got {}'.format(type(room))
            room._parent = self
            if room.story is None:
                room.story = 'Unknown'
        self._room_3ds = self._room_3ds + tuple(rooms)

    def convert_room_3d_to_2d(self, room_3d_identifier, tolerance=0.01):
        """Convert a single 3D Honeybee Room to a Dragonfly Room2D on this Building.

        This process will add the Room2D to an existing Dragonfly Story on the
        Building if the Honeybee Room.story matches a Story.display_name on this
        object. If not, a new Story on this Building will be initialized.

        Args:
            room_3d_identifier: The identifier of the 3D honeybee Room on this
                Building that will be converted to a dragonfly Room2D.
            tolerance: The maximum difference between values at which point vertices
                are considered to be the same. (Default: 0.01, suitable for
                objects in Meters).

        Returns:
            The newly-created Room2D object from the converted Room. Will be
            None if the Honeybee Room is not a closed solid and cannot be
            converted to a valid Room2D.
        """
        # get the Honeybee Room object to be converted
        hb_room_i = [i for i, r in enumerate(self.room_3ds)
                     if r.identifier == room_3d_identifier]
        if len(hb_room_i) == 0:
            raise ValueError(
                'No 3D Honeybee Room with an identifier of "{}" was found on '
                'Building "{}"'.format(room_3d_identifier, self.display_name))
        elif len(hb_room_i) != 1:
            raise ValueError(
                'Multiple 3D Honeybee Rooms with an identifier of "{}" were found on '
                'Building "{}"'.format(room_3d_identifier, self.display_name))
        new_room_3ds = list(self._room_3ds)
        hb_room = new_room_3ds.pop(hb_room_i[0])
        # create a Dragonfly Room2D from the Honeybee Room
        try:
            df_room = Room2D.from_honeybee(hb_room, tolerance)
        except Exception:
            msg = 'Room "{}" is not a closed solid and cannot be converted to ' \
                'a Room2D.'.format(hb_room.display_name)
            print(msg)
            return None
        self._room_3ds = tuple(new_room_3ds)
        # assign the Room2D to an existing Story or create a new one
        for story in self._unique_stories:
            if story.display_name == hb_room.story:
                story.add_room_2d(df_room)
                break
        else:  # a new Story object has to be initialized
            new_story = Story(clean_string(hb_room.story), (df_room,))
            new_story.display_name = hb_room.story
            self.add_stories([new_story])
        return df_room

    def convert_room_3ds_to_2d(self, room_3d_identifiers, tolerance=0.01):
        """Convert several 3D Honeybee Rooms on this Building to a Dragonfly Room2Ds.

        This process will add the Room2Ds to an existing Dragonfly Story on the
        Building if the Honeybee Room.story matches a Story.display_name on this
        object. If not, a new Story on this Building will be initialized.

        Args:
            room_3d_identifiers: A list of the identifiers for the 3D honeybee
                Rooms on this Building that will be converted to dragonfly Room2Ds.
            tolerance: The maximum difference between values at which point vertices
                are considered to be the same. (Default: 0.01, suitable for
                objects in Meters).

        Returns:
            A list of the newly-created Room2D objects from the converted Rooms.
            If a given 3D Room is not valid and cannot be converted to a Room2D,
            it will not be included in this output.
        """
        df_rooms = []
        for r3_id in room_3d_identifiers:
            new_r2 = self.convert_room_3d_to_2d(r3_id, tolerance)
            if new_r2 is not None:
                df_rooms.append(new_r2)
        return df_rooms

    def convert_all_room_3ds_to_2d(
            self, extrusion_rooms_only=True, tolerance=0.01, angle_tolerance=1):
        """Convert all 3D Honeybee Rooms on this Building to a Dragonfly Room2Ds.

        This process will add the Room2Ds to an existing Dragonfly Story on the
        Building if the Honeybee Room.story matches a Story.display_name on this
        object. If not, a new Story on this Building will be initialized.

        Args:
            extrusion_rooms_only: A boolean to note whether only the 3D Rooms that
                can be represented as a Room2D without loss of geometry should be
                converted to Room2Ds. When True, all 3D Rooms that are not pure
                extrusions will be left as they are. If False, all 3D Rooms in
                the model will be translated to Room2D regardless of whether they
                are extrusions or not, meaning that there may be some loss of
                geometry or simplification of it.
            tolerance: The maximum difference between values at which point vertices
                are considered to be the same. (Default: 0.01, suitable for
                objects in Meters).
            angle_tolerance: The max angle difference in degrees that Face3D normals
                are allowed to differ from the vertical or horizontal before they
                are no longer considered as such. (Default: 1 degree).

        Returns:
            A list of the newly-created Room2D objects from the converted Rooms.
        """
        # collect the relevant 3D Rooms if extrusion_rooms_only is selected
        new_room_3ds = []
        if extrusion_rooms_only:
            hb_rooms = []
            for hb_room in self.room_3ds:
                if self._is_room_3d_extruded(hb_room, tolerance, angle_tolerance):
                    hb_rooms.append(hb_room)
                else:
                    new_room_3ds.append(hb_room)
        else:
            hb_rooms = self.room_3ds

        # convert the relevant 3D Rooms to Room2D
        df_rooms = []
        for hb_room in hb_rooms:
            # create a Dragonfly Room2D from the Honeybee Room
            try:
                df_room = Room2D.from_honeybee(hb_room, tolerance)
            except Exception:  # invalid Honeybee Room that is not a closed solid
                msg = 'Room "{}" is not a closed solid and cannot be converted to ' \
                    'a Room2D.'.format(hb_room.display_name)
                print(msg)
                new_room_3ds.append(hb_room)
                continue
            # assign the Room2D to an existing Story or create a new one
            for story in self._unique_stories:
                if story.display_name == hb_room.story:
                    story.add_room_2d(df_room)
                    break
            else:  # a new Story object has to be initialized
                new_story = Story(clean_string(hb_room.story), (df_room,))
                new_story.display_name = hb_room.story
                self.add_stories([new_story])
            df_rooms.append(df_room)

        # reset the 3D Rooms on this object
        self._room_3ds = tuple(new_room_3ds)
        return df_rooms

    def add_prefix(self, prefix):
        """Change the object identifier and all child objects by inserting a prefix.

        This is particularly useful in workflows where you duplicate and edit
        a starting object and then want to combine it with the original object
        into one Model (like making a model of repeating buildings) since all objects
        within a Model must have unique identifiers.

        Args:
            prefix: Text that will be inserted at the start of this object's
                (and child objects') identifier and display_name. It is recommended
                that this prefix be short to avoid maxing out the 100 allowable
                characters for dragonfly identifiers.
        """
        self.identifier = clean_string('{}_{}'.format(prefix, self.identifier))
        if self._display_name is not None:
            self.display_name = '{}_{}'.format(prefix, self.display_name)
        self.properties.add_prefix(prefix)
        for story in self.unique_stories:
            story.add_prefix(prefix)
        for room in self.room_3ds:
            room.add_prefix(prefix)

    def separate_top_bottom_floors(self):
        """Separate top/bottom Stories with non-unity multipliers into their own Stories.

        The resulting first and last Stories will each have a multiplier of 1 and
        duplicated middle Stories will be added as needed. This method also
        automatically assigns the first story Room2Ds to have a ground contact
        floor and the top story Room2Ds to have an outdoor-exposed roof.

        This is particularly helpful when using to_honeybee workflows with
        multipliers but one wants to account for the heat exchange of the top
        or bottom floors with the ground or outdoors.
        """
        # do not do anything if the Building has no 2D Stories
        if not self.has_room_2ds:
            return

        # empty tuples in case no floors are added
        new_ground_floor, new_top_floor = (), ()

        # ensure that the bottom floor is unique
        if self._unique_stories[0].multiplier != 1:
            story = self._unique_stories[0]
            new_ground_floor = (self._separated_ground_floor(story),)
            story.multiplier = story.multiplier - 1
            story.move(Vector3D(0, 0, story.floor_to_floor_height))  # 2nd floor

        # ensure that the top floor is unique
        if self._unique_stories[-1].multiplier != 1:
            story = self._unique_stories[-1]
            new_top_floor = (self._separated_top_floor(story),)
            story.multiplier = story.multiplier - 1

        # set the unique stories to include any new top and bottom floors
        self._unique_stories = new_ground_floor + self._unique_stories + new_top_floor

        # assign the is_ground_contact and is_top_exposed properties
        self._unique_stories[0].set_ground_contact()
        self._unique_stories[-1].set_top_exposed()

    def separate_mid_floors(self, tolerance=0.01):
        """Separate all Stories with non-unity multipliers into two or three Stories.

        This method automatically assigns the first story Room2Ds to have a ground
        contact floor and will separate the top story of each unique story to
        have outdoor-exposed roofs when no Room2Ds are sensed above a given room.

        This is particularly helpful when using to_honeybee workflows with
        multipliers but one wants to account for the heat exchange of the top
        or bottom floors with the ground or outdoors.

        Args:
            tolerance: The tolerance that will be used to compute the point within
                the floor boundary that is used to check whether there is geometry
                above each Room2D. It is recommended that this number not be less
                than 1 centimeter to avoid long computation times. Default: 0.01,
                suitable for objects in meters.
        """
        # do not do anything if the Building has no 2D Stories
        if not self.has_room_2ds:
            return

        # ensure that the bottom floor is unique
        if self._unique_stories[0].multiplier != 1:
            story = self._unique_stories[0]
            new_ground_floor = self._separated_ground_floor(story)
            story.multiplier = story.multiplier - 1
            story.move(Vector3D(0, 0, story.floor_to_floor_height))  # 2nd floor
        else:
            new_ground_floor = self._unique_stories[0]
            if len(self._unique_stories) > 1:
                new_ground_floor.set_top_exposed_by_story_above(
                    self._unique_stories[1], tolerance)
            self._unique_stories = self._unique_stories[1:]

        # ensure that the top floor is unique
        new_top_floors = []
        for i, story in enumerate(self._unique_stories):
            if story.multiplier != 1:
                new_top_floor = self._separated_top_floor(story)
                story.multiplier = story.multiplier - 1
                try:
                    new_top_floor.set_top_exposed_by_story_above(
                        self._unique_stories[i + 1], tolerance)
                except IndexError:  # this is the last story
                    new_top_floor.set_top_exposed()
                new_top_floors.extend((story, new_top_floor))
            else:
                if i == len(self._unique_stories) - 1:
                    story.set_top_exposed()
                else:
                    story.set_top_exposed_by_story_above(
                        self._unique_stories[i + 1], tolerance)
                new_top_floors.append(story)

        # set the unique stories to include any new top and bottom floors
        self._unique_stories = (new_ground_floor,) + tuple(new_top_floors)

        # assign the is_ground_contact and is_top_exposed properties
        self._unique_stories[0].set_ground_contact()

    def set_outdoor_window_parameters(self, window_parameter):
        """Set all of the outdoor walls to have the same window parameters."""
        for story in self._unique_stories:
            story.set_outdoor_window_parameters(window_parameter)

    def set_outdoor_shading_parameters(self, shading_parameter):
        """Set all of the outdoor walls to have the same shading parameters."""
        for story in self._unique_stories:
            story.set_outdoor_shading_parameters(shading_parameter)

    def to_rectangular_windows(self):
        """Convert all of the windows of the Story to the RectangularWindows format."""
        for story in self._unique_stories:
            story.to_rectangular_windows()

    def move(self, moving_vec):
        """Move this Building along a vector.

        Args:
            moving_vec: A ladybug_geometry Vector3D with the direction and distance
                to move the object.
        """
        for story in self._unique_stories:
            story.move(moving_vec)
        for room in self._room_3ds:
            room.move(moving_vec)
        self.properties.move(moving_vec)

    def rotate_xy(self, angle, origin):
        """Rotate this Building counterclockwise in the XY plane by a certain angle.

        Args:
            angle: An angle in degrees.
            origin: A ladybug_geometry Point3D for the origin around which the
                object will be rotated.
        """
        for story in self._unique_stories:
            story.rotate_xy(angle, origin)
        for room in self._room_3ds:
            room.rotate_xy(angle, origin)
        self.properties.rotate_xy(angle, origin)

    def reflect(self, plane):
        """Reflect this Building across a plane.

        Args:
            plane: A ladybug_geometry Plane across which the object will be reflected.
        """
        for story in self._unique_stories:
            story.reflect(plane)
        for room in self._room_3ds:
            room.reflect(plane)
        self.properties.reflect(plane)

    def scale(self, factor, origin=None):
        """Scale this Building by a factor from an origin point.

        Args:
            factor: A number representing how much the object should be scaled.
            origin: A ladybug_geometry Point3D representing the origin from which
                to scale. If None, it will be scaled from the World origin (0, 0, 0).
        """
        for story in self._unique_stories:
            story.scale(factor, origin)
        for room in self._room_3ds:
            room.scale(factor, origin)
        self.properties.scale(factor, origin)

    def to_honeybee(self, use_multiplier=True, add_plenum=False, tolerance=0.01,
                    enforce_adj=True, enforce_solid=True):
        """Convert Dragonfly Building to a Honeybee Model.

        Args:
            use_multiplier: If True, the multipliers on this Building's Stories will be
                passed along to the generated Honeybee Room objects, indicating the
                simulation will be run once for each unique room and then results
                will be multiplied. If False, full geometry objects will be written
                for each and every floor in the building that are represented through
                multipliers and all resulting multipliers will be 1. (Default: True).
            add_plenum: Boolean to indicate whether ceiling/floor plenums should
                be auto-generated for the Rooms. (Default: False).
            tolerance: The minimum distance in z values of floor_height and
                floor_to_ceiling_height at which adjacent Faces will be split.
                Default: 0.01, suitable for objects in meters.
            enforce_adj: Boolean to note whether an exception should be raised if
                an adjacency between two Room2Ds is invalid (True) or if the invalid
                Surface boundary condition should be replaced with an Outdoor
                boundary condition (False). If False, any Walls containing
                WindowParameters and an illegal boundary condition will also
                be replaced with an Outdoor boundary condition. (Default: True).
            enforce_solid: Boolean to note whether rooms should be translated
                as solid extrusions whenever translating them with custom
                roof geometry produces a non-solid result (True) or the non-solid
                room geometry should be allowed to remain in the result (False).
                The latter is useful for understanding why a particular roof
                geometry has produced a non-solid result. (Default: True).

        Returns:
            A honeybee Model that represent the Building.
        """
        hb_rooms = []
        if use_multiplier:
            for story in self._unique_stories:
                hb_rooms.extend(story.to_honeybee(
                    True, add_plenum=add_plenum, tolerance=tolerance,
                    enforce_adj=enforce_adj, enforce_solid=enforce_solid))
        else:
            for story in self.all_stories():
                hb_rooms.extend(story.to_honeybee(
                    False, add_plenum=add_plenum, tolerance=tolerance,
                    enforce_adj=enforce_adj, enforce_solid=enforce_solid))
        for room in self.room_3ds:
            hb_rooms.append(room)
        hb_mod = Model(self.identifier, hb_rooms)
        hb_mod._display_name = self._display_name
        hb_mod._user_data = self._user_data
        return hb_mod

    def to_dict(self, abridged=False, included_prop=None):
        """Return Building as a dictionary.

        Args:
            abridged: Boolean to note whether the extension properties of the
                object (ie. construction sets) should be included in detail
                (False) or just referenced by identifier (True). Default: False.
            included_prop: List of properties to filter keys that must be included in
                output dictionary. For example ['energy'] will include 'energy' key if
                available in properties to_dict. By default all the keys will be
                included. To exclude all the keys from extensions use an empty list.
        """
        base = {'type': 'Building'}
        base['identifier'] = self.identifier
        base['display_name'] = self.display_name
        if len(self._unique_stories) != 0:
            base['unique_stories'] = [s.to_dict(abridged, included_prop)
                                      for s in self._unique_stories]
        if len(self._room_3ds) != 0:
            base['room_3ds'] = [r.to_dict(abridged, included_prop)
                                for r in self._room_3ds]
        base['properties'] = self.properties.to_dict(abridged, included_prop)
        if self.user_data is not None:
            base['user_data'] = self.user_data
        return base

    @property
    def to(self):
        """Building writer object.

        Use this method to access Writer class to write the building in other formats.
        """
        return writer

    @staticmethod
    def process_alleys(buildings, distance=1.0, adiabatic=False, tolerance=0.01):
        """Remove windows from any walls that within a distance of other buildings.

        This method can also optionally set the boundary conditions of these walls to
        adiabatic. This is helpful when attempting to account for alleys or parti walls
        that may exist between buildings of a denser urban district.

        Note that this staticmethod will edit the buildings in place so it may
        be appropriate to duplicate the Buildings before running this method.

        Args:
            buildings: Dragonfly Building objects which will have their windows removed
                if their walls lie within the distance of another building.
            distance: A number for the maximum distance of an alleyway in model
                units. If a wall is closer to another Building than this distance,
                the windows will be removed. (Default: 1.0; suitable for objects
                in meters).
            adiabatic: A boolean to note whether the walls that have their windows
                removed should also receive an Adiabatic boundary condition.
                This is useful when the alleyways are more like parti walls than
                distinct pathways that someone could traverse.
        """
        # get the adiabatic boundary condition in case we need it
        try:
            ad_bc = bcs.adiabatic
        except AttributeError:  # honeybee_energy is not loaded
            ad_bc = bcs.outdoors

        # get the footprints, heights and bounding points of all of the buildings
        footprints = [b.footprint(tolerance) for b in buildings]
        foot_poly = [[Polygon2D((Point2D(p.x, p.y) for p in f.vertices)) for f in face]
                     for face in footprints]
        heights = [b.height for b in buildings]
        bldg_pts = []
        for bldg in buildings:
            b_min, b_max = bldg.min, bldg.max
            center = Point2D((b_min.x + b_max.x) / 2, (b_min.y + b_max.y) / 2)
            bldg_pts.append((b_min, center, b_max))

        # loop through the buildings and set the properties of the relevant walls
        for i, bldg in enumerate(buildings):
            # first determine the relevant buildings and building heights
            rel_polys, rel_heights = [], []
            other_indices = range(i) + range(i + 1, len(buildings))
            for j in other_indices:
                if Building._bound_rect_in_dist(bldg_pts[i], bldg_pts[j], distance):
                    rel_polys.append(foot_poly[j])
                    rel_heights.append(heights[j])
            # then, loop through the story Room2Ds and set properties of relevant walls
            for story in bldg.unique_stories:
                for rm in story.room_2ds:
                    zip_obj = zip(
                        rm.boundary_conditions, rm.floor_segments_2d, rm.segment_normals)
                    new_bcs = list(rm.boundary_conditions)
                    new_win_pars = list(rm.window_parameters)
                    for k, (bc, seg, normal) in enumerate(zip_obj):
                        if not isinstance(bc, Outdoors):  # nothing to change
                            continue
                        seg_mid = seg.midpoint.move(normal * -tolerance)
                        seg_ray = LineSegment2D.from_sdl(seg_mid, normal, distance)
                        for rel_poly, rel_hgt in zip(rel_polys, rel_heights):
                            if story.floor_height >= rel_hgt - tolerance:
                                continue  # story above other bldg; we can ignore it
                            for o_poly in rel_poly:
                                if len(o_poly.intersect_line_ray(seg_ray)) > 0:
                                    # we have found an alleyway!
                                    new_win_pars[k] = None
                                    if adiabatic:
                                        new_bcs[k] = ad_bc
                                    break
                    # assign the new window parameters and boundary conditions
                    rm.window_parameters = new_win_pars
                    rm.boundary_conditions = new_bcs

    @staticmethod
    def district_to_honeybee(
            buildings, use_multiplier=True, add_plenum=False, tolerance=0.01,
            enforce_adj=True, enforce_solid=True):
        """Convert an array of Building objects into a single district honeybee Model.

        Args:
            buildings: An array of Building objects to be converted into a
                honeybee Model.
            use_multiplier: If True, the multipliers on this Building's Stories will be
                passed along to the generated Honeybee Room objects, indicating the
                simulation will be run once for each unique room and then results
                will be multiplied. If False, full geometry objects will be written
                for each and every floor in the building that are represented through
                multipliers and all resulting multipliers will be 1. (Default: True).
            add_plenum: Boolean to indicate whether ceiling/floor plenums should
                be auto-generated for the Rooms. (Default: False).
            tolerance: The minimum distance in z values of floor_height and
                floor_to_ceiling_height at which adjacent Faces will be split.
                Default: 0.01, suitable for objects in meters.
            enforce_adj: Boolean to note whether an exception should be raised if
                an adjacency between two Room2Ds is invalid (True) or if the invalid
                Surface boundary condition should be replaced with an Outdoor
                boundary condition (False). If False, any Walls containing
                WindowParameters and an illegal boundary condition will also
                be replaced with an Outdoor boundary condition. (Default: True).
            enforce_solid: Boolean to note whether rooms should be translated
                as solid extrusions whenever translating them with custom
                roof geometry produces a non-solid result (True) or the non-solid
                room geometry should be allowed to remain in the result (False).
                The latter is useful for understanding why a particular roof
                geometry has produced a non-solid result. (Default: True).

        Returns:
            A honeybee Model that represent the district.
        """
        # create a base model to which everything will be added
        base_model = buildings[0].to_honeybee(
            use_multiplier, add_plenum=add_plenum, tolerance=tolerance,
            enforce_adj=enforce_adj, enforce_solid=enforce_solid)
        # loop through each Building, create a model, and add it to the base one
        for bldg in buildings[1:]:
            base_model.add_model(bldg.to_honeybee(
                use_multiplier, add_plenum=add_plenum, tolerance=tolerance,
                enforce_adj=enforce_adj, enforce_solid=enforce_solid))
        return base_model

    @staticmethod
    def buildings_to_honeybee(
            buildings, context_shades=None, shade_distance=None,
            use_multiplier=True, add_plenum=False, cap=False, tolerance=0.01,
            enforce_adj=True, enforce_solid=True):
        """Convert an array of Buildings into several honeybee Models with self-shading.

        Each input Building will be exported into its own Model. For each Model,
        the other input Buildings will appear as context shade geometry. Thus,
        each Model is its own simulate-able unit accounting for the total
        self-shading of the input Buildings.

        Args:
            buildings: An array of Building objects to be converted into honeybee
                Models that account for their own shading of one another.
            context_shades: An optional array of ContextShade objects that will be
                added to the honeybee Models if their bounding box overlaps with a
                given building within the shade_distance.
            shade_distance: An optional number to note the distance beyond which other
                objects' shade should not be exported into a given Model. This is
                helpful for reducing the simulation run time of each Model when other
                connected buildings are too far away to have a meaningful impact on
                the results. If None, all other buildings will be included as context
                shade in each and every Model. Set to 0 to exclude all neighboring
                buildings from the resulting models. Default: None.
            use_multiplier: If True, the multipliers on this Building's Stories will be
                passed along to the generated Honeybee Room objects, indicating the
                simulation will be run once for each unique room and then results
                will be multiplied. If False, full geometry objects will be written
                for each and every floor in the building that are represented through
                multipliers and all room multipliers will be 1. (Default: True).
            add_plenum: Boolean to indicate whether ceiling/floor plenums should
                be auto-generated for the Rooms. (Default: False).
            cap: Boolean to note whether building shade representations should be capped
                with a top face. Usually, this is not necessary to account for
                blocked sun and is only needed when it's important to account for
                reflected sun off of roofs. (Default: False).
            tolerance: The minimum distance in z values of floor_height and
                floor_to_ceiling_height at which adjacent Faces will be split.
                Default: 0.01, suitable for objects in meters.
            enforce_adj: Boolean to note whether an exception should be raised if
                an adjacency between two Room2Ds is invalid (True) or if the invalid
                Surface boundary condition should be replaced with an Outdoor
                boundary condition (False). If False, any Walls containing
                WindowParameters and an illegal boundary condition will also
                be replaced with an Outdoor boundary condition. (Default: True).
            enforce_solid: Boolean to note whether rooms should be translated
                as solid extrusions whenever translating them with custom
                roof geometry produces a non-solid result (True) or the non-solid
                room geometry should be allowed to remain in the result (False).
                The latter is useful for understanding why a particular roof
                geometry has produced a non-solid result. (Default: True).

        Returns:
            A list of honeybee Models that represent the Building.
        """
        # create lists with all context representations of the buildings + shade
        bldg_shades, bldg_pts, con_shades, con_pts = Building._honeybee_shades(
            buildings, context_shades, shade_distance, cap, tolerance)
        # loop through each Building and create a model
        models = []  # list to be filled with Honeybee Models
        num_bldg = len(buildings)
        for i, bldg in enumerate(buildings):
            model = bldg.to_honeybee(
                use_multiplier, add_plenum=add_plenum, tolerance=tolerance,
                enforce_adj=enforce_adj, enforce_solid=enforce_solid)
            Building._add_context_to_honeybee(model, bldg_shades, bldg_pts, con_shades,
                                              con_pts, shade_distance, num_bldg, i)
            models.append(model)  # append to the final list of Models
        return models

    @staticmethod
    def stories_to_honeybee(
            buildings, context_shades=None, shade_distance=None,
            use_multiplier=True, add_plenum=False, cap=False, tolerance=0.01,
            enforce_adj=True, enforce_solid=True):
        """Convert an array of Buildings into one honeybee Model per story.

        Each Story of each input Building will be exported into its own Model. For each
        Honeybee Model, the other input Buildings will appear as context shade geometry
        as will all of the other stories of the same building. Thus, each Model
        is its own simulate-able unit accounting for the total self-shading of
        the input Buildings.

        Args:
            buildings: An array of Building objects to be converted into an array of
                honeybee Models with one story per model.
            context_shades: An optional array of ContextShade objects that will be
                added to the honeybee Models if their bounding box overlaps with a
                given building within the shade_distance.
            shade_distance: An optional number to note the distance beyond which other
                objects' shade should not be exported into a given Model. This is
                helpful for reducing the simulation run time of each Model when other
                connected buildings are too far away to have a meaningful impact on
                the results. If None, all other buildings will be included as context
                shade in each and every Model. Set to 0 to exclude all neighboring
                buildings from the resulting models. Default: None.
            use_multiplier: If True, the multipliers on this Building's Stories will be
                passed along to the generated Honeybee Room objects, indicating the
                simulation will be run once for each unique room and then results
                will be multiplied. If False, full geometry objects will be written
                for each and every floor in the building that are represented through
                multipliers and all room multipliers will be 1. (Default: True).
            add_plenum: Boolean to indicate whether ceiling/floor plenums should
                be auto-generated for the Rooms. (Default: False).
            cap: Boolean to note whether building shade representations should be capped
                with a top face. Usually, this is not necessary to account for
                blocked sun and is only needed when it's important to account for
                reflected sun off of roofs. (Default: False).
            tolerance: The minimum distance in z values of floor_height and
                floor_to_ceiling_height at which adjacent Faces will be split.
                Default: 0.01, suitable for objects in meters.
            enforce_adj: Boolean to note whether an exception should be raised if
                an adjacency between two Room2Ds is invalid (True) or if the invalid
                Surface boundary condition should be replaced with an Outdoor
                boundary condition (False). If False, any Walls containing
                WindowParameters and an illegal boundary condition will also
                be replaced with an Outdoor boundary condition. (Default: True).
            enforce_solid: Boolean to note whether rooms should be translated
                as solid extrusions whenever translating them with custom
                roof geometry produces a non-solid result (True) or the non-solid
                room geometry should be allowed to remain in the result (False).
                The latter is useful for understanding why a particular roof
                geometry has produced a non-solid result. (Default: True).

        Returns:
            A list of honeybee Models that represent the Stories.
        """
        # create lists with all context representations of the buildings + shade
        bldg_shades, bldg_pts, con_shades, con_pts = Building._honeybee_shades(
            buildings, context_shades, shade_distance, cap, tolerance)
        # loop through each Building and create a model
        models = []  # list to be filled with Honeybee Models
        num_bldg = len(buildings)
        for i, bldg in enumerate(buildings):
            dummy_model = Model(bldg.identifier)  # blank model to hold context shade
            Building._add_context_to_honeybee(
                dummy_model, bldg_shades, bldg_pts, con_shades, con_pts,
                shade_distance, num_bldg, i)
            bldg_con = list(dummy_model.orphaned_shades)
            if use_multiplier:
                for j, story in enumerate(bldg.unique_stories):
                    hb_rooms = story.to_honeybee(
                        True, add_plenum, tolerance=tolerance,
                        enforce_adj=enforce_adj, enforce_solid=enforce_solid)
                    if bldg.has_room_3ds:
                        hb_rooms.extend(bldg.room_3ds_by_story(story.display_name))
                    shds = bldg_con + bldg.shade_representation(j, cap, False, tolerance)
                    model = Model(story.identifier, hb_rooms, orphaned_shades=shds)
                    model.display_name = story.display_name
                    models.append(model)  # append to the final list of Models
            else:
                self_shds = [story.shade_representation(cap, tolerance)
                             for story in bldg.unique_stories]
                full_shades = []
                for j, story in enumerate(bldg.unique_stories):
                    for k in range(story.multiplier):
                        mult_shd = story.shade_representation_multiplier(
                            k, cap=cap, tolerance=tolerance)
                        mult_shd.extend([s for s_ar in self_shds[:j] for s in s_ar])
                        mult_shd.extend([s for s_ar in self_shds[j + 1:] for s in s_ar])
                        full_shades.append(mult_shd)
                for story, shades in zip(bldg.all_stories(), full_shades):
                    hb_rooms = story.to_honeybee(
                        True, add_plenum, tolerance=tolerance,
                        enforce_adj=enforce_adj, enforce_solid=enforce_solid)
                    if bldg.has_room_3ds:
                        hb_rooms.extend(bldg.room_3ds_by_story(story.display_name))
                    shds = bldg_con + shades
                    model = Model(story.identifier, hb_rooms, orphaned_shades=shds)
                    model.display_name = story.display_name
                    models.append(model)  # append to the final list of Models
            if bldg.has_room_3ds:  # organize them by story and add them
                accounted_for = bldg.room_2d_story_names
                r3_story_dict = bldg._story_dict_room_3d()
                shds = bldg_con + bldg.shade_representation(
                    None, cap, False, tolerance)
                for story_id, hb_rooms in r3_story_dict.items():
                    if story_id not in accounted_for:
                        model = Model(story_id, hb_rooms, orphaned_shades=shds)
                        models.append(model)  # append to the final list of Models
        return models

    def _story_dict_room_3d(self):
        """Get a dictionary of 3D Honeybee Rooms organized by story."""
        r3_story_dict = {}
        for room in self._room_3ds:
            try:
                r3_story_dict[room.story].append(room)
            except KeyError:
                r3_story_dict[room.story] = [room]
        return r3_story_dict

    def _lowest_story_room_3ds(self):
        """Get a list of Honeybee Rooms for the lowest story of the Building.

        Note that this method should typically only be used when the Building is
        composed entirely of 3D Honeybee Rooms.
        """
        r3_story_dict = self._story_dict_room_3d()
        floor_hgts, floor_rooms = [], []
        for rooms in r3_story_dict.values():
            flr_hgt = sum(r.average_floor_height for r in rooms) / len(rooms)
            floor_hgts.append(flr_hgt)
            floor_rooms.append(rooms)
        sort_rooms = [rs for _, rs in sorted(zip(floor_hgts, floor_rooms),
                                             key=lambda pair: pair[0])]
        return sort_rooms[0]

    @staticmethod
    def _is_room_3d_extruded(hb_room, tolerance, angle_tolerance):
        """Test if a 3D Room is a pure extrusion.

        Pure extrusions can be converted into Room2Ds without any loss or
        simplification of geometry.
        
        Args:
            hb_room: The 3D Honeybee Room to be tested.
            tolerance: The absolute tolerance with which the Room geometry will
                be evaluated.
            angle_tolerance: The angle tolerance at which the geometry will
                be evaluated in degrees.
        
        Returns:
            True if the 3D Room is a pure extrusion. False if not.
        """
        # set up the parameters for evaluating vertical or horizontal
        vert_vec = Vector3D(0, 0, 1)
        min_v_ang = math.radians(angle_tolerance)
        max_v_ang = math.pi - min_v_ang
        min_h_ang = (math.pi / 2) - min_v_ang
        max_h_ang = (math.pi / 2) + min_v_ang

        # loop through the 3D Room faces and test them
        for face in hb_room._faces:
            try:  # first make sure that the geometry is not degenerate
                clean_geo = face.geometry.remove_colinear_vertices(tolerance)
                v_ang = clean_geo.normal.angle(vert_vec)
                if v_ang <= min_v_ang or v_ang >= max_v_ang:
                    continue
                elif min_h_ang <= v_ang <= max_h_ang:
                    continue
                return False
            except AssertionError:  # degenerate face to ignore
                pass
        return True

    @staticmethod
    def _honeybee_shades(buildings, context_shades, shade_distance, cap, tolerance):
        """Get lists of Honeybee shades from Building and ContextShade objects."""
        bldg_shades, bldg_pts = [], []
        con_shades, con_pts = [], []
        if shade_distance is None or shade_distance > 0:
            for bldg in buildings:
                b_shades = bldg.shade_representation(
                    cap=cap, include_room3ds=True, tolerance=tolerance)
                bldg_shades.append(b_shades)
                b_min, b_max = bldg.min, bldg.max
                center = Point2D((b_min.x + b_max.x) / 2, (b_min.y + b_max.y) / 2)
                bldg_pts.append((b_min, center, b_max))
            if context_shades is not None:
                for con in context_shades:
                    con_shades.append(con.to_honeybee())
                    c_min, c_max = con.min, con.max
                    center = Point2D((c_min.x + c_max.x) / 2, (c_min.y + c_max.y) / 2)
                    con_pts.append((c_min, center, c_max))
        return bldg_shades, bldg_pts, con_shades, con_pts

    @staticmethod
    def _add_context_to_honeybee(model, bldg_shades, bldg_pts, con_shades, con_pts,
                                 shade_distance, num_bldg, i):
        """Add context shades to a Honeybee Model based on shade distance."""
        if shade_distance is None:  # add all other bldg shades to the model
            for j in xrange(i + 1, num_bldg):  # buildings before this one
                for shd in bldg_shades[j]:
                    model.add_shade(shd)
            for k in xrange(i):  # buildings after this one
                for shd in bldg_shades[k]:
                    model.add_shade(shd)
            for c_shade in con_shades:  # context shades
                for shd in c_shade:
                    model.add_shade(shd)
        elif shade_distance > 0:  # add only shade within the distance
            for j in xrange(i + 1, num_bldg):  # buildings before this one
                if Building._bound_rect_in_dist(bldg_pts[i], bldg_pts[j],
                                                shade_distance):
                    for shd in bldg_shades[j]:
                        model.add_shade(shd)
            for k in xrange(i):  # buildings after this one
                if Building._bound_rect_in_dist(bldg_pts[i], bldg_pts[k],
                                                shade_distance):
                    for shd in bldg_shades[k]:
                        model.add_shade(shd)
            for s in xrange(len(con_shades)):  # context shades
                if Building._bound_rect_in_dist(bldg_pts[i], con_pts[s],
                                                shade_distance):
                    for shd in con_shades[s]:
                        model.add_shade(shd)

    @staticmethod
    def _generate_room_2ds(face3d_array, flr_to_ceiling, perim_offset,
                           bldg_id, flr_count, tolerance):
        """Generate Room2D objects given geometry and information about their parent.

        Args:
            face3d_array: An array of Face3D objects to be turned into a Story's Room2Ds.
            flr_to_ceiling: The floor-to-ceiling height to use for all the Room2Ds.
            perim_offset: A perimeter offset to be used to subdivide Face3Ds
            bldg_id: Text for the identifier to which the rooms belong.
            flr_count: Integer for the which story the building belongs to.
            tolerance: Tolerance to be used in the creation of the Room2Ds.
        """
        # if there is a non-zero perimeter offset, separate core vs. perimeter zones
        if perim_offset != 0:
            assert perim_offset > 0, 'perimeter_offset cannot be less than than 0.'
            new_face3d_array = []
            for floor_face in face3d_array:
                z_val = floor_face[0].z
                if floor_face.has_holes:  # holes are not managed well in polyskel
                    bound_p = Polygon2D([Point2D(p.x, p.y) for p in floor_face.boundary])
                    if bound_p.is_clockwise:
                        bound_p = bound_p.reverse()
                    hole_p = []
                    for hole in floor_face.holes:
                        hp = Polygon2D([Point2D(p.x, p.y) for p in hole])
                        if hp.is_clockwise:
                            hp = hp.reverse()
                        hole_p.append(hp)
                    subp_perim, subp_core = \
                        perimeter_core_by_offset(bound_p, perim_offset, hole_p)
                    if subp_core is None:  # failed to offset the Face3D with holes
                        new_face3d_array.append(floor_face)  # just use existing floor
                    else:
                        core_b = [Point3D(p.x, p.y, z_val) for p in subp_core[0]]
                        core_h = [[Point3D(p.x, p.y, z_val) for p in hole]
                                  for hole in subp_core[1:]]
                        core_face = Face3D(core_b, holes=core_h)
                        new_face3d_array.append(core_face)
                        for spl in subp_perim:
                            sub_face = Face3D([Point3D(pt.x, pt.y, z_val) for pt in spl])
                            new_face3d_array.append(sub_face)
                else:
                    base_p = Polygon2D([Point2D(p.x, p.y) for p in floor_face.boundary])
                    if base_p.is_clockwise:
                        base_p = base_p.reverse()
                    try:
                        sub_polys_perim, sub_polys_core = perimeter_core_subpolygons(
                            polygon=base_p, distance=perim_offset, tol=tolerance)
                        for spl in sub_polys_perim + sub_polys_core:
                            sub_face = Face3D([Point3D(pt.x, pt.y, z_val) for pt in spl])
                            new_face3d_array.append(sub_face)
                    except (RuntimeError, TypeError):
                        # the generation of the polyskel failed
                        new_face3d_array.append(floor_face)  # just use existing floor
            face3d_array = new_face3d_array  # replace with offset core/perimeter

        # create the Room2D objects
        room_2ds = []
        for i, room_geo in enumerate(face3d_array):
            room = Room2D('{}_Floor{}_Room{}'.format(bldg_id, flr_count, i + 1),
                          room_geo, flr_to_ceiling, tolerance=tolerance)
            room_2ds.append(room)

        # solve for interior adjacency if there core/perimeter zoning was requested
        if perim_offset != 0:
            Room2D.solve_adjacency(room_2ds, tolerance)
        return room_2ds

    @staticmethod
    def _is_story_equivalent(face1, face2, tolerance):
        """Check whether area, XY centerpoint and XY first point match between Face3D.

        Args:
            face1: First Face3D to check.
            face2: Second Face3D to check.
            tolerance: The maximum difference between x, y, and z values at which
                point vertices are considered to be the same.

        Returns:
            True if face1 is geometrically equivalent to face 2 else False.
        """
        # check wether the center points match within tolerance.
        cent1 = face1.center
        cent2 = face2.center
        if abs(cent1.x - cent2.x) > tolerance or abs(cent1.y - cent2.y) > tolerance:
            return False

        # check wether the point at start matches within tolerance
        start1 = face1[0]
        start2 = face2[0]
        if abs(start1.x - start2.x) > tolerance or abs(start1.y - start2.y) > tolerance:
            return False

        # check whether areas match within tolerance
        area_tol = tolerance ** 2
        if abs(face1.area - face2.area) > area_tol:
            return False

        return True

    @staticmethod
    def _bound_rect_in_dist(bound_pts1, bound_pts2, distance):
        """Check if the bounding rectangles of two footprints overlap within a distance.

        Checking the overlap of the bounding rectangles is extremely quick given this
        method's use of the Separating Axis Theorem.

        Args:
            bound_pts1: An array of Point2Ds (min, center, max) for the first footprint.
            bound_pts2: An array of Point2Ds (min, center, max) for the second footprint.
            distance: Acceptable distance between the two bounding rectangles.
        """
        # Bounding rectangle check using the Separating Axis Theorem
        polygon1_width = bound_pts1[2].x - bound_pts1[0].x
        polygon2_width = bound_pts2[2].x - bound_pts2[0].x
        dist_btwn_x = abs(bound_pts1[1].x - bound_pts2[1].x)
        x_gap_btwn_rect = dist_btwn_x - (0.5 * polygon1_width) - (0.5 * polygon2_width)

        polygon1_height = bound_pts1[2].y - bound_pts1[0].y
        polygon2_height = bound_pts2[2].y - bound_pts2[0].y
        dist_btwn_y = abs(bound_pts1[1].y - bound_pts2[1].y)
        y_gap_btwn_rect = dist_btwn_y - (0.5 * polygon1_height) - (0.5 * polygon2_height)

        if x_gap_btwn_rect > distance or y_gap_btwn_rect > distance:
            return False  # no overlap
        return True  # overlap exists

    @staticmethod
    def _separated_ground_floor(base_story):
        """Get a separated ground floor from a base_story."""
        bottom = base_story.duplicate()  # generate a new bottom floor
        bottom.multiplier = 1
        bottom.add_prefix('Ground')
        return bottom

    @staticmethod
    def _separated_top_floor(base_story):
        """Get a separated top floor from a base_story."""
        top = base_story.duplicate()  # generate a new top floor
        move_vec = Vector3D(0, 0, top.floor_to_floor_height * (top.multiplier - 1))
        top.move(move_vec)
        top.multiplier = 1
        top.add_prefix('Top')
        return top

    def __copy__(self):
        new_b = Building(
            self.identifier, tuple(story.duplicate() for story in self._unique_stories),
            tuple(room.duplicate() for room in self._room_3ds))
        new_b._display_name = self._display_name
        new_b._user_data = None if self.user_data is None else self.user_data.copy()
        new_b._properties._duplicate_extension_attr(self._properties)
        return new_b

    def __len__(self):
        return len(self._unique_stories)

    def __getitem__(self, key):
        return self._unique_stories[key]

    def __iter__(self):
        return iter(self._unique_stories)

    def __repr__(self):
        return 'Building: %s' % self.display_name
