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@@ -516,26 +516,24 @@ struct DaylightingManagerData : BaseGlobalStruct | |
// I = 1 for clear sky, 2 for clear turbid, 3 for intermediate, 4 for overcast; | ||
// J = 1 for bare window, 2 - 12 for shaded; | ||
// K = sun position index. | ||
Array3D<Real64> EINTSK = Array3D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 4, 0.0); // Sky-related portion of internally reflected illuminance | ||
Array2D<Real64> EINTSU = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 0.0); // Sun-related portion of internally reflected illuminance, | ||
Array3D<Real64> EINTSK; // Sky-related portion of internally reflected illuminance | ||
Array2D<Real64> EINTSU; // Sun-related portion of internally reflected illuminance, | ||
// excluding entering beam | ||
Array2D<Real64> EINTSUdisk = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 0.0); // Sun-related portion of internally reflected illuminance | ||
Array2D<Real64> EINTSUdisk; // Sun-related portion of internally reflected illuminance | ||
// due to entering beam | ||
Array3D<Real64> WLUMSK = Array3D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 4, 0.0); // Sky-related window luminance | ||
Array2D<Real64> WLUMSU = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 0.0); // Sun-related window luminance, excluding view of solar disk | ||
Array2D<Real64> WLUMSUdisk = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 0.0); // Sun-related window luminance, due to view of solar disk | ||
Array3D<Real64> WLUMSK; // Sky-related window luminance | ||
Array2D<Real64> WLUMSU; // Sun-related window luminance, excluding view of solar disk | ||
Array2D<Real64> WLUMSUdisk; // Sun-related window luminance, due to view of solar disk | ||
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Array2D<Real64> GILSK = Array2D<Real64>(24, 4, 0.0); // Horizontal illuminance from sky, by sky type, for each hour of the day | ||
Array1D<Real64> GILSU = Array1D<Real64>(24, 0.0); // Horizontal illuminance from sun for each hour of the day | ||
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Array3D<Real64> EDIRSK = Array3D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 4); // Sky-related component of direct illuminance | ||
Array2D<Real64> EDIRSU = | ||
Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1); // Sun-related component of direct illuminance (excluding beam solar at ref pt) | ||
Array2D<Real64> EDIRSUdisk = | ||
Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1); // Sun-related component of direct illuminance due to beam solar at ref pt | ||
Array3D<Real64> AVWLSK = Array3D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 4); // Sky-related average window luminance | ||
Array2D<Real64> AVWLSU = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1); // Sun-related average window luminance, excluding view of solar disk | ||
Array2D<Real64> AVWLSUdisk = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1); // Sun-related average window luminance due to view of solar disk | ||
Array3D<Real64> EDIRSK; // Sky-related component of direct illuminance | ||
Array2D<Real64> EDIRSU; // Sun-related component of direct illuminance (excluding beam solar at ref pt) | ||
Array2D<Real64> EDIRSUdisk; // Sun-related component of direct illuminance due to beam solar at ref pt | ||
Array3D<Real64> AVWLSK; // Sky-related average window luminance | ||
Array2D<Real64> AVWLSU; // Sun-related average window luminance, excluding view of solar disk | ||
Array2D<Real64> AVWLSUdisk; // Sun-related average window luminance due to view of solar disk | ||
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// Allocatable daylight factor arrays -- are in the ZoneDaylight Structure | ||
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@@ -668,24 +666,24 @@ struct DaylightingManagerData : BaseGlobalStruct | |
Array1D<Real64> BACLUM; | ||
Array1D<Real64> DayltgInteriorMapIllumGLRNDX; | ||
Array1D<Real64> daylight_illum; | ||
Array1D<Real64> FLFWSU = Array1D<Real64>(DataSurfaces::MaxSlatAngs + 1); // Sun-related downgoing luminous flux, excluding entering beam | ||
Array1D<Real64> FLFWSUdisk = Array1D<Real64>(DataSurfaces::MaxSlatAngs + 1); // Sun-related downgoing luminous flux, due to entering beam | ||
Array1D<Real64> FLCWSU = Array1D<Real64>(DataSurfaces::MaxSlatAngs + 1); // Sun-related upgoing luminous flux | ||
Array1D<Real64> TransMult = Array1D<Real64>(DataSurfaces::MaxSlatAngs); // Transmittance multiplier | ||
Array1D<Real64> DayltgInterReflectedIllumTransBmBmMult = Array1D<Real64>(DataSurfaces::MaxSlatAngs); // Isolated blind beam-beam transmittance | ||
Array1D<Real64> TransBmBmMult = Array1D<Real64>(DataSurfaces::MaxSlatAngs); // Beam-beam transmittance of isolated blind | ||
Array1D<Real64> TransBmBmMultRefl = Array1D<Real64>(DataSurfaces::MaxSlatAngs); // As above but for beam reflected from exterior obstruction | ||
Array1D<Real64> PH = Array1D<Real64>(DaylightingManager::NPH); // Altitude of sky element (radians) | ||
Array1D<Real64> TH = Array1D<Real64>(DaylightingManager::NTH); // Azimuth of sky element (radians) | ||
Array1D<Real64> SPHCPH = Array1D<Real64>(DaylightingManager::NPH); // Sine times cosine of altitude of sky element | ||
Array1D<Real64> SetPnt; // Illuminance setpoint at reference points (lux) | ||
Array1D<Real64> GLRNDX; // Glare index at reference point | ||
Array1D<Real64> GLRNEW; // New glare index at reference point | ||
Array2D<Real64> FLCWSK = Array2D<Real64>(DataSurfaces::MaxSlatAngs + 1, 4); // Sky-related upgoing luminous flux | ||
Array1D<Real64> FLFWSU; // Sun-related downgoing luminous flux, excluding entering beam | ||
Array1D<Real64> FLFWSUdisk; // Sun-related downgoing luminous flux, due to entering beam | ||
Array1D<Real64> FLCWSU; // Sun-related upgoing luminous flux | ||
Array1D<Real64> TransMult; // Transmittance multiplier | ||
Array1D<Real64> DayltgInterReflectedIllumTransBmBmMult; // Isolated blind beam-beam transmittance | ||
Array1D<Real64> TransBmBmMult; // Beam-beam transmittance of isolated blind | ||
Array1D<Real64> TransBmBmMultRefl; // As above but for beam reflected from exterior obstruction | ||
Array1D<Real64> PH = Array1D<Real64>(DaylightingManager::NPH); // Altitude of sky element (radians) | ||
Array1D<Real64> TH = Array1D<Real64>(DaylightingManager::NTH); // Azimuth of sky element (radians) | ||
Array1D<Real64> SPHCPH = Array1D<Real64>(DaylightingManager::NPH); // Sine times cosine of altitude of sky element | ||
Array1D<Real64> SetPnt; // Illuminance setpoint at reference points (lux) | ||
Array1D<Real64> GLRNDX; // Glare index at reference point | ||
Array1D<Real64> GLRNEW; // New glare index at reference point | ||
Array2D<Real64> FLCWSK; // Sky-related upgoing luminous flux | ||
Array2D<Real64> SkyObstructionMult = | ||
Array2D<Real64>(DaylightingManager::NPHMAX, | ||
DaylightingManager::NTHMAX); // Ratio of obstructed to unobstructed sky diffuse at a ground point for each (TH,PH) direction | ||
Array2D<Real64> FLFWSK = Array2D<Real64>(DataSurfaces::MaxSlatAngs + 1, 4); // Sky-related downgoing luminous flux | ||
Array2D<Real64> FLFWSK; // Sky-related downgoing luminous flux | ||
Array2D<Real64> ObTransM = Array2D<Real64>(DaylightingManager::NPHMAX, DaylightingManager::NTHMAX); // ObTrans value for each (TH,PH) direction | ||
Array2D<Real64> SFSKHR = Array2D<Real64>(2, 4); // Sky source luminance factor for sky type (second index), bare/shaded window (first index) | ||
Array2D<Real64> DFSKHR = Array2D<Real64>(2, 4); // Sky daylight factor for sky type (second index), bare/shaded window (first index) | ||
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@@ -757,20 +755,20 @@ struct DaylightingManagerData : BaseGlobalStruct | |
this->SPHSUNHR = Array1D<Real64>(24, 0.0); | ||
this->CPHSUNHR = Array1D<Real64>(24, 0.0); | ||
this->THSUNHR = Array1D<Real64>(24, 0.0); | ||
this->EINTSK = Array3D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 4, 0.0); | ||
this->EINTSU = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 0.0); | ||
this->EINTSUdisk = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 0.0); | ||
this->WLUMSK = Array3D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 4, 0.0); | ||
this->WLUMSU = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 0.0); | ||
this->WLUMSUdisk = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 0.0); | ||
this->EINTSK.deallocate(); | ||
this->EINTSU.deallocate(); | ||
this->EINTSUdisk.deallocate(); | ||
this->WLUMSK.deallocate(); | ||
this->WLUMSU.deallocate(); | ||
this->WLUMSUdisk.deallocate(); | ||
this->GILSK = Array2D<Real64>(24, 4, 0.0); | ||
this->GILSU = Array1D<Real64>(24, 0.0); | ||
this->EDIRSK = Array3D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 4); | ||
this->EDIRSU = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1); | ||
this->EDIRSUdisk = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1); | ||
this->AVWLSK = Array3D<Real64>(24, DataSurfaces::MaxSlatAngs + 1, 4); | ||
this->AVWLSU = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1); | ||
this->AVWLSUdisk = Array2D<Real64>(24, DataSurfaces::MaxSlatAngs + 1); | ||
this->EDIRSK.deallocate(); | ||
this->EDIRSU.deallocate(); | ||
this->EDIRSUdisk.deallocate(); | ||
this->AVWLSK.deallocate(); | ||
this->AVWLSU.deallocate(); | ||
this->AVWLSUdisk.deallocate(); | ||
this->TDDTransVisBeam.deallocate(); | ||
this->TDDFluxInc.deallocate(); | ||
this->TDDFluxTrans.deallocate(); | ||
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@@ -835,37 +833,32 @@ struct DaylightingManagerData : BaseGlobalStruct | |
this->VTDark = 0.0; | ||
this->VTMULT = 1.0; | ||
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this->DayltgInteriorMapIllumDFSKHR = | ||
Array2D<Real64>(2, 4); // Sky daylight factor for sky type (first index), bare/shaded window (second index) | ||
this->DayltgInteriorMapIllumBFSKHR = | ||
Array2D<Real64>(2, 4); // Sky background luminance factor for sky type (first index), bare/shaded window (second index) | ||
this->DayltgInteriorMapIllumSFSKHR = | ||
Array2D<Real64>(2, 4); // Sky source luminance factor for sky type (first index), bare/shaded window (second index) | ||
this->DayltgInteriorMapIllumDFSKHR = Array2D<Real64>(2, 4); | ||
this->DayltgInteriorMapIllumBFSKHR = Array2D<Real64>(2, 4); | ||
this->DayltgInteriorMapIllumSFSKHR = Array2D<Real64>(2, 4); | ||
this->BACLUM.clear(); | ||
this->DayltgInteriorMapIllumGLRNDX.clear(); | ||
this->daylight_illum.clear(); | ||
this->FLFWSU = Array1D<Real64>(DataSurfaces::MaxSlatAngs + 1); // Sun-related downgoing luminous flux, excluding entering beam | ||
this->FLFWSUdisk = Array1D<Real64>(DataSurfaces::MaxSlatAngs + 1); // Sun-related downgoing luminous flux, due to entering beam | ||
this->FLCWSU = Array1D<Real64>(DataSurfaces::MaxSlatAngs + 1); // Sun-related upgoing luminous flux | ||
this->TransMult = Array1D<Real64>(DataSurfaces::MaxSlatAngs); // Transmittance multiplier | ||
this->DayltgInterReflectedIllumTransBmBmMult = Array1D<Real64>(DataSurfaces::MaxSlatAngs); // Isolated blind beam-beam transmittance | ||
this->TransBmBmMult = Array1D<Real64>(DataSurfaces::MaxSlatAngs); // Beam-beam transmittance of isolated blind | ||
this->TransBmBmMultRefl = Array1D<Real64>(DataSurfaces::MaxSlatAngs); // As above but for beam reflected from exterior obstruction | ||
this->PH = Array1D<Real64>(DaylightingManager::NPH); // Altitude of sky element (radians) | ||
this->TH = Array1D<Real64>(DaylightingManager::NTH); // Azimuth of sky element (radians) | ||
this->SPHCPH = Array1D<Real64>(DaylightingManager::NPH); // Sine times cosine of altitude of sky element | ||
this->FLFWSU.clear(); | ||
this->FLFWSUdisk.clear(); | ||
this->FLCWSU.clear(); | ||
this->TransMult.clear(); | ||
this->DayltgInterReflectedIllumTransBmBmMult.clear(); | ||
this->TransBmBmMult.clear(); | ||
this->TransBmBmMultRefl.clear(); | ||
this->PH = Array1D<Real64>(DaylightingManager::NPH); | ||
this->TH = Array1D<Real64>(DaylightingManager::NTH); | ||
this->SPHCPH = Array1D<Real64>(DaylightingManager::NPH); | ||
this->SetPnt.clear(); | ||
this->GLRNDX.clear(); | ||
this->GLRNEW.clear(); | ||
this->FLCWSK = Array2D<Real64>(DataSurfaces::MaxSlatAngs + 1, 4); // Sky-related upgoing luminous flux | ||
this->SkyObstructionMult = Array2D<Real64>( | ||
DaylightingManager::NPHMAX, | ||
DaylightingManager::NTHMAX); // Ratio of obstructed to unobstructed sky diffuse at a ground point for each (TH,PH) direction | ||
this->FLFWSK = Array2D<Real64>(DataSurfaces::MaxSlatAngs + 1, 4); // Sky-related downgoing luminous flux | ||
this->ObTransM = Array2D<Real64>(DaylightingManager::NPHMAX, DaylightingManager::NTHMAX); // ObTrans value for each (TH,PH) direction | ||
this->SFSKHR = Array2D<Real64>(2, 4); // Sky source luminance factor for sky type (second index), bare/shaded window (first index) | ||
this->DFSKHR = Array2D<Real64>(2, 4); // Sky daylight factor for sky type (second index), bare/shaded window (first index) | ||
this->BFSKHR = Array2D<Real64>(2, 4); // Sky background luminance factor for sky type (second index), bare/shaded window (first index) | ||
this->FLCWSK.clear(); | ||
this->SkyObstructionMult = Array2D<Real64>(DaylightingManager::NPHMAX, DaylightingManager::NTHMAX); | ||
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this->FLFWSK.clear(); | ||
this->ObTransM = Array2D<Real64>(DaylightingManager::NPHMAX, DaylightingManager::NTHMAX); | ||
this->SFSKHR = Array2D<Real64>(2, 4); | ||
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amirroth
Collaborator
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this->DFSKHR = Array2D<Real64>(2, 4); | ||
this->BFSKHR = Array2D<Real64>(2, 4); | ||
this->tmpIllumFromWinAtRefPt.clear(); | ||
this->tmpBackLumFromWinAtRefPt.clear(); | ||
this->tmpSourceLumFromWinAtRefPt.clear(); | ||
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Maybe not for this PR, but ... a lot of these things have sizes that are compile-time constants and can be made into std::array that are not separately heap allocated at all.