I have discovered that if covering is in wall aggregate with door the problem is not solved
it works fine in my Bonsai 0.8.2 250225 with an aggregated wall made out of 1 wall and 2 plastering layers and a door
if you need NetArea only Blender engine works but you lose the GrossArea, with IfcOpenShell it returns the GrossArea only
mind you, the sequence to use IfcElementAssembly to aggregate elements containing a door/window is:
have the elements in their final arrangement (e.g. Int. plastering-wall-Ext. plastering)
apply the door, which likely is going to create a void in one of the plastering layer
select only the 2 plastering elements + wall (not the door) and create an IfcElementAssembly > assign a name (place your 3D cursor where you want the empty to be positioned)
select the entity that received the void from the door > Alt+O to show the void
select the void (it turns green) and shift click the empty from the IfcElementAssembly in the 3D Viewport, you can also use the Outliner but you need to use Ctrl key, not Shift
click shift+O to apply void on all elements in the assembly
click Alt+O to hide the void in case it's still showing
Comments
Use the 'Blender' quantity take off engine instead of the 'ifcopenshell' one.
I was using COV10 type of IFC4 Demo Template...COV20 type works !... also duplicated for various thickness. Thank you for the patience
I have discovered that if covering is in wall aggregate with door the problem is not solved
@Amerigo yeah, i think that quantity take off doesn't work with an aggregate...
But it should work for every single object
@Amerigo
it works fine in my Bonsai 0.8.2 250225 with an aggregated wall made out of 1 wall and 2 plastering layers and a door
if you need NetArea only Blender engine works but you lose the GrossArea, with IfcOpenShell it returns the GrossArea only
mind you, the sequence to use IfcElementAssembly to aggregate elements containing a door/window is:
Ok thank you all