Use Circular wall to draw circular obstacles inside the simulated area (e.g. columns, pools, fountains, etc.).
There are two more graphical elements used for drawing walls and obstacles in pedestrian models:
- Wall. Use it to draw walls of complex forms (e.g. the exterior wall).
- Rectangular wall. Use it to draw rectangular areas non-accessible by pedestrians (e.g. working space).
To draw a circular wall
- Drag the Circular wall element from the Space Markup section of the Pedestrian Library palette to the graphical diagram.
- If your wall forms an oval, not a circle, deselect the Circle checkbox in the Position and size section of the circular wall properties.
- Resize the wall to get the wall of the required size.
- General
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Name — The name of the wall. The name is used to identify the wall.
Ignore — If selected, the wall is excluded from the model.
Visible on upper agent — If selected, the wall is also visible on the upper agent where this agent lives.
Lock — If selected, the wall shape is locked. Locked shapes do not react to mouse clicks — it is impossible to select them in the graphical editor until you unlock them.
Visible — Here you specify whether the shape is visible on animation at model runtime, or not. Using the control, choose yes or no.
- Appearance
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Color — Shape color. Used as the outline color. If the Fill type is any other value than No fill, also as the fill color.
Line width — The wall width.
Fill type — Fill style. Choose from the drop-down list, whether you want No fill, Solid area, or Hatched area.
- Position and size
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Level — Level where this area is located.
Circle — If selected, the wall forms a circle.
X — X-coordinate of the area’s start point.
Y — Y-coordinate of the area’s start point.
Z — [Enabled if Show in 3D option is selected] Z-coordinate of the wall, in meters. The value is relative to the Z-coordinate of the area’s level.
Radius — The horizontal radius of the wall oval (in pixels).
Radius Y — [Enabled if Circle option is not selected] The vertical radius of the wall oval (in pixels).
Z-Height — [Enabled if Show in 3D option is selected] The height of the wall (in pixels).
Rotation — The shape’s rotation angle in XY plane.
- Advanced
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Show in — Here you can choose whether you want the shape to be shown both In 2D and 3D animation, or in 2D only, or in 3D only.
Show name — If selected, the wall’s name is displayed on the graphical diagram.
You can dynamically modify the wall properties at model runtime using the following API.
- Position
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Function Description double getX() Returns the X coordinate of the wall. double getY() Returns the Y coordinate of the wall. double getZ() Returns the Z coordinate of the wall. void setPos(double x, double y, double z) Sets new coordinates for the wall.
x — the new value of the X coordinate.
y — the new value of the Y coordinate.
z — the new value of the Z coordinate. - Size
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Function Description double getRadiusX() Returns the "horizontal" radius of the circular wall. double getRadiusY() Returns the "vertical" radius of the circular wall. double getZHeight() Returns the Z-height of the wall (in pixels). void setZHeight (double zHeight) Sets the Z-height of the wall.
zHeight — the new height of the wall (in pixels)void setRadius(double radius) Sets both radiuses of the oval wall to the same given value, i.e. makes it a circular wall.
radius — the new radius (in pixels)void setRadius (double radiusX, double radiusY) Sets the new "horizontal" and "vertical" radiuses of the circular wall.
radiusX — the new "horizontal" radius (in pixels)
radiusY — the new "vertical" radius (in pixels)void setRadiusX(double radiusX) Sets the "horizontal" radius of the circular wall.
radiusX — the new "horizontal" radius (in pixels)void setRadiusY(double radiusY) Sets the "vertical" radius of the circular wall.
radiusY — the new "vertical" radius (in pixels) - Rotation
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Function Description double getRotation() Returns the rotation of the wall in radians (in the clockwise direction). void setRotation(double rotation) Sets the rotation of the wall.
rotation — the new value of rotation in radians (in the clockwise direction) - Visibility
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Function Description boolean isVisible() Returns true if the wall is visible; returns false otherwise. void setVisible(boolean v) Sets the visibility of the wall.
v — visibility. If v is true — the wall is set to be visible, if it is false — not visible. - Color / texture
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Function Description Color getColor() Returns the color of the wall, or null if the wall has no color or uses a texture (in this case use getTexture() to get the wall’s texture). Texture getTexture() Returns the texture of the wall or null if the wall has no texture but uses a color (in this case use getColor() to get the wall’s color). void setColor(Color color) Sets the color of the wall.
color — the new colorvoid setColor(Paint color) Sets the color (or texture) of the wall.
color — the new texture - Appearance
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Function Description double getLineWidth() Returns the width of the wall outline. void setLineWidth (double width) Sets the width of the wall outline; 0 means the thinnest possible outline.
width — the new width of the wall outlineWallFillingType getFillingType() Returns the filling type of the wall.
Valid values:
WallFillingType.WALL_FILL_NONE — No fill
WallFillingType.WALL_FILL_SOLID — Solid fill
WallFillingType.WALL_FILL_HATCHED — Hatched areavoid setFillingType(WallFillingType fillingType) Sets the filling type of the wall.
Valid values:
WallFillingType.WALL_FILL_NONE — No fill
WallFillingType.WALL_FILL_SOLID — Solid fill
WallFillingType.WALL_FILL_HATCHED — Hatched area - Level
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Function Description Level getLevel() Returns the level where this wall is located. - Removal
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Function Description void remove() Removes the wall from the presentation. If the wall is not a part of presentation, the function does nothing. Removal from the presentation does not necessarily mean removing from the model logic, since logical networks and routes may have been created before the removal and survive it.
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