Walls are objects, which pedestrians cannot cross. They define walls and obstacles present in the simulated space. Use these three markup shapes to draw walls on top of your drawing:
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, etc.).
Circular Wall - Use circular wall to draw circular obstacles inside the simulated area (e.g. columns, pools, fountains, etc.)
Target Line is used in all pedestrian models since it defines the place where pedestrians appear in the simulated space. You can also use target line to draw the destination of the pedestrian movement and pedestrians waiting location (however, they can also be defined with nodes and points). Target line is also used when you simulate how people go from one level to another.
Service with Lines - Used to define service(s) with queue lines where pedestrians wait until the service becomes available. This element comprises individual queue line and service elements. Queues can be realized as either straight lines or serpentine queues (typically used in airport check-in areas).
Service with Area - Used to define service(s) with electronic queue, when pedestrians wait in the office area neighboring the service(s) until the service becomes available. This element comprises individual polygon node and service elements.
Using pedestrian Nodes you can draw stairs and revolving doors. Nodes can be also used to graphically define the place where pedestrians appear in the simulated space; destination of the pedestrian movement, and pedestrians waiting location.
There are two markup shapes you can use to draw nodes in pedestrian models:
Use Polygonal node when your node has complex form. If your node is rectangular, use Rectangular node instead.
You can add Attractors inside an area. Attractor allows controlling pedestrians location inside a node. If the node defines the destination of the pedestrian movement (is referred by PedGoTo), attractors define exact target points inside the node. If the node defines the pedestrians waiting location (is referred by PedWait), attractors define exact points where pedestrians will wait inside the node.
Escalator Group. Animation shape for a group of parallel escalators implemented as individual elements. It is comprised of one or several Escalator elements. Escalator element enables you to set the movement direction for a specific escalator in the group as well as perform other tasks dynamically at runtime using the element’s functions (turn the escalator on/off, change its speed, etc.). To simulate how pedestrians are transported by escalators, you insert the PedEscalator Pedestrian Library block into the flowchart.
Elevator. Animation shape for an elevator used by pedestrians in pedestrian simulation models. To simulate how pedestrians are transported by an elevator, insert the PedElevator block into the flowchart.
Pathway. Pathway is used to restrain pedestrian movement with a walking corridor. When moving along the pathway, pedestrians try to keep within the pathway bounds. However, if the pathway is overcrowded, pedestrians may easily cross its borders and walk nearby. Pathway borders do not act as walls. Pathway just defines the movement guideline. One of the most frequent use cases of the pathway is separating opposite pedestrian flows, e.g. in underground passage.
Density Map. Shows the density map with its Type property automatically set to Pedestrian. You will see that as pedestrians move in the simulated space, the layout is gradually painted in different colors. The color of every point of the space corresponds to the current density in this particular area. The density map is constantly repainted according to the actual values: when the density changes in some point, the color changes dynamically to reflect this change. In case of zero density the area is not painted at all.
Ped Flow Statistics
Ped Flow Statistics. This element collects statistics on pedestrians crossing the drawn cross-section.
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