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Entrance
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To bring Entities into a model so they can
be targeted to another object or Final Destination.
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Exit
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To provide a Final Destination for Entities
and remove them from the model. Can also be used to model departing trains and
other modes of transport.
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Populated Zone
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To provide a number of Entities at the very
start of a simulation and target them to another object.
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Evacuation Zone
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To provide Entities for an evacuation
simulation or otherwise affect the movement of Entities who enter it.
Standardised and custom pre-movement settings can be applied.
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Level Exit
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To remove Entities from one level of a
model, so that they can instantaneously re-enter another level.
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Level Entrance
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To allow Entities that have exited one level
of the model through a Level Exit, to instantaneously re-enter another level of
the model.
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Stair
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To represent staircases. Several
configurations are available.
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Escalator
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To represent escalators.
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Gate
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To represent gates (IN, OUT, Switch).
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Delay Point
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To delay Entities individually for a defined
length of time and in a specific distribution, before sending them to other
targets.
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Queue
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To simulate the form and function of a queue
by causing Entities to form a line with a defined direction. When an Entity
reaches the head of the queue they are re-targeted to a Delay Point.
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Queue Group
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To simulate supermarket checkout or
post-office style Queuing systems where there is a series of single Queues,
each serving their own individual service point and offering the same service.
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Waiting Zone
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To make selected Entities passing over this
area wait for an event with an ‘absolute time’ to occur. Once this event has
occurred, all the Entities that were waiting are released and re-targeted by an
overlaid Direction Modifier. Along with Exits, Waiting Zones can be ‘Final
Destinations’.
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Direction Modifier
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To redirect Entities to another target when
they pass over this object, according to filters and conditions. Direction
Modifiers can also change an Entity’s Type and assign a different Final
Destination.
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Focal Node
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To attract Entities to a certain place before
retargeting them to another object or objects.
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Drift Zone
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When Entities enter the area of a Drift Zone,
they may move in a certain direction, or change speed, according to the defined
parameters of the Drift Zone. Useful for alleviating congestion or correcting
unusual or inaccurate Entity movement.
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Focal Drift Zone
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Enable you to define a series of intermediate
focal targets between an origin object and a target object for Entities to
follow as part of their overall journey. Each FDZ has a focus which can be
either a point or a segment, and while an Entity is within the area of an FDZ
it is directed towards this focus.
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Route Guide
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A guide (any shape, using the CAD drawing
tools) that can restrict or allow the passage of Entities according to its
filter. Useful for cordoning off space within a model.
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Mesoscopic Transition Zone
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A zone which enables you to 'abstract' an
area of your model in which you don't require detailed simulation and analysis.
For example: shops, waiting areas, lifts, transport shuttles and more.
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Multipath Zone
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A zone in which Entities can choose between
different potential routes depending on time and distance preferences.
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