Fenix+ uses a three-dimensional model of the building (3D model).
For simulating human movement, the entire 3D model is divided into two-dimensional areas. Area - is a part of the building’s space in which a person can reach any point from any other point within the same area. While doing so, the person moves along a path of the same type (horizontal path, stairway up, etc.). Each area has a boundary that a person cannot cross.
Areas are connected by boundaries. To move from one area to another, a person must pass through the boundary that connects them.
Note:
Do not confuse an area boundary with a boundary that connects areas. Although in some cases they may partially coincide, their meaning in the simulation context is different. Throughout the text, the term boundary always refers specifically to a boundary that connects areas. If the concept of an area boundary is meant, it is always explicitly stated as such.
A single boundary can connect only two areas. Areas connected by a boundary are called adjacent areas. Adjacent areas may be connected by multiple boundaries.
There are two types of areas, with different movement algorithms:
- horizontal areas, and
- inclined areas.
A boundary can only connect areas of different types.
Horizontal Areas
Horizontal areas are formed by scene elements such as “Floor”, “Floor slab” and “Landing”.
Horizontal areas are characterized by their height (Z-axis coordinate) at which the forming elements are located. For the “Floor” element, this is the “Level” property, and for the “Floor slab” and “Landing” elements it is the “Top Z” property.
Areas are generated for all levels where such elements are placed.
At a single level multiple horizontal areas may be formed.
Horizontal areas can be either unbounded (an area where a person can theoretically reach any point, no matter how far from their initial position) or bounded.
Within a horizontal area people can move freely anywhere inside the area boundary, except in sections where obstacles are present.
Horizontal Areas Formed by the “Floor” element
If a “Floor” element is present at a certain height, it is the floor that forms the horizontal area—regardless of whether other elements such as “Floor slab” and “Landing” are also present at that level.
Areas formed by the “Floor” element can be either unbounded or bounded.
An unbounded area is typically formed for floor that have exits leading outside the building. For example, the ground floor.
Bounded areas are typically formed on upper floors.
If an area is unbounded, its boundary is a rectangle whose size is determined by the elements placed on that floor. All elements located on the floor must lie within this area, and the distance to the sides of the rectangle must be at least 1 meter.
If the area is bounded, its boundary is defined by a polygon whose sides align with the surrounding obstacles.
Horizontal Areas Formed by “Floor slab” and “Landing” elements
From the standpoint of area formation, the “Floor slab” and “Landing” elements are functionally equivalent.
If multiple “Floor slab” and “Landing” exist at the same height, they are grouped into sets in which the contours of the elements either intersect or at least touch. For each such group, an area is created.
Areas formed by “Floor slab” and “Landing” elements are always bounded.
The boundary of an area formed by these elements is defined by the outer contour of the shape formed by the intersecting elements.
Inclined Areas
Inclined areas are formed by the scene elements “Stairway” and “Ramp”.
Stairways and ramps come in two types:
- straight, and
- spiral.
Unlike the boundary of a horizontal area, the boundary of an inclined area has no graphical representation.