# Drawing tools

This chapter describes tools you use to draw objects on the scene.

## Selector

The Selector tool allows you to select one or multiple objects on the scene, view their properties, change their shape and location on the scene.

Using the Selector tool, you can select any objects on the scene except for the floor background image. The floor background image can only be selected in the scenario browser. For more information about the floor background image, see Floor Background Image.

You can be copy, cut and delete selected objects. For details, see Copying, Pasting And Deleting Objects.

To activate the Selector tool, click the button on the toolbar or select Tools | Selector.

You can also use the Alt + B shortcut keys.

Click a desired object to select it. To select multiple objects of the same or different type, click these objects while holding the Ctrl key.

You can view or edit properties of the selected object in the right part of the program window. If several objects of different types are selected, you can choose a desired object type whose properties you want to display.

In the properties table, you can also view or change the properties of several selected objects of one type (for example, people, solids) that belong to an object of another type (for example, a room).

You can also view and edit properties of multiple objects of the same type (e.g.: people, solid objects) which are located on an object of a different type (e.g.: a room).

If several objects of the same type are selected on the scene, then only properties that are specified for all of them are displayed.

To change the shape of a selected object, use the handles located on the sides and corners of the selection area.

To change the location of the selected object on the scene, use the reference point located at the center of the selection area. If there is no reference point, then click anywhere inside the selection area and holding down the left mouse button, move the object to a desired position.

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## Wall

The Wall tool allows to draw walls with different shapes. The wall is the main tool you use when you create the model of a building in the program.

To activate the Wall tool, click the button on the toolbar or select Tools | Drawing | Wall.

You can also use the Alt + W shortcut keys.

You can create walls in the following forms:

— Straight wall. Start drawing: press the left mouse button. Finish drawing: press the left mouse button.

— Polyline. Start drawing: press the left mouse button. Finish drawing: press the right mouse button.

— Rectangle. Start drawing: press the left mouse button, move the mouse pointer, press the left mouse button. Finish drawing: move the mouse pointer, press the left mouse button.

— Polygon. Start drawing: press the left mouse button, move the mouse pointer, repeat these actions. Finish drawing: press the right mouse button.

— Circle defined by center and radius. Start drawing: press the left mouse button. Finish drawing: press the left mouse button.

— Circle defined by diameter. Start drawing: press the left mouse button. Finish drawing: press the left mouse button.

— A circle at three points. Drawing: press the left mouse button.

— Arc defined by three points. Drawing: press the left mouse button.

— Sphere defined by center and radius. Drawing: press the left mouse button.

— Cylinder defined by centers of 2 bases. Drawing: press the left mouse button.

When you draw a wall in the shape of a sphere or cylinder, you cannot change the settings of the wall tool. Once you draw a wall on the scene, you can change its properties.

If you select the Measure thickness option, then before drawing a wall the program will define its thickness.

When you draw a wall in the shape of a polyline or arc, you can change the base reference point with the Space key or one of the buttons located in the Base point section.

The Thickness and Height parameters are used to define the wall thickness and height. You can use these parameters before you draw a wall as well as while you are drawing it. By default, the height of the wall is equal to the height of the floor.

Before you draw a wall, you should select the type of wall materials.

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In Fenix+ 3 Classic, you can select walls that FDS should ignore during a fire dynamics simulation. For this, select a desired wall on the scene and then select the Ignore option. As a result, this wall will not be exported to the FDS file as an obstacle.

In the same way, you can select other objects that FDS should ignore durinf a fire dynamics simulation: stairways, doors, slabs, and landings.

It is recommended to ignore during a fire dynamics simulation only those object that do not hinder the spread of dangerous fire factors (for example, fences with grid structure).

## Solid Object

The Solid object tool allows you to draw a solid object on the scene (an arbitrary geometric object). Using the Solid object tool, you can draw furniture, equipment and other obstacles on the scene.

To activate the Solid object tool, click the button on the toolbar or select Tools | Drawing | Solid object.

You can also use the Alt + U shortcut keys.

You draw a solid object in the same way as you draw a wall in the shape of a polygon. The Level parameter determines the position of the bottom surface of the solid relative to the floor.

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In Fenix+ 3 Classic, you can select solid objects that FDS should ignore during a fire dynamics simulation. Such objects do not hinder the spread of dangerous fire factors. To select a solid object that FDS should ignore during a fire dynamics simulation, select the desired object on the scene and then select the Ignore option.

## Stairway

The Stairway tool allows to draw a stairway on the scene.

To activate the Stairway tool, click the button on the toolbar or select Tools | Drawing | Stairway.

You can also use the Alt + R shortcut keys.

In Fenix+ 3 Classic, you can draw a stairway in one of the following ways:

1. Create a typical (two-flight) stairway.

2. Create a stairway of arbitrary shape from a set of landings and flights.

3. Create a spiral stairway.

To create a typical stairway, do the following:

1. Click the Typical tab.

2. If necessary, specify the flight width, the landing width and other parameters.

3. Select the direction of stairs.

4. Click the left mouse button (mark 1) to begin drawing a line that determines the length of the landing.

5. Move the mouse pointer in the desired direction to draw a line segment.

6. Click the left mouse button (mark 2) to finish drawing the line segment.

7. Move the mouse pointer along a line perpendicular to the line segment to determine the width of the landing.

8. Click the left mouse button (mark 3) to set the width of the landing.

9. Move the mouse pointer to determine the width and length of the flights in the projection.

10. Click the left mouse button (mark 4) to finish drawing the stairway.

In order to quickly create a typical stairway on the scene, it is recommended to specify the width and/or length of the flight in the projection immediately before you begin to create the stairway. To do this, select the corresponding option and enter a desired value. As a result, during the creation of the stairway, the program will automatically create the flight in accordance with specified dimensions.

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During the creation of the landing, you define the direction of the stairs.

During the creation of flights, you can use the Space, to change the direction of the stairs.

The upper level of the landing is located exactly in the middle of the floor.

To create a stairway of arbitrary shape, it is necessary to draw one or several flights and landings on the scene with corresponding parameters. A stairway is created correctly if the upper level of the landing is located on the same level with the upper or lower level of the flight, and the edges of the flight are adjacent to the edges of the landing.

To create a flight, do the following:

1. Click the Flight tab.

2. Select the type of the flight: Stairway, Ramp.

3. Select the direction of the stairs.

4. If necessary, specify the width of the flight and other parameters.

5. Click the left mouse button (mark 1) to begin drawing a line segment that determines the width of the flight.

6. Move the mouse pointer in the desired direction to draw a line segment.

7. Click the left mouse button (mark 2) to finish drawing a line segment.

8. Move the mouse pointer to set the length of the flight in the projection.

9. Click the left mouse button (mark 3) to complete the flight.

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In order to quickly create a flight on the scene, it is recommended to specify the width and/or length of the flight in the projection immediately before you begin to create. To do this, select the corresponding option and enter a desired value. As a result, during the creation of the flight, the program will automatically create the flight in accordance with specified dimensions.

If before creating a flight you specify the flight width and/or length in the projection, then during the creation of the flight, you can use the Space key, to change the location of mark 1. If you specify both parameters or only the flight width, then mark 3 can be located in the following places: flight angle / middle of the flight / opposite flight angle. If you specify only the flight length in the projection, then mark 3 can be located in the following places: the flight angle / opposite flight angle.

During the creation of the line segment which determines the flight width, you can select the direction of the flight.

During the creation of the flight you can use the Shift + Space shortcut keys to change its direction.

To create a landing, do the following:

1. Click the Landing tab.
2. If necessary, soecify the width and other parameters of the landing.
3. Click the left mouse button (mark 1) to begin drawing a line segment that determines the width of the landing.
4. Move the mouse pointer in the desired direction to create a line segment.
5. Click the left mouse button (mark 2) to finish drawing the line segment.
6. Move the mouse pointer along a line perpendicular to the line segment to create another line segment that determines the length of the landing.
7. Click the left mouse button (mark 3) to finish drawing the line segment.
8. Move the mouse pointer to create a line segment that defines the width of the other side of the landing.
9. Click the left mouse button (mark 4) to finish drawing the line segment.
10. Click the right mouse button (mark 5) to finish drawing the landing.

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To create a spiral stairway, you need to switch to the Spiral tab and specify desired parameters.

When you click the left mouse button for the first time, you define the center of the stairway. After the center is selected, a one round of spiral stairway is displayed (360°), drawn in accordance with specified parameters and the radius equal to the distance from the center of the stairway to the current position of the pointer.

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When you click the left mouse button for the second time, you fix the selected radius. After that, you need to choose the angle of the spiral stairway.

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When you click the left mouse button for the third time, you fix the angle of the stairs and complete the drawing.

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You can install registering devices in the area where typical (two-flight) stairways and stairways of arbitrary form are located. For this, select the desired flight of the required stairway and then select the With registering device option (see Registering device).

In Fenix+ 3 Classic, you can select stairways that FDS should ignore during a fire dynamics simulation. Such stairways do not hinder the spread of dangerous fire factors. To select a stairway that FDS should ignore during a fire dynamics simulation, select the desired stairway on the scene and then select the Ignore option.

## Slab

The Slab tool allows to place slabs on floors.

To activate the Slab tool, click the button on the toolbar or select Tools | Drawing | Slab.

You can also use the Alt + O shortcut keys.

You can place slabs in the following ways:

• Manually specify the area where the slab should be located. The procedure is similar to drawing a wall in the form of a polygon.

• Use the Create automatically button to place the slab which is the size of the scene.

In Fenix+ 3 Classic, you can select slabs that FDS should ignore during a fire dynamics simulation. Dangerous fire factors do not spread though such slabs. To select a slab that FDS should ignore during the fire dynamics simulation, select the desired slab on the scene and then select the Ignore option.

## Door

You can use the Door tool to create doors in walls.

You cannot create a door in a wall when this wall is created in one of the following shapes: Polygon, Sphere and Cylinder (for more information, see Wall).

The width of the door should not be greater than the length of the wall.

To activate the Door tool, click the button or select Tools | Drawing | Door.

You can also use the Alt + D shortcut keys.

To create a door, do the following:

1. Click the left mouse button to select a wall, where you want to create a door (the selected wall will become transparent).

2. Click the left mouse button to “lock” the door in the desired place.

3. Right-click to finish creating the door (the wall will take on its original appearance).

While the door is not locked, you can use the Space key to change the location of the base point, as shown in the picture below.

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You can determine door parameters before, after and at the moment you create a door on the scene.

The picture below demonstartes how you create a door in the wall. After you select the wall, where you want to create a door, it becomes transparent, which helps you to crteate a door in a desired location.

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In Fenix+ 3 Classic, a door can have the following properties:

Blocked - people cannot evacuate through a blocked door.

With registering device - the door has a Registering device. The registering device is located in the doorway at the height of 1.7 m from the bottom level of the floor.

Fire-proof - dangerous fire factors spread through the door when it is open, and do not spread through the door, when it is closed. The door is equipped with a closer (for details, see the description of a door with a closer).

With a closer - the door is equipped with a closer. This parameter determines behavior of doors during the fire dynamics simulation (see Setting Fire Dynamics Simulation Parameters). By default, the door closing time is 25 seconds and can be changed after the door is created. To do this, select the door and set a desired value in the door properties.

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You can specify one or multiple door properties at the same time. For example, a door can be fire-proof and with the registering device or it can be fire-proof and blocked.

You can block doors to change the direction of the human flow. It is not recommended to block doors by placing other objects (i.e., walls, solid objects) in front of them. Otherwise, during evacuation people may try to find the way around such objects and the simulation will end with the Looping status. For more information on looping, see Problems That May Occur During the Evacuation Simulation.

Doors with different properties look different, as shown in the picture below. Any door can be equipped with a closer. In this case, a corresponding indicator will be displayed in the upper corner of the door.

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The program allows to determine the behavior of doors and specify the time for closing doors with closers (for details, see Setting Fire Dynamics Simulation Parameters).

For doors with a registering device, you can change the critical visibility value (for more information, see Registering device).

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For any door in the scenario, you can define the material.

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Fenix+ 3 Classic allows you to indicate doors that the program should ignore during the fire dynamics simulation. Dangerous fire factors do not spread through such doors. You can tell the program to ignore any doors except for fire-proof ones. To select a door that the program should ignore during the fire dynamics simulation, select the desired door on the scene and then select the Ignore option in the door properties.

To make air exchange more natural during the fire dynamics simulation, the program can take into account the penetration of air and combustion products through openings in doorways. To enable this feature, select the desired door on the scene and then select the Account for leaks option in the door properties. If necessary, change door characteristics used by the program to account for leaks. For this, select the desired characteristic (leakage area, specific gas penetration resistance characteristic or gas penetration resistance characteristic) in the door properties. Results will be displayed in Smokeview (for information, see Fire dynamics simulation results).

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## Window

Use the Window tool to create one or multiple windows in the wall.

You cannot create a window in a wall when this wall is created in one of the following shapes: Polygon, Sphere and Cylinder (for more information, see Wall).

The width of the window should not be greater than the length of the wall.

To activate the Window tool, click or select Tools | Drawing | Window.

You can also use the Alt + I keyboard shortcut.

You create a window in the same way as the door (see Door).

You can set up window properties both before and after you create a window on the scene. The Level parameter determines the distance between the bottom level of the window and the bottom level of the window where this window is located.

The picture below shows an example of the window in the wall. The select wall is transparent. This helps to accurately position the window in the wall.

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For any window in the scenario, you can define the material.

## Room

The Room tool allows you to define area inside the building (for example: a room, a corridor, etc.).

To activate the Room tool, click the button or select Tools | Drawing | Room.

You can also use the Alt + C key combination.

In Fenix+ Classic, you can define a room in one of the following ways:

1. Click the button and click inside a closed area formed by walls.
2. Click the button and draw the outline of the room inside a closed area formed by walls.

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To change the room properties, select it using the Selector tool and enter the desired values in the properties table.

In Fenix+ 3 Classic, you can specify initial temperature for any room. For this, select the Use a specified value option and enter a desired value in the Temperature field. The indicated value will be used during fire dynamics simulation instead of the initial temperature value, which is used by default for all rooms. For more information, see Setting Fire Dynamics Simulation Parameters).

The area of the room is calculated automatically on the basis of its size.

## People

Using the People tool, you can place people on the scene. You can add a person, a group of people in a certain area or a room, as well as a group of people along the line.

To activate the People tool, click the button or select Tools | Evacuation | People.

You can also use the Alt+P shortcuts.

To place a person on the scene, do the following:

1. Click the button.

2. Select the exit and specify tool options.

3. Click the left mouse button anywhere on the scene where you want to place the person.

You can create a group of people on the scene in one of the following ways: select an arbitrary area or indicate the room where people should be located.

To place a group of people on the scene, do the following:

1. Click the button (to place a group of people in an arbitrary area) or the button (to create a group of people in a room).

2. Specify the number of people or the density of people in the area.

3. If you have specified the density of people in the area, then you should select whether the program will use the whole space in the selected area or only the free space (in this case, the area occupied by obstacles or furniture is not used).

4. Choose the method for distribution of people in the area (random or uniform distribution).

5. Select the area or room on the scene where you want to place people.

To place a group of people along the line, do the following:

1. Click the button.

2. Specify the number of people you want to place.

3. Draw a line on the scene along which people should be located. If you draw a polyline, click the left mouse button to indicate the intermediate points and then click the right mouse button to indicate the last point.

The line width corresponds to the “thickness” of the people, and the arrows indicate the direction in which people will look.

For every person in the group, you can specify the following options:

1. The mobility group.

2. The start time of the evacuation.

3. The exit. If you do not specify the exit or the specified exit is unavailable, then the person will evacuate through the nearest available exit.

When you place several people on the scene at the same time, then the corresponding message is displayed in the event log. The actual number of people can be less than the specified value in case the program cannot add so many people in the selected area.

Representation of people on the scene

The shape and size of a person is determined by the group of people to which the person belongs.

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The contingent parameter defines people who have the same properties:

- Area and shape of horizontal projection

- Mobility group

- Possibility of movement and quantitative characteristics of movement along evacuation paths of various types

To create new contingents of people and edit existing ones, the People Groups Editor is used.

## Exit

The Exit tool allows you to place an exit on the scene.

To activate the Exit tool, click the button or use the Alt + E shortcut keys.

You draw an exit on the scene using the Polygon primitive. For this, do the following:

1. Choose a place on the scene where you want to place the exit.
2. Draw the exit specifying points of its outline using the left mouse button.
3. Right click to complete the outline.

The exit is the area on the scene where people can evacuate. You can define what mobility groups can use it for evacution. By default, people of all mobility groups (M1 - M4) can use the exit for evacuation. If necessary, you can prohibit certain mobility groups to use the exit. For this, select the exit on the scene using the Selector tool and clear the check boxes next to the names of those mobility groups that should not use it for evacuation.

For convenience, the program allows you to quickly see what exit people use for evacuation. For this, use the Selector tool to select the desired exit on the scene. People who use this exit for evacuation will be automatically highlighted on the scene. But this will work only in case, you have assigned the selected exit to these people (for example, Exit 1). Othewise, when you select the exit which has not been assigned to people, even those people who are located near this access will not be highlighted.

To display statuses of exits in Fenix+ 3 Classic, color indicators are used:

• The green exit is available to people of all mobility groups
• The pink exit is not available to people of one or more mobility groups
• The red exit is not available to people of all mobility groups

An exit that is unavailable to people of all mobility groups is considered blocked. Evacuation through such an exit is not possible.

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It is not recommended to block exits by placing other objects in front of them (e.g., walls, solid objects). Otherwise, people can try to walk around such obstacles, which may cause the evacuation simulation to end with a Loop status. For more information, see Problems That May Occur During the Evacuation Simulation.

Do not create small exits.

## Waypoint

With the Waypoint tool you can create waypoints on the scene.

You can use waypoints to define a movement direction for a person or a group of people on the scene.

To create a waypoint on the scene, do the following:

1. Click the button to activate the Waypoint tool.

2. If necessary, specify the bottom level of the waypoint in the tool options.

3. Click in the scene editior to create a waypoint on the scene.

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To use waypoints for evacuation simulation, do the following:

1. Activate the Selector tool and select a desired person or a group of people on the scene.

2. Click Waypoints in the tool options.

1. Specify the order in which people go through waypoints. For this, select a waypoint from the dropdown list and click Add. The name of the waypoint will be displayed in the right part of the window. Repeat this procedure to add other wayponts.

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1. Use the up and down arrow buttons in the right part of the window to define the order in which people go through waypoints. If necessary, use the button to delete waypoints.

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1. Click Apply to save changes.

## Calculation Area

The Calculation area tool allows to determine the area where it is necessary to perform fire dynamics simulation.

To activate the Calculation Area tool, click the button or use the Alt + J key combination.

The calculation area has a rectangular shape. The length and width of the calculation area are determined by the user at the moment they draw the calculation area on the scene. The height of the calculation area is determined by the maximum height of objects located inside it or whose outlines intersect with the calculation area.

The height of the calculation area cannot be less than the height of the floor.

You can draw several calculation areas on one floor. Their sizes and other parameters (cell size, open sides) can be different.

Several calculation areas can be located in different ways: they can lay apart or intersect each other.

When you create the calculation area on the scene, use recommendations regarding the optimal location of the calculation area (for more information, see Recommendations For Reducing Fire Dynamics Simulation Time).

When you create the calculation area on the scene, its size and location are automatically aligned in the X and Y directions along the coordinate grid with a step of 1 m. This means that, for example, you will not be able to draw the calculation area with a width of 5 m so that its left corner is located at the point with the coordinate of 0.5 m. The dimensions of this calculation area will be automatically adjusted so that the coordinate of the left corner is 0 m and the width is 6 m.

When several calculation areas are located on the scene, their position and sizes can also be aligned along the Z axis. But this happens only if their location and the size of their cells can lead to conflicts in FDS.

Cell size

The calculation area represents a mesh whose cells have a definite size.

You can use the following values to define the cell size of the calculation area: 0.5, 0.25, 0.125, 0.0625 and 0.03125. By default, the cell size is 0.25 m.

When you select the cell size of the calculation area, use the developer’s recommendations (for more information, see Recommendations For Reducing Fire Dynamics Simulation Time).

If necessary, you can define possible cell size values in the fire dynamics simulation parameters (for more information, see Setting Fire Dynamics Simulation Parameters).

You can use several calculation areas with different cell sizes in the same scenario. The cell size determines how accurately the program will deliver the scene to FDS. The smaller the cell size, the more accurately the program delivers the scene to FDS.

Reducing the cell size requires more RAM to perform fire dynamics simulation and increases the actual time the program requires to deliver the scene to FDS.

Reducing the cell size also increases the size of simulation results files.

Border conditions

By default, it is assumed that the boundary of the calculation area is impenetrable, and dangerous fire factors cannot extend beyond the borders of the calculation area. In many cases, this condition is unacceptable, since it is necessary to simulate the development of a fire in rooms that have open windows and/or doors facing the outside of the building. In this case, it is necessary to note which borders of the calculation area should be open, that is, through which dangerous fire factors propagate unhindered. The program allows to determine the state of all borders of the calculation area (lateral, upper and lower).

If there are several calculation areas on the scene that are in contact with each other, it does not matter if their borders are closed or open at the point of contact. In any case, dangerous fire factors will spread unhindered in the place of the contact.

Fire dynamics simulation is performed with FDS. Immediately after starting the simulation, Fenix+ 3 Classic creates an input file for FDS. In this file, calculation areas are represent with one or more MESH groups. FDS has a lot of requirements to the MESH groups and their mutual arrangement. There are some restrictions which apply to the range of acceptable values for the cell size and the automatic alignment of the calculation area with the coordinate grid. For more information, see the FDS user guide in the “Computational Meshes: The MESH Namelist Group”.

## Fire Source

The Fire source tool allows you to indicate a fire source on the scene.

The fire source can be indicated on the horizontal surface of any object which has a defined value of the Material property: solid object, wall, slab, landing. You cannot indicate a fire source on the object made of non-combustible materials (see Material and Substance Editor).

To activate the Fire source tool, press the button or use the Alt + G key combination.

In Fenix+ 3 Classic, you can indicate a fire source in the following ways:

• Create a fire source of the maximum size in the form of a rectangular automatically.

• Create a fire source manually in the arbitrary form of the desired size.

To indicate a fire source automatically, do the following:

• Click the button.

• Click the left mouse button on the desired object on the scene.

As a result, the program will automatically create a fire source of the maximum size in the form of a rectangular on the surface of the object.

To indicate а fire source manually, do the following:

• Click the button.

• Position the mouse pointer at the starting point to draw the desired shape on the surface of the object.

• Click the left mouse button and holding the button, move the mouse pointer to create the desired shape.

• Release the left mouse button to complete the shape.

As a result, a fire source of the desired size in the form of a rectangular will be built on the surface of the selected object.

The combustible properties of the fire source are determined automatically on the basis of the material of the object on which the fire source is located, as well as the size of the fire source.

There are two options for the development of fire:

• Circular distribution from the center of the fire source;
• A fire occurs immediately across the entire indicated area.

The fire distribution is determined by the linear speed of the flame propagation through the material of the object on which the fire source is located. If the flame propagation speed equals to zero, then the fire occurs immediately across the entire indicated area. If the flame propagation speed is not equal to zero, then the fire is spread in the circular way.

If the fire is spread in the circular way, then the fire is distributed from the center of the fire source.

## Ventilation

In Fenix+ 3 Classic, you can install ventilation on walls and ceilings. For this, you use two different tools.

To use the ventilation tool, click the button.

To activate the Ventilation on the wall tool, click the button or use the Alt + N key combination.

You can create a ventilation in a wall when this wall is created in one of the following shapes: Polygon, Sphere and Cylinder (for more information, see Wall).

To activate the Ventilation on the ceiling tool, click the button or use the Alt + M key combination.

When the ventilation is installed, you can specify the following parameters:

• Geometric dimensions (width and height);
• Air flow;
• Delay time;
• Type: supply or exhaust.

When you install the ventilation on a wall, you can specify its bottom level relative to the level of the wall.

The bottom level of the ventilation on a ceiling is determined by the bottom level of the slab where the ventilation is located.

## Registering Device

Hotkey Alt + H.

With the Registering device tool, you can position the registering device on the scene. The registering device is used to collect information on evacuation and fire dynamics at the place where it is installed. By default, the registering device is installed at the height of 1.7 m from the level of the floor.

As a rule, you use standalone registering devices to collect information along the evacuation paths. `in doorways, it is recommended to install doors with registering devices (for more information, see Door).

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The picture below shows a side view for both installation variants. The standalone registering device is located on the left, and the door with the registering device is located on the right.

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In places where stairways are located, it is also recommended to install stairways with registering devices instead of standalone registering devices (for more information, see Stairway). In this case, the registering devices are installed in the lower and upper parts of the flight.

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You can install stairways with registering devices only if you use standard (two-flight) stairways and stairways of arbitrary form. You cannot install stairways with registering devices if you use spiral stairways. With spiral stairways you can use only standalone registering devices.

When you use standalone registering devices with stairways, it is recommended to create a small space between the registering device and the stairway. Otherwise, due to the limitations of the current version of the program, the registering device may not collect information about the number of people that pass through it. The space between the registering device and the stairway should be small so that people during evacuation could not walk around the registering device.

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Measurement of dangerous fire factors

Dangerous fire factors are measured in the control points which are located on the registering device with a density of 1 point per 1 m.

The registering device performs measurements of the following dangerous fire factors:

• Temperature
• Heat flux
• Visibility
• Oxygen concentration $O_2$
• Carbon dioxide $CO_2$ concentration
• Carbon monoxide $CO$ concentration
• Concentrations of hydrogen chloride $HCI$

If a certain dangerous fire factor reaches the critical value in all control points at the same time, then the registering device becomes blocked. The moment of time when this happens is considered the blocking time of the detector.

If a certain dangerous fire factor reaches the critical value in all control points located on the one side of the door, then the registering device becomes blocked.

You can specify the desired critical visibility value for any standalone registering device, as well as any door with a registering device. For this, use the Visibility option in the object properties.

By default, the critical visibility value is set to 20 m.

Measurement of evacuation time

The program allows to collect information about the number of people that go through registering devices. The time of evacuation is considered the moment when the last person goes through the registering device.

So, the registering device allows to detemine the probabilty of the secure evacuation of people in the place of its installation.

## Ruler

To activate the Ruler tool, click the button or use the Alt + L key combination.

The ruler tool allows to perform measurements and change the scale of the scene.

To measure the length of an object, click the left mouse button at the start point of the object, move the mouse pointer and then click the left mouse button at the end point of the object.

As a result, a red line will appear on the scene. The length of the line will be displayed in the Length field. The used measurement unit is displayed in the Measurement unit section.

To change the scale of the scene, do the following:

1. Measure an arbitrary object of the known length, as described above.
2. In the Unit section, select the desired measurement unit.
3. In the Length field, specify the length of the object.
4. Click the Apply button.

As a result, the sizes of all objects on the scene (except for people) will be changed in accordance with the new scale of the scene.

## Text

The Text tool allows you to create arbitrary text on the scene.

To activate the Text tool, click the button or use the key combination Alt + T.

To add text on the scene, do the following:

1. In the Text field, enter desired text.

2. In the Size field, specify the desired text size.

3. In the Angle field, specify the rotation angle.

4. In the Font field, select the desired of the text.

5. If necessary, specify the desired color of the text.

6. Choose where you want to add text on the scene.

7. Click the left mouse button to add text.

As a result, the text will appear on the scene.

{width=40%}

To indicate dimensions of objects on the scene, it is recommended to use the Linear size tool.

In Fenix+ 3 Classic, you can quickly display names of objects located on the scene. For this, use the Selector tool to select the object and then select the Display object name option. As a result, the name of the object will be displayed on the scene.

The program can display text in different ways when you change the scale on the scene. You can customize it in the program settings (for more information, see General settings).

After you add desired text on the scene, you can change the following parameters:

• Name
• Text
• Size
• Angle
• Font

Text like any object on the scene has a name. Names are used to identify objects in the scenario browser.

Moreover, text (like any other object on the scene) can be moved or deleted.

## Line

The Line tool allows to draw lines of arbitrary length and width on the scene. You can use this tool in two modes:

• to draw a straight line
• to draw a polyline

To activate the Line tool, click the button.

To draw a straight line, do the following:

1. Click the button.
2. In the Thickness field, specify the desired line thickness.
3. Choose where you want to draw a line on the scene.
4. Click the left mouse button to set the starting point of the line.
5. Move the mouse pointer in the desired direction and then click the left mouse button to set the end point of the line.

As a result, a straight line will appear on the scene.

To draw a polyline, do the following:

1. Click the button.

2. In the Thickness field, specify the desired line thickness.

3. Choose where you want to draw a line on the scene.

4. Click the left mouse button to set the starting point of the first segment of the polyline.

5. Move the mouse pointer in the desired direction and then click the left mouse button to set the end point of the first segment.

6. Move the mouse pointer in the desired direction and then click the left mouse button to set the end point of the second segment.

7. Repeat the previous step to draw remaining segments of the polyline.

8. Click the right mouse button to complete the polyline.

As a result, a polyline will appear on the scene.

You can use the Line and Text tools to create various callouts and other additional graphics on the scene. To create callouts that display dimensions, it is recommended to use the Linear size tool.

{width=50%}

{width=65%}

## Linear size

Using the Linear size tool, you can specify the linear dimensions of objects on the scene.

To activate the Linear size tool, click the button or use the Alt + Q key combination.

To specify the linear size of the desired object on the scene, do the following:

1. Click the left mouse button at the start point of the object.

2. Move the mouse pointer and then click the left mouse button at the end point of the object. The dimension line will appear next to the object.

3. Move the mouse pointer along a straight line to draw extension lines.

{width=50%}

For description of the Linear size tool settings, see General settings.

## Hole

The Hole tool allows you to cut a hole of arbitrary shape in a soliс object, slab, landing or room.

To cut a hole, do the following:

1. Activate the Hole tool using the button or Alt + Y shortcut keys.
2. Using the left mouse button, select the object where you want to cut a hole. The selected object will become translucent.
3. Draw the hole, indicating the outline points with the click of the left mouse button. The outline will be highlighted in green.
4. With the click of the right mouse button, complete the outline. The hole will be displayed on the selected object.

If the hole divides the object in half, then two objects of the corresponding type will be created.

You cannot cut a hole in an object that contains other objects. For example, you cannot create a hole in a room where people are located, or you cannot create a hole in a solid object with a fire source.