Rectangular Wall

Use Rectangular wall to draw rectangular areas non-accessible by pedestrians (e.g. working space).

There are two more graphical elements used for drawing walls and obstacles in pedestrian models:

To draw a rectangular wall

  1. Drag the Rectangular Wall element from the Space Markup section of the Pedestrian Library palette into the graphical editor.
  2. Resize the area as you need to make it match the non-accessible area.



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. It is frequently needed when you want to prevent editing this shape while drawing other shapes over it.

Visible – Here you specify whether the shape is visible on animation at model runtime, or not. Using the control, choose yes or no.


Color – Shape color. Used as the outline color. If the Fill type is other 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

LevelLevel to which this area belongs.

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 area, in meters. The value is relative to the Z-coordinate of the area's level.

Z-Height – [Enabled if Show in 3D option is selected] If selected, this area lies on an inclining plane (e.g. it defines an escalator connecting two floors). To know more about defining inclining areas, please refer here.


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.



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.




double getWidth()

Returns the width of the wall (in pixels).

double getHeight()

Returns the height of the wall (in pixels). Please note that the term "height" is used here for the other dimension ("depth"), Z-Height stands for actual height.

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 setSize
(double width, double height)

Sets the width and height of the wall.

width - the new width of the wall (in pixels)
height - the new height of the wall (in pixels)




double getRotation()

Returns the rotation of the wall in radians (in the clockwise direction).

void setRotation(double rotation)

Sets the rotation of the wall.

Parameter: rotation - the new value of rotation in radians (in the clockwise direction).




boolean isVisible()

Returns true if the wall is visible; returns false otherwise.

void setVisible(boolean v)

Sets the visibility of the wall.

Parameter: v - visibility. If v is true - the wall is set to be visible, if it is false - not visible.

Color / texture



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.

Parameter: color - the new color

void setColor(Paint color)

Sets the color (or texture) of the wall.

Parameter: color - the new color or texture




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.

Parameter: width - the new width of the wall outline.

WallFillingType getFillingType()

Returns the filling type of the wall.
Possible values: WallFillingType.WALL_FILL_NONE - No fill
WallFillingType.WALL_FILL_SOLID - Solid fill
WallFillingType.WALL_FILL_HATCHED - Hatched area

void setFillingType(WallFillingType fillingType)

Sets the filling type of the wall.

Parameter: fillingType - the filling type of the wall,
Possible values:
WallFillingType.WALL_FILL_NONE; WallFillingType.WALL_FILL_SOLID; WallFillingType.WALL_FILL_HATCHED




Level getLevel()

Returns the level where this wall is located.




void remove()

Removes the wall from the presentation. If the wall is not a part of presentation, the function does nothing. Note, that 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.

Related topics

Markup for pedestrian simulation


Circular wall

API reference: RectangularWall class