This object allows user to define a layer in the simulated environment, representing a “floor” for pedestrians, i.e. the surface on which pedestrians can walk. This surface can be either limited by some walls or not limited (“universe”). Walls are objects, which pedestrians cannot cross. They are part of a ground, which means that one wall cannot be used by multiple grounds.
Each Pedestrian Library model uses at least one ground, which is created automatically and named groundDefault. This object can be used to define additional grounds with their own walls set, or attach walls to the automatically generated ground.
Since grounds are independent, using multiple “small” grounds is generally faster than a single “big” ground, especially with high-detailed walls configuration.
All pedestrian markup shapes belong to some ground.
Name – The name of the ground. The name is used to identify the ground.
Ignore – If selected, the ground is excluded from the model.
Visible on upper level – If selected, the ground is visible at runtime.
Lock – If selected, the ground shapes are locked. Locked shapes do not react to mouse clicks - it is impossible to select them in the graphical editor until you unlock them.
Visible – Here you specify whether the ground shapes are visible on animation at model runtime, or not. Using the control, choose yes or no.
Z level – Here you can define the Z-coordinate for this ground (in meters).
To move pedestrian flow from one ground to another, use the PedChangeGround object.