Page 490 - ExtendSim User Guide
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Introduction to E3D
Overview
Animation modes
Each model has a saved 3D animation mode: QuickView, Concurrent, or Buffered. The selected mode controls aspects of the interaction between the ExtendSim application, the E3D window, and the ModL block code.
Blocks appear as objects in the E3D window
In a discrete event model, the blocks occupy a 2D model worksheet. 3D-enabled blocks from that model, such as those from the Item library, also automatically occupy a position within the E3D window. By default some of these blocks appear as rectangular objects with the same icon as they have in the 2D model, while others appear as specific objects. For instance, the default is that Select Item Out blocks appear as rectangular objects in the E3D window but Activity blocks appear as machines.
Unless you unlink their 2D and 3D positions, the location of the block objects within the E3D window (their “3D position”) depends on their current position in the 2D model.
☞ The appearance and location of block objects in the E3D window can be changed from the default. This will be shown in the tutorial chapters.
3D items appear as objects and travel on pathways
By default, pathways in the E3D window are initially related to the connections between Item library blocks in the 2D model. As you will see in “Tutorial III”, you can modify the default pathways by unlinking a block’s 2D/3D position and moving the block in the E3D window.
In addition, entirely new pathways can be designated by using the E3D Editor to create a named path between two arbitrary points in the model. Then when an item takes a specific route in the model, it uses the corresponding pathway in the E3D environment.
3D objects have collision capabilities
If item objects are specified as being collidable (the default), they will not occupy the same space. This can be useful to show production lines, traffic patterns, waiting lines, and other queueing situations.
3D objects can mount other objects
In ExtendSim, two or more 3D objects can be temporarily or permanently joined together. This is known as mounting. For example, a person can get a document from an out-box, transport it to another part of the model, and place it into an in-box. The document is mounted with the person during the journey from the out-box and unmounted at the in-box. Objects can even be mounted on other objects hierarchically; that is, a person can hold a bin that is holding some documents.
The position at which an object can be mounted on another object is called a mount point. Most objects have only one mount point, but some objects, like people and shelves, have sev- eral mount points that are selectable depending on what object will be mounted.
☞ For custom object builders, the Shelf object has multiple mount point behaviors.
E3D environment is modifiable
Using the E3D Editor you can directly modify the E3D window – add scenery objects, modify the terrain, and change lighting, ceiling colors, and other environmental aspects to fit the model. These changes to the basic 3D view are saved in environment files.
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