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Craig DIckson avatar image
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Craig DIckson asked Ben Wilson commented

"Copy from highlighted" for collision objects

I have a dozen or so identical transporter TEs in my model. I added the other TEs plus several other objects objects to the collision tab of one of them, and then used Copy from highlighted -> collisionobjects to try to copy to the others, but ti didn't work. Is there something spcial I need to be doing, or is this a potential bug?

FlexSim 20.1.1
flexsim 20.1.1copy from highlightedcollisionobjects
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Joerg Vogel avatar image Joerg Vogel commented ·

I think it has more to do with the coupling data of a member add function. A collision checks the mutual involved taskexecuters and their collision spheres. It is not only a copy and paste, you have to proceed.

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Joerg Vogel avatar image Joerg Vogel commented ·

Are absolutely sure you want to use an exponential increased check on all involved objects? The new beta agent module uses a sub cluster or sub area check to decrease involved objects of collision. Otherwise you will slow down the run speed of your model dramatically as it is said in manual.

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Craig DIckson avatar image Craig DIckson Joerg Vogel commented ·

@Jörg Vogel It may not be the best way to proceed, but I was hoping to at least try it without having to manually enter over a hundred references. Since there is no eyedropper nor multi-select in the collision members selection, I looked at Edit Selected Objects and it indeed has a selection for 'collisionobjects' in the "Copy from Highlighted" section. If it's no longer connected it might make sense to remove it from the UI?

More broadly, A* might help, except I already have A* controlling different vehicles with very different characteristics. Can a model have multiple A* systems with different grid spacing and travel settings? (Not necessarily over top of each other.)?

ETA I have done some agent based modeling of pedestrian flows in a previous life using a tool that will remain nameless. It was generally very good to work with, so if yu get close to their functionality I'll be happy.

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Joerg Vogel avatar image Joerg Vogel Craig DIckson commented ·

I hope you get a positive feedback from someone of the development. I guess it has something to do with updating the attribute cache of the FlexSim engine. I have looked for an old command which had established a coupling, but I wasn’t successful. I thought I read about a command in the past. All I find are member commands in current manuals. There must be a script to accomplish your request.

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Ben Wilson avatar image Ben Wilson ♦♦ commented ·

Hi @craig.dickson, was phil.bobo's answer helpful? If so, please click the red "Accept" button on their answer. Or if you still have questions, add a comment and we'll continue the conversation.

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Phil BoBo avatar image
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Phil BoBo answered

The "Copy From Highlighted" shows all the variables that are on a given object. Depending on how each of those variables are configured, when you copy them to other objects, they may or may not actually do exactly what you want. As Jorg pointed out, that particular variable has a list of two-way couplings. Copying one from one object to another doesn't make any sense and doesn't do anything because you need to copy nodes from that object and from all the objects it is connected to. The collision members can't simply be copied from one object to another. When you add an object as a collision member of another object, it modifies both objects.

So currently, the only way currently to add collision members through the UI is by adding them one at a time.

Each collision check event loops through each collision member for each collision object. This will be very slow if you have too many collision members. You should minimize the amount of members that you check against for performance purposes. Only add the necessary objects, as few as possible.

Also, this old slow Collision checking mechanism has been deprecated and replaced with a new Agent module that can be used for proximity detection. The new Agent module can add multiple selected objects at once through its UI.

You can download the Agent module for 20.1 as a separate installer. In 20.2, it is included by default with the standard software.

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