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The object hierarchy
Everything in a scenario has exactly one parent. This tree is what the Objects list in the editor shows, and it is enforced by the data, not just the screen.
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Warehouse
├ Site (optional: the land around the building)
│ ├ Yard zones
│ └ Roads
└ Building
├ Column grid
│ └ Columns
├ Zones
│ └ Storage system (in a storage, picking, dangerous goods or bulk zone)
│ └ Rack row
│ └ Bay
│ └ Level
│ └ Slot (one position)
├ Doors and wall openings
├ Rooms (offices, amenities)
├ Equipment (stations and machines)
└ Paths (MHE, pedestrian, egress)Three rules
- Delete a parent and its children go too. Deleting a zone deletes its storage system, rows, bays, levels and slots.
- Counts roll up. Slots add up to levels, levels to bays, bays to rows, rows to the storage system, systems to the zone, zones to the building.
- Equipment belongs to the building. A machine standing in a zone, or in a room, is hosted there, but deleting the zone or room never deletes the machine.
Relationships across the tree
Some facts link objects that are not parent and child. The platform works these out itself:
| Relationship | Example |
|---|---|
| serves | A road serves a dock door it reaches. |
| hosted in | A machine is hosted in the room or zone it stands in. |
| connects | Two paths that meet are connected. |
| generates | A storage system generated its rows. |
| aligned with | Racking aligned to a grid line. |
Every object also carries
| Field | Means |
|---|---|
| A stable ID | Kept when a scenario is cloned, so the same door is the same door in both. |
| Source | How it came to exist: manual, pattern, generator, AI assisted or imported. |
| Phase | Existing, proposed, future or demolish. |
| 3D data | Base height, height, material and colour, used by the 3D view and sections. |