BeaconFence Map Editor
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The BeaconFence Map Editor allows you to create a project where you can design, load, and edit several maps of interest. For each map you can define and modify the layout of physical spaces and the placement of a set of:
- Paths with nodes
The BeaconFence Map Editor also provides you with the abilities to:
- Fence areas within the map space.
- Name beacons, zones, paths, and nodes.
- Connect, and disconnect paths between maps.
- Set description values for beacons, zones, and nodes.
BeaconFence Map Editor Basics
BeaconFence Map Editor Concepts
The following are the concepts are used in the BeaconFence Map Editor:
- Maps: Maps are the images of the map that represent a physical space in real life.
- Beacons: The physical beacon devices.
- Zones: A zone represents an area of the map. The zones can be rectangular, circular, or polygonal.
- Paths: A path represents a walking path where you can be positioned at.
- Nodes: The nodes are special points on the map. A path can have one or several nodes. A node can represent divisions in a path, turns in path, or just points of interest.
BeaconFence Map Editor Areas
The BeaconFence Map Editor has the following main areas that are described below.
- Drawing Area: The central panel where you design the layout of your maps and their corresponding objects.
- Information Bar: Bottom bar that displays the position of the mouse pointer and the name of the pointed object.
- Hint Panel: Bottom right panel that shows hints for the toolbar buttons of the main menu.
- Menu and Toolbar
- Object Tree Panel
- Object Properties Panel
Menu and Toolbar
The following table shows the different menu options, and toolbar buttons available in the BeaconFence Map Editor:
|Save Project||File > Save Project||
|| Saves, in an |
|Load Project||File > Load Project||
|| Loads a previously saved scene from an |
|New Project||File > New Project||
|| Creates a new blank project. |
|Create New Map||Edit > Create New Map||
|| Creates a new blank map that is added in a new tab. You can have several maps to differentiate rooms or levels within a general environment. |
|Delete Map||Edit > Delete Map||
|| Deletes the map that you are currently viewing. |
|| Launches the path editor in order to connect and disconnect paths between maps.|
||This tool allows you to select objects in the map. Select an object to see its properties in the Object Properties Panel.|
|Create Rectangular Zone||
|| Tool to create zone with rectangular shape. |
|Create Circular Zone||
|| Tool to create zone with circular shape. |
|Create Polygonal Zone||
|| Tool to create zone with polygonal shape. |
|| Tool to create paths with nodes in the map. Use this tool also to extend existing paths. |
|| Places beacon devices on the map. |
|Set Distance Between Beacons||
|| Tool to manually set the distance between two beacons. Use this tool to get a more accurate measure for computing reliable values of distance, position and paths. |
|| Use this tool to scale the map. |
|Zoom to Selection||
|| Zooms and centers the map on the object that is currently selected. |
You can also use the mouse wheel to zoom in and out.
|Undo||Edit > Undo||
|| Undoes the last action. |
|Redo||Edit > Redo||
||Redoes the last action that was undone.|
|Show Object Tree||Tools > Show Object Tree||
||Displays the Object Tree.|
|Show Object Properties||Tools > Show Properties Panel||
||Displays the Object Properties Panel.|
The left side panel of the BeaconFence Map Editor displays the Object Tree. Use this panel to see the hierarchy of all the maps and object in the scene. In order to show or hide this panel you can:
You can also use the tree to find, display, and select objects located anywhere in the scene.
The right side panel of the BeaconFence Map Editor displays the Object Properties. Use this panel to view and set the options of the objects on the map. In order to show or hide this panel you can:
- Use the Tools > Show Object Properties menu.
- Click the Show Object Properties toolbar button.
The following table shows the option properties available for each object: