The spatial and temporal model
How on-map entities, areas, and time fit together.
SimOops is, at heart, a map of a construction site over time. Everything on it is an entity with a footprint and a lifetime.
Entities on the map
The map's first-class citizens are the Primitive entity kinds — the point, circle and polygon primitives that everything else is built from. Pointlike entities that open a properties panel rather than a footprint editor are Auxiliary pins. When you select several entities at once you get a Multi-selection, and acting on a mixed set surfaces the Bulk-action strip; if your click lands on a stack of overlapping entities the Disambiguation picker lets you choose which one you meant.
Buildings add a vertical axis. Floor focus narrows the map to one level and dims the rest, with an Off-floor hint for entities that live elsewhere.
Areas and reference geometry
Polygonal regions are ActiveAreas. Some span an entire storey — a Whole-floor area — and a Floor-fill is the idiom for painting one. Geometry that is always-on and plan-agnostic (roads, buildings, zones) is a Reference feature.
Time
Every entity carries an Active period. Work is organised into Shifts, and a recurring booking expands into a Schedule group of individual Occurrences. The timeline Scrubber-anchored surface decides what is visible at the moment you have scrubbed to — which is not always the same window the clash engine evaluates, a subtlety the decision record covers in detail.