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| | [[File:Api_current_situation_geography.png|thumb|right|400px|[[Terrain]]s in relation to [[Terrain Type]]s and [[Height sector]]s.]] |
| | The composition of the surface (above-ground) and sub-surface (underground) in the [[Project]] is defined using Terrains. A Terrain has a polygons indicating its boundaries and a [[Terrain Type]] indicating its type. For every location in the project, two terrains will be present: one [[layer|surface layer]] Terrain and one [[layer|underground]] Terrain. |
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| {{learned|how the {{software}} treats terrain|which terrain types are present in the {{software}}|about the meaning of the different terrain attributes|where to find and how edit terrains in a project}} | | ===Terrain Type=== |
| | {{main|Terrain Type}} |
| | The Terrain polygons each have an associated [[Terrain Type]], which holds the actual data of what the Terrain polygon represents. Only the [[Terrain Type]] holds any [[Attribute]]s to define the Terrain's behavior. |
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| [[File:QA wanner terrain building wiki3.jpg| link=https://www.tygron.com/nl/2020/04/17/wanneer-is-iets-een-terrain-in-tygron-en-wanneer-juist-een-building-en-waarom/]] | | ===Terrain elevation=== |
| | {{main|Elevation model}} |
| | Although conceptually related, the [[elevation model|height of the Terrain]] is explicitly not part of the Terrain itself or of the [[Terrain Type]]s. Instead, based on the presence or selection of specific [[Terrain Type]]s, modifications to the [[elevation model]] are made. For example, replacing a terrain with a type of [[water (Terrain Attribute)|water]] will cause a change for the [[elevation model]], but that change can be suppressed. |
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| (In Dutch)
| | Terrains define what [[Terrain Type]] is present for any given location, and thus how the ground behaves. The [[elevation model]] defines the height of the ground for any given location. |
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| ==What is meant by Terrain?==
| | {{article end |
| The {{software}} uses the term ''terrain'' to describe the composition of the surface, subsurface and their elevation in a project. This does not include any features built upon it, which are known as [[construction]]s.
| | |notes=* When creating a new project in the Netherlands, the default Terrains and their [[Terrain Type]]s are based on data from the [[Project_Sources#BRO|BRO]]. |
| {{editor location|terrains}}
| | * Terrains are never edited directly. Instead, users draw or import geometries for alternative Terrain Types. |
| | |howtos=* [[How to manually change the Terrain]] |
| | |seealso=* [[Terrain Type]] |
| | * [[Elevation model]] |
| | * [[Height map]] |
| | * [[Underground Overlay]] |
| | }} |
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| ==Surface== | | [[File:QA wanner terrain building wiki3.jpg| link=https://www.tygron.com/nl/2020/04/17/wanneer-is-iets-een-terrain-in-tygron-en-wanneer-juist-een-building-en-waarom/]]<br>(In Dutch) |
| The {{software}} differentiates between various types of terrain. Each terrain type has its own predefined attributes that may have an effect on various [[indicators]] and [[Overlay|overlays]], such as [[Green (Indicator)|green]], [[Livability (Indicator)|livability]] and [[Rainfall_(Overlay)|rainfall flooding]]. A description of all available terrain types is listed in the table below.
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| {| class="wikitable"
| | {{Template:Editor current situation nav}} |
| ! EN
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| ! NL
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| ! Description
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| |-
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| |Breakwater
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| |Golfbreker
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| |A construction designed to protect the coastline from wave action.
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| |-
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| |Concrete
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| |Beton
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| |Commonly found in urban and industrial areas.
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| |-
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| |Dunes
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| |Duinen
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| |A naturally occurring landscape feature forming the division between the beach and the hinterland.
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| |-
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| |Grassland
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| |Grasland
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| |Area dominated by grass vegetation.
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| |-
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| |Open land
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| |Open land
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| |The default terrain type for land surface. If an empty world is generated, this type will cover the entire map.
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| |-
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| |Levee
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| |Dijk
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| |A construction usually built between a water body and low-lying land (polder) offering protection from flooding.
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| |-
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| |Sand
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| |Zand
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| |Area largely consisting of sandy sediment.
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| |-
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| |Sea
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| |Zee
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| |Water that is part of a sea or ocean.
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| |-
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| |Waterbody
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| |Watervlakte
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| |A water body which is often not part of a 'managed' water system.
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| |-
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| |Waterway
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| |Waterloop
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| |A waterway which is often part of a 'managed' water system
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| |}
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| Each surface terrain type contains the following attributes:
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| {{terrain attributes table start}}
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| {{:buildable (Terrain Attribute)}}
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| {{:ground infiltration md (Terrain Attribute)}}
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| {{:heat effect (Terrain Attribute)}}
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| {{:livability effect (Terrain Attribute)}}
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| {{:polder water (Terrain Attribute)}}
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| {{:safety (Terrain Attribute)}}
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| {{:terrain mix (Terrain Attribute)}}
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| {{:texture type (Terrain Attribute)}}
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| {{:water (Terrain Attribute)}}
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| {{:water depth m (Terrain Attribute)}}
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| {{:water evaporation factor (Terrain Attribute)}}
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| {{:water manning (Terrain Attribute)}}
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| {{table end}}
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| ==Subsurface==
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| The {{Software}} differentiates between various types of subsurface terrain types. Subsurface terrain data was originally acquired from [[GEO_Data|FGR]], however, as of version 2019.0.0 this has become [[GEO_Data|BRO]]. The [[Underground_(Overlay)|Subsurface Overlay]] shows the different soil types composing the subsurface, each having distinctive predefined attributes.<!-- that affect the [[Water_Overlays|Water Overlays]].--> The table below shows a division into the different terrain categories, which, in turn, have their own subdivisions into multiple subsurface soil types.
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| {| class="wikitable"
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| ! EN
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| ! NL
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| ! Description
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| |-
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| |Gravel
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| |Grind
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| |-
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| |Clay
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| |Klei
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| |-
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| |Chalk <!--Suggestion: Lime or calcareous soil-->
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| |Krijt <!--Suggestie: Kalk-->
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| |-
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| |Loam
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| |Leem
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| |-
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| |Loess
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| |Löss
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| |-
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| |Unknown
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| |Onbekend
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| |Default, if no subsurface data is available.
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| |-
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| |Silt
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| |Silt
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| |-
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| |Peat
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| |Veen
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| |-
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| |Sand
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| |Zand
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| |-
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| |Marine clay
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| |Zeeklei
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| |}
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| Each subsurface terrain type contains the following attributes:
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| Each surface terrain type contains the following attributes:
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| {{terrain attributes table start}}
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| {{:angle of repose (Terrain Attribute)}} | |
| {{:buildable (Terrain Attribute)}}
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| {{:ground infiltration md (Terrain Attribute)}}
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| {{:peat fraction (Terrain Attribute)}}
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| {{:toplayer thickness (Terrain Attribute)}}
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| {{:water storage percentage (Terrain Attribute)}}
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| {{table end}}
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| | | [[Category:Items]][[Category:Terrain]] |
| {| class="wikitable"
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| ! Attribute
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| ! Unit
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| ! Description
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| |-
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| |ANGLE_OF_REPOSE
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| |{{angle}}
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| |The different subsurface types each attain a value for the maximum slope (Dutch: talud). This value is used for creating the water edge steepness and indirect for the water depth.
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| |-
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| |BUILDABLE
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| |{{boolean}}
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| |Attribute determining whether or not the subsurface tolerates the construction of new buildings.
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| |-
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| |GROUND_INFILTRATION_MD
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| |m/d
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| |Infiltration capacity of the surface soil into the subsoil. This attribute is used in calculations of the [[Water Overlay]].
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| |-
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| |PEAT_FRACTION
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| |fraction
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| |The fraction of the subsurface which will be considered to be peat by the [[Subsidence Overlay]].
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| |-
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| |TOPLAYER_THICKNESS
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| |m
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| |The depth of the clay soil layer, as considered by the [[Subsidence Overlay]]
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| |-
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| |WATER_STORAGE_PERCENTAGE <!--It is actually a fraction, not a percentage-->
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| |fraction
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| |Fraction of the volume of water that can be stored per volume of soil, usually expressed as the saturated minus residual water-content properties of the soil.
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| |}
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| ==Elevation==
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| From the Terrain tab, the user can choose to manually change the current surface elevation model in the project, or to import one in the form of a GeoTIFF file. More information regarding the elevation model can be found on the [[Terrain_height|terrain height]] page.
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| {{Template:Editor current situation nav}}
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