Building: Difference between revisions

From Tygron Support wiki
Jump to navigation Jump to search
 
(93 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[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/]]
[[File:Api_current_situation_building.png|thumb|right|400px|[[Building]] related to [[Function]], [[Address]]ess and [[Plot]]]]
In the {{software}}, Buildings are a collection of physical objects present on the surface and below ground. These include constructions and roads placed by people, planted trees and agriculture, nature, culverts and drainage pipes.


(In Dutch)
=====Function of a Building=====
{{clear}}
A Building is always assigned to a [[Function]], which specifies properties shared by buildings of the same type. These also include visual properties. Each individual Building can also override most of these properties if necessary. See also [[#attributes|attributes]];


==Buildings==
=====Sections=====
: Buildings are the product of the building process. This process is defined by adding structure to real property or the building of buildings.
[[File:Building_section_floors.png|thumb|right|200px|Several Buildings consisting of three sections with each a different amount of floors (3, 4 and 2).]]
Buildings consist of one or more [[section]]s. These sections each have their own surface plan and an amount of floors, allowing one building to consist of multiple sections of different floors and heights, while sharing the properties of that building. These sections are not allowed to intersect.


==How do buildings relate to the {{software}}?==
=====Type of Layer=====
: In the {{software}}, Buildings can be placed in the project design stage to populate the [[3D World]], or by stakeholder [[actions]] during a session, as integral part of the session mechanics. By taking [[actions]] users are planning new buildings in the 3D World. Upgrading existing buildings with green roofs, or renovating etc., are all part of the [[upgrades]] section.
A Building is also part of one [[layer]]; ''surface'', ''underground'' or ''bridge''. This layer can put restrictions on a building when editing it. It also determines how it is treated by calculation models. For example, Buildings in the layer surface are considered to be directly on top of the surface terrain and can override the maximum rain infiltration rate.
: Buildings have their own properties and effects on their surroundings. Buildings can also have an impact on indicators; a large concrete ware house will probably have a negative influence on the [[Green (Indicator)|green]] and [[Parking (Indicator)|parking]] indicators, prompting [[stakeholders]] to address these changes, if required for their [[objective]]s. For an example on Buildings and their effects [[Functions#Example|see also]].


==Types of available buildings==
=====Ownership=====
: In the {{software}}, there are three types of man made buildings available: standard buildings, roads and underground. Each type of structure has its own properties. Not only is a building shown on the screen by a visual model in the 3D world; it also represents data that can be used by calculation models and indicators.
A Building is always owned by one [[stakeholder]]. A building is generally situated in one [[plot]], but can be spread among more. A plot has an owner as well, which is often the same, but can be different from, the building owner. See also [[ownership]].


===Standard Buildings===
=====Impact of overlays and indicators=====
[[File: constructions2a.jpg|thumb|left|European housing]]
Buildings have an impact on various [[overlays]] and [[indicators]]; a large concrete ware house will probably have a negative influence on the [[Green (Indicator)|green]] and [[Parking (Indicator)|parking]] indicators, prompting [[stakeholders]] to respond to these changes, if required for their [[Indicator|indicator objective]]s. For an example on Buildings and their effects [[Functions#Example|see also]].
: ''Standard buildings are generic buildings that are best described as being not recognizable for a specific location. Most standard buildings are specific for one or more regions in the world. Currently, the defined regions are Africa, Asia, North America and Europe. Standard buildings are adjustable: they can be adjusted according to the available space and desired amount of floors. Note that a standard building does not necessarily represent an individual unit. It can represent a group of houses, or multiple warehouses as well.''
{{clear}}


===Roads===
=====Initial buildings=====
[[File:construction11a.jpg|thumb|left|Dutch Asphalt Road]]
When a new project is generated using the [[New Project Wizard]], Buildings will generally be placed automatically in the project based on the used data [[sources]]. Additional buildings can be imported using the Geo-wizard or manually added and adjusted using the [[Editor]]. During a [[session]], stakeholders can plan the construction of new Buildings and the demolition of existing buildings, as integral part of the session mechanics. [[Upgrade Type|Upgrading]] existing buildings with green roofs, renovation etc., during a session is also possible.
: ''A road is a thoroughfare, route, or way on land between two places, which has been paved or otherwise improved to allow travel by some conveyance, including a horse, cart, or motor vehicle. Roads consist of one, or sometimes two, roadways (British English: carriageways) each with one or more lanes and also any associated sidewalks (British English: pavement) and road verges. In the {{software}}, roads range from African dirt roads to high tech Asian Rapid Transit Rails.''
{{clear}}


===Underground===
==Categorization==
[[File:construction_underground1.jpg|thumb|left|200px|Underground buildings]]
In the {{software}}, buildings can be categorized in multiple ways depending on the context. For example, some calculation models only take into account buildings that belong to a road system, have a specific attribute or are situated underground.  
: ''Underground buildings include metro lines, network lines, tree roots, cellars/ foundations, (dangerous materials) storage containers, parking garages and more.''
{{clear}}
[[File:YoutubeLogo1.jpg|thumb|left|200px|link=https://youtu.be/-wxsCBhqico|Improved Underground functionalities Tygron Preview Server 2021]]
{{clear}}


==Attributes==
These categories are used to distinguish buildings:
 
* '''Road''' and '''Road system''': A building with a function that belongs to one of these [[Category|function categories]]: Road, intersection or bridge.
It's possible to access and modify the [[Attribute]]s of Buildings using [[TQL|queries]].
* '''Underground''': A building having a function that belongs to the category: underground.
 
* '''Standard building''': A building belonging to a function that is not a road or underground category.
{{Building attributes|suppresscategory=true|allowselflink=true|
* '''Residence''': A residential building of e.g. category LUXE or STUDENT.
{{:Bag id (Building Attribute)}}
* '''Solid''': A building with attribute SOLID is part of the [[Elevation_model#DSM_(building_height)|DSM]].
}}
* '''Vacant''': Whether a building is settled by residents or not.
 
* [[Layer]]: A building belongs to either of these layers: surface, underground or bridge. This can restrict to what function a building can be changed.
==Editing buildings==
* [[Function]]: Buildings with a specific function
===Adding and removing buildings===
* [[Category]]: Buildings with a function belonging to a specific function category.
 
* Attribute: Buildings have a specific attribute.
''This section deals with adding buildings to the 3D world. For adding [[actions]] to a [[stakeholders|Stakeholder]] see [[Actions#Adding and removing categories and actions|Adding and removing Actions]].''
* [[Key]]: Buildings that have an attribute specified in an overlay as a key. For example [[Culvert (Water Overlay)|Culvert]] or [[Weir (Water Overlay)|Weir]]
 
{{Editor location|buildings}}
[[File:constructionspanel_small-2019.jpg|frame|right|200px|Building panel]]
Building and demolishing are essential actions a stakeholder can perform in a {{software}} based project to reach his [[objectives]]. When a project is created (or edited) in the {{software}}, buildings are being added and removed in the editor. Below is a short description, for more in depth detail, please see the [[Editor]].
 
To add or remove buildings, select Buildings from 3D World in the editor:
 
====Adding buildings====
: ''By selecting a type followed by the Add button on the bottom of list of buildings, a new building item appears on the list. The list is alphabetical per building type. The new building is not present in the 3D World yet, since no function has been selected yet, and the building has not been placed in the 3D World either. For details on adding / changing a selection from a building: [[#How to change buildings|see below.]]''
 
{{Editor steps|title=add buildings|Select Current Situation|Select Buildings on the ribbon bar|Select the desired building type from the drop down list|Select 'Add' from the bottom of the list| Notice a new building has been added to the building list}}


<gallery mode="nolines">
<gallery mode="nolines">
File:SelectCurrentSituation-2019.jpg|Select Current Situation
File: constructions2a.jpg|thumb|left|European housing
File:SelectBuildings-2019.jpg|Select Buildings from ribbon bar
File:construction11a.jpg|thumb|left|Dutch Asphalt Road
File:SelectConstructionType-2019.jpg|Select desired building type
File:construction_underground1.jpg|thumb|left|200px|Underground buildings
File:SelectAddButton-2019.jpg|Select 'Add' from the bottom of the list
File:NewlyAddedConstructions-2019.jpg|Newly added default building
</gallery>
</gallery>


====Removing buildings====
==Attributes==
: ''To completely remove a building, including its slot from the building list, select Buildings, highlight the building to be removed and select 'Remove'. This will open a confirmation message to ensure no buildings are deleted by accident.''
Building attributes can be tricky. It is important to know a few things:
* A building inherits all attributes from its [[function]]
* Not all properties of a function , such as name, image and description, are attributes.
* A function's attribute can be overridden by its related [[Function Override]]
* A building can override each attribute.
* A building can define additional attributes not present in a function.
* Removing an attribute from a building does not remove that attribute from its function.


{{Editor steps|title=remove buildings|Open the Building Panel|Highlight the building to be removed|Select "Remove" on the bottom of the list|Confirm the deletion on the popped up message panel}}
It is possible to access and modify the [[Attribute]]s of Buildings using [[TQL|queries]].


<gallery mode="nolines">
{{Building attributes|suppresscategory=true|
File:HighlightConstruction-Q3-2015.jpg|Select Building to be removed
{{:Bag id (Building Attribute)}}
File:SelectRemoveConstruction-Q3-2015.jpg|Select 'Remove'
{{:Brp code (Building Attribute)}}
File:RemoveConstructionConfirmationMessage-Q3-2015.jpg|Confirmation Message
{{:Construction finish date (Building Attribute)}}
</gallery>
{{:Geometry color (Building Attribute)}}
 
{{:Nwb id (Building Attribute)}}
===Changing buildings===
{{:Population density m2 (Building Attribute)}}
{{Editor location|buildings}}
{{:Power line building id (Building Attribute)}}
[[File:Gebouw.png|right|frame|Right side detail panel]]
{{:Private yard (Building Attribute)}}
 
}}
Changing an already existing building is similar to assigning a building to a newly created empty slot. By highlighting an already existing building (or empty slot) on the left side Building Panel, the main view of the 3D world will jump to the buildings location and the existing building can be edited and changed accordingly on the detail panel on the right side of the editor main view. It is also possible to select an existing building in the 3D world, the building on the left side will be highlighted in the list and can be edited on the detail panel on the right side.
 
{{Editor steps|title=change buildings|Select Buildings from Current Situation|Search in the list or the 3D world for the building to be changed|Select the name or building.|On the detail panel on the right side, change the building name in the "[[#Name|Name]]" field|Select the [[#Function (Building Type)|building type]] by clicking on the image|Select if a building is vacant, by marking the check box named "[[#Vacancy|Vacant]]"|Select the building owner from the drop down menu|Use the entry field in the Section selection to set the "[[#Amount of floors|Amount of floors]]"|Select to use the default roof/ wall colours or to use custom colours (check box & color menu)|Select the "[[#Draw area|Draw]]" Button to draw the building in in the 3D world}}
{{clear|left}}
 
====Name====
[[File:Constructions-Name-Q4-2015.jpg|frame|left|Buildings Name Field]]
: ''In the "Name" field, a specific name for the building can be entered, replacing the default naming. Please note that the default name of a building often refers to the actual address of the building in real life. See also [[#Editing addresses of buildings|"Editing addresses of buildings"]]''
{{clear|left}}
 
====Function (Building Type)====
: '' Main article: [[Function]]''
[[File:ConstructionChangeFunctionRightSideDetail-Q4-2015.jpg|frame|left|Select to change function]]
[[File:ChooseFunction-Q3-2015.jpg|thumb|left|296px|Choose Function list]]
: ''By clicking on the image, the actual building type can be selected from a newly opened panel - the Choose Function list.''
{{clear|left}}
 
====Vacancy====
[[File:ConstructionVacancyRightSideDetail-Q4-2015.jpg|frame|left|Set vacancy]]
: ''Vacancy can be turned on for a building with the check box marked "Vacant". When a building is vacant, livability will be reduced in the area. The costs to demolish a vacant building are lower, as there is no need to buy out any occupants.''
{{clear|left}}
 
====Owner====
[[File:ConstructionOwnershipRightSideDetail-Q4-2015.jpg|frame|left|Ownership field]]
: ''This drop down menu contains all available stakeholders in the project. Also non-playable stakeholders can be selected. Ownership affects interactions such as zoning planning, building permits and land transactions.''
{{clear|left}}
 
====Amount of floors====
[[File:ConstructionFloorsRightSideDetail-Q4-2015.jpg|frame|left|Enter number of floors]]
[[File:Section.png|frame|left|The Section selection field on the left side]]
: '' First select the Section field on the left penal. The field for the amount of floors can be set for a building on the right side panel. The numbers between brackets after the title 'Floors' indicates the allowed minimum and maximum number of floors for the selected function. Please note that not all buildings have the option to add floors.''
{{clear|left}}
 
====Year of Building====
[[File:ConstructionBuildYearRightSideDetail-Q4-2015.jpg|left|frame|Year of Building]]
''The {{software}} uses the actual year of building for most buildings when a project is based on real data. In case a new building is added, or no date is available, it is possible to enter a year of building by hand in this field. In case no value is entered on a new building that is added to a project, the current simulation year is used.''
{{clear|left}}


====Roof & Wall Color====
{{article end
[[File:ConstructionColorRightSideDetail-Q4-2015.jpg|frame|left|Select custom wall and roof color]]
|howtos=
''By marking the check box, the default roof and wall color, based on the satellite map, can be overwritten with any color from the drop down menus below the check boxes.''
<div style="column-count:2">
{{clear|left}}
* [[How to add and remove buildings]]
 
* [[How to edit building properties]]
====Roof Height====
[[File:ConstructionRoofHeightRightSideDetail-Q4-2015.jpg|frame|left|Roof height indication]]
''This field indicates the height from the ground to the roof edge. The value can not be changed and is used to verify the height of the building minus any roof structures, such as a slanted roof. For example, a building with 3 floors and a roof height of 15 meters has an average height of 5 meters per floor.''
{{clear|left}}
 
===How to's===
* [[How to edit building addresses]]
* [[How to edit building addresses]]
* [[How to draw selections for buildings]]
* [[How to draw selections for buildings]]
 
* [[How to adjust Building Costs]]
* [[How to correct a building at the edge of the project area]]
* [[How to correct multiple buildings on the same location]]
* [[How to create a Geo Plugin to import Buildings at Project creation]]
</div>
}}


{{Editor current situation nav}}
{{Editor current situation nav}}


[[Category:Items]]
[[Category:Items]][[Category:Building]]

Latest revision as of 14:28, 29 February 2024

In the Tygron Platform, Buildings are a collection of physical objects present on the surface and below ground. These include constructions and roads placed by people, planted trees and agriculture, nature, culverts and drainage pipes.

Function of a Building

A Building is always assigned to a Function, which specifies properties shared by buildings of the same type. These also include visual properties. Each individual Building can also override most of these properties if necessary. See also attributes;

Sections
Several Buildings consisting of three sections with each a different amount of floors (3, 4 and 2).

Buildings consist of one or more sections. These sections each have their own surface plan and an amount of floors, allowing one building to consist of multiple sections of different floors and heights, while sharing the properties of that building. These sections are not allowed to intersect.

Type of Layer

A Building is also part of one layer; surface, underground or bridge. This layer can put restrictions on a building when editing it. It also determines how it is treated by calculation models. For example, Buildings in the layer surface are considered to be directly on top of the surface terrain and can override the maximum rain infiltration rate.

Ownership

A Building is always owned by one stakeholder. A building is generally situated in one plot, but can be spread among more. A plot has an owner as well, which is often the same, but can be different from, the building owner. See also ownership.

Impact of overlays and indicators

Buildings have an impact on various overlays and indicators; a large concrete ware house will probably have a negative influence on the green and parking indicators, prompting stakeholders to respond to these changes, if required for their indicator objectives. For an example on Buildings and their effects see also.

Initial buildings

When a new project is generated using the New Project Wizard, Buildings will generally be placed automatically in the project based on the used data sources. Additional buildings can be imported using the Geo-wizard or manually added and adjusted using the Editor. During a session, stakeholders can plan the construction of new Buildings and the demolition of existing buildings, as integral part of the session mechanics. Upgrading existing buildings with green roofs, renovation etc., during a session is also possible.

Categorization

In the Tygron Platform, buildings can be categorized in multiple ways depending on the context. For example, some calculation models only take into account buildings that belong to a road system, have a specific attribute or are situated underground.

These categories are used to distinguish buildings:

  • Road and Road system: A building with a function that belongs to one of these function categories: Road, intersection or bridge.
  • Underground: A building having a function that belongs to the category: underground.
  • Standard building: A building belonging to a function that is not a road or underground category.
  • Residence: A residential building of e.g. category LUXE or STUDENT.
  • Solid: A building with attribute SOLID is part of the DSM.
  • Vacant: Whether a building is settled by residents or not.
  • Layer: A building belongs to either of these layers: surface, underground or bridge. This can restrict to what function a building can be changed.
  • Function: Buildings with a specific function
  • Category: Buildings with a function belonging to a specific function category.
  • Attribute: Buildings have a specific attribute.
  • Key: Buildings that have an attribute specified in an overlay as a key. For example Culvert or Weir

Attributes

Building attributes can be tricky. It is important to know a few things:

  • A building inherits all attributes from its function
  • Not all properties of a function , such as name, image and description, are attributes.
  • A function's attribute can be overridden by its related Function Override
  • A building can override each attribute.
  • A building can define additional attributes not present in a function.
  • Removing an attribute from a building does not remove that attribute from its function.

It is possible to access and modify the Attributes of Buildings using queries.