Building: Difference between revisions

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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/]]
[[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.


In the {{software}}, Buildings is a collection of physical objects present on the surface and below ground. These include constructions and roads made and placed by men, planted trees and agriculture, nature, culverts and windmills.
=====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.


When a new project is generated using the 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.
=====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]].


Each Building has its own properties and effects on their surroundings. 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.
=====Impact of overlays and indicators=====
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.
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]].


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 address these changes, if required for their [[objective]]s. For an example on Buildings and their effects [[Functions#Example|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. [[Upgrade Type|Upgrading]] existing buildings with green roofs, renovation etc., during a session is also possible.


==Types of available buildings==
==Categorization==
: 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.
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.  


===Standard Buildings===
These categories are used to distinguish buildings:
[[File: constructions2a.jpg|thumb|left|European housing]]
* '''Road''' and '''Road system''': A building with a function that belongs to one of these [[Category|function categories]]: Road, intersection or bridge.
: ''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.''
* '''Underground''': A building having a function that belongs to the category: underground.
{{clear}}
* '''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 [[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.
* [[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 (Water Overlay)|Culvert]] or [[Weir (Water Overlay)|Weir]]


===Roads===
<gallery mode="nolines">
[[File:construction11a.jpg|thumb|left|Dutch Asphalt Road]]
File: constructions2a.jpg|thumb|left|European housing
: ''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.''
File:construction11a.jpg|thumb|left|Dutch Asphalt Road
{{clear}}
File:construction_underground1.jpg|thumb|left|200px|Underground buildings
 
</gallery>
===Underground===
[[File:construction_underground1.jpg|thumb|left|200px|Underground buildings]]
: ''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==
==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's possible to access and modify the [[Attribute]]s of Buildings using [[TQL|queries]].
It is possible to access and modify the [[Attribute]]s of Buildings using [[TQL|queries]].


{{Building attributes|suppresscategory=true|allowselflink=true|
{{Building attributes|suppresscategory=true|
{{:Bag id (Building Attribute)}}
{{:Bag id (Building Attribute)}}
{{:Brp code (Building Attribute)}}
{{:Construction finish date (Building Attribute)}}
{{:Geometry color (Building Attribute)}}
{{:Nwb id (Building Attribute)}}
{{:Population density m2 (Building Attribute)}}
{{:Power line building id (Building Attribute)}}
{{:Private yard (Building Attribute)}}
}}
}}


==Editing buildings==
{{article end
===Adding and removing buildings===
|howtos=
 
<div style="column-count:2">
''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]].''
* [[How to add and remove buildings]]
 
{{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">
File:SelectCurrentSituation-2019.jpg|Select Current Situation
File:SelectBuildings-2019.jpg|Select Buildings from ribbon bar
File:SelectConstructionType-2019.jpg|Select desired building type
File:SelectAddButton-2019.jpg|Select 'Add' from the bottom of the list
File:NewlyAddedConstructions-2019.jpg|Newly added default building
</gallery>
 
====Removing buildings====
: ''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.''
 
{{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}}
 
<gallery mode="nolines">
File:HighlightConstruction-Q3-2015.jpg|Select Building to be removed
File:SelectRemoveConstruction-Q3-2015.jpg|Select 'Remove'
File:RemoveConstructionConfirmationMessage-Q3-2015.jpg|Confirmation Message
</gallery>
 
===How to's===
* [[How to edit building properties]]
* [[How to edit building properties]]
* [[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.