Terrain: Difference between revisions

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{{learned|what land is|what the relationship is between land and terrain in the Tygron Engine|which types of land type are present in the Tygron Engine|how to edit the land of a selected area}}
[[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.


==What is terrain?==
===Terrain Type===
Terrain in the tygron engine, describes the surface and sub-surface (underground) and elevation of your project. Terrain excludes everything which is build-up on the terrain, which is described in buildings. Terrain can be editted via GEO DATA -> Terrain.
{{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.  


==Surface==
===Terrain elevation===
In the Tygron Engine there are different land types available. Each land type has different predefined attributes that affect [[indicators]] and [[Overlay|overlays]] such as [[Green (Indicator)|green]], [[Livability (Indicator)|livability]] and the [[Rainfall_(Overlay)|rainfall flooding]]. All types are described in the table below.
{{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.


{| class="wikitable"
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.
! EN
! NL
! Description
|-
|Concrete
|Beton
|This land type can mostly be found in urban and industrial areas
|-
|River Water
|Boezemwater
|Larger water bodies, navigable for (small) boats
|-
|Dike
|Dijk
|Dike is a land type that usually lays between water and constructions, or other areas which need to be protected. Dikes are constructed phenomenon, offering protection from floods and high tides
|-
|Dunes
|Duinen
|Dunes is a land type that usually lays between the beach and the rest of the land mass. Dunes are a natural phenomenon, a row of wind shaped sandy hills, protecting the inland from floods and high tides. Sometimes, due to erosion, dunes also occur inland and can eventually develop into a large arid region - the Sahara sand dunes.
|-
|Dike
|Breakwater
|Breakwater is land type designated to protect the actual coast line from waves, floods and tidal erosion.
|-
|Grasland
|Grassland
|All that is grass
|-
|Open land
|Open land
|This is the default land type for land in the Tygron Engine. If an empty world is generated, all land will have this land type
|-
|Water
|Water
|Small water bodies
|-
|Sand
|Zand
|All that is sand
|}


==Underground==
{{article end
In the Tygron Engine there are different underground types available. Each land type has different predefined attributes that affect [[Rainfall_(Overlay)|rainfall flooding]].
|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]].
* Terrains are never edited directly. Instead, users draw or import geometries for alternative Terrain Types.
|howtos=* [[How to manually change the Terrain]]
* [[How to import a GeoJSON of waterways]]
* [[How to import a GeoTIFF of waterway depths]]
|seealso=* [[Terrain Type]]
* [[Terrain Attributes]]
* [[Elevation model]]
* [[Height map]]
* [[Underground Overlay]]
}}


{| class="wikitable"
{{Template:Editor current situation nav}}
! EN
! NL
! Description
|-
|Klei
|Clay
|terrain with a clay underground layer
|-
|Löss
|Loess
|terrain with a loess underground layer
|-
|Unknown
|Onbekend
|default underground if no data is available for your project
|-
|Veen
|Peat
|terrain with a peat underground layer
|-
|Sand
|Zand
|terrain with a sand underground layer
|-
|Marine clay
|Zeeklei
|terrain with a marine clay underground layer
|}


==Elevation==
[[Category:Items]][[Category:Terrain]]
: In the Tygron Engine there are different land types available. Each land type has different predefined attributes that affect [[indicators]] such as [[Green (Indicator)|green]] and [[Livability (Indicator)|livability]].

Latest revision as of 14:32, 29 February 2024

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 surface layer Terrain and one underground Terrain.

Terrain Type

Main article: 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 Attributes to define the Terrain's behavior.

Terrain elevation

Main article: Elevation model

Although conceptually related, the height of the Terrain is explicitly not part of the Terrain itself or of the Terrain Types. Instead, based on the presence or selection of specific Terrain Types, modifications to the elevation model are made. For example, replacing a terrain with a type of water will cause a change for the elevation model, but that change can be suppressed.

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.

Notes

  • When creating a new project in the Netherlands, the default Terrains and their Terrain Types are based on data from the BRO.
  • Terrains are never edited directly. Instead, users draw or import geometries for alternative Terrain Types.

How-to's

See also