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 land?==
===Terrain Type===
: Land is an area or a terrain. Geographically, land usually refers to (dry) surface of the earth on a large scale. Various types of land exist, and different types can affect for what purposes it can be used.
{{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.  


==How does land type relate to the Tygron Engine?==
===Terrain elevation===
: Land type in the Tygron Engine describes what types of surface a given area is, for example grassland, concrete, or water. Different land types have different effects. If the area is designated as grass land, it has a small positive effect on the [[Livability (Indicator)|livability]] and [[Heat (Indicator)|heat stress]] indicators. These indicators will be negatively affected if the land type is set as concrete. Open water drastically improves the available water storage.
{{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.


==Available land types==
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.
: 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]].
The following land types are available:
====Grassland====
: ''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.''
<gallery mode="nolines">
File:behavior2.jpg|Grass land
File:behavior_grassland_values.jpg|Grass land  type values
</gallery>


====Drainage water (Boezem water)====
{{article end
: ''This land type is visualized as open water. It has a drainage function and underground drainage structures can connect to this terrain.''
|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]].
<gallery mode="nolines">
* Terrains are never edited directly. Instead, users draw or import geometries for alternative Terrain Types.
File:behavior3.jpg|Drainage water
|howtos=* [[How to manually change the Terrain]]
File:behavior_boezemwater_values.jpg|Drainage water land type values
* [[How to import a GeoJSON of waterways]]
</gallery>
* [[How to import a GeoTIFF of waterway depths]]
|seealso=* [[Terrain Type]]
* [[Terrain Attributes]]
* [[Elevation model]]
* [[Height map]]
* [[Underground Overlay]]
}}


====Polder water====
{{Template:Editor current situation nav}}
: ''This land type is open water that is available in polders, and that can be used for shipping.''
<gallery mode="nolines">
File:behavior4.jpg|Polder water
File:behavior_polderwater_values.jpg|Polder water land type values
</gallery>


====Beach====
[[Category:Items]][[Category:Terrain]]
: ''This land type can be found where the land mass borders on large bodies of water such as open sea or large lakes.''
<gallery mode="nolines">
File:behavior5.jpg|Beach
File:behavior_beach_values.jpg|Beach land type values
</gallery>
 
====Breakwater====
: ''Breakwater is land type designated to protect the actual coast line from waves, floods and tidal erosion.''
<gallery mode="nolines">
File:behavior7.jpg|Breakwater
File:behavior_breakwater_value.jpg|Breakwater land type values
</gallery>
 
====Dikes====
: ''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.''
<gallery mode="nolines">
File:Editor_land_type_dike.jpg|Dikes
File:Behavior_dikes_values.jpg|Dikes land type values
</gallery>
 
====Dunes====
: ''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.''
<gallery mode="nolines">
File:Editor_land_type_dunes.jpg|Dunes
File:behavior_dunes_values.jpg|Dunes land type values
</gallery>
 
====Concrete====
: ''This land type can mostly be found in urban and industrial areas.''
<gallery mode="nolines">
File:behavior8.jpg|Concrete
File:behavior_concrete_values.jpg|Concrete land type values
</gallery>
 
==Drawing terrain in the 3D world==
{{editor ribbon|header=3D World|bar=Land}}
[[File:Editor_ribbon_header_3dworld_bar_land.jpg|left|Selected menu items]]<br clear=all>
{{Editor ribbon|header=3D World|bar=Land|Left Panel}}
[[File:behavior_panel.jpg|left|thumb|Left panel with available landtypes]]<br clear=all>
<br>
{{Editor steps|title=change land type in the 3D world|Select "3D World" in the ribbon header|Select "Land" in the ribbon bar or select "Change Land Type" from the dropdown menu |Select land type in the left panel|Select "Draw Area" in the bottom of the right panel|Brush becomes active, choose [[brush]] options in the bottom panel|Use the brush in the 3D World to [[Brush#Drawing|draw]] the desired terrain|Select "Apply Selection" to apply the land type change}}
<br>
<gallery mode="nolines">
File:Editor_ribbon_header_3dworld_bar_land.jpg|1. Select 3D World in ribbon header
File:Editor_ribbon_header_3dworld_bar_land_dropdown.jpg|2. Select "Land" from the ribbon bar or select "Change Land Type" from the dropdown menu
File:behavior_panel.jpg|3. Select land type in the left panel
File:Editor_land_draw_area.jpg|4. Select "Draw Area" in the bottom of the right panel
File:Editor_land_draw.jpg|5. Brush becomes active in 3D world
File:Editor_land_draw_selection.jpg|6. Brush selection in 3D world
File:Editor_land_apply_selection.jpg|7. Apply selection
File:Editor_land_draw_result.jpg|8. End result
</gallery>

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