Model attributes (Water Overlay) and Breach (Water Overlay): Difference between pages

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The [[Water_Overlay|water overlay's]] model calculations depend on a number of calculation-wide parameters. These parameters are available as attributes of the water overlay and can be modified as such.
A breach is a modification to the [[terrain height (Water Overlay)|terrain height]], with an optional in- or outflow of water for the hydrological model. This can be used to represent calamitous situations, such as a breach in a levee. Breaches can also be used to easily simulate a terrain height increase, like a levee.


{| class="wikitable"
A breach can either be defined solely as a terrain height modification using its [[Breach_height_(Water_Overlay)|BREACH_HEIGHT]] attribute, or as a connection to a water body outside of the hydrological model by adding attributes related to the external water body. If the breach is only defined as a terrain height change, only water that is already created or defined in some other way in the hydrological model can flow through and from it.
! Icon
! Attribute
! Unit
! Description
|-
|[[File:waterwizard_icon_allowed_water_increase.png]]
|{{anchor|ALLOWED_WATER_INCREASE_M|[[Allowed_water_increase_m_(Water_Overlay)|ALLOWED_WATER_INCREASE_M]]}}
|m
|The amount by which the water level on a water terrain must increase before it is considered stressed by water. This is used to compute the {{inlink|WATER_STRESS}} result type.
|-
|
|{{anchor|DESIGN_FLOOD_ELEVATION_M|[[Design_flood_elevation_m_(Water_Overlay)|DESIGN_FLOOD_ELEVATION_M]]}}
|m
|Constructions in the 3D world are assumed to have at most this height compared to the surface of the terrain. Greater values can create a more accurate model but will impact performance.
|-
|
|{{anchor|GRAVITY|[[Gravity_(Water_Overlay)|GRAVITY]]}}
|m/s²
|Used constant for gravitational acceleration
|-
|
|{{anchor|GROUND_BOTTOM_DISTANCE_M|[[Ground_bottom_distance_m_(Water_Overlay)|GROUND_BOTTOM_DISTANCE_M]]}}
|m
|Assumed distance under the terrain surface where the soil becomes impenetrable for water. The groundwater level cannot go below this depth, relative to the surface. The maximum amount of water that can be stored underground is equal to this attribute multiplied by the local terrain's [[Terrain water storage percentage (Water Overlay)|WATER_STORAGE_PERCENTAGE]]
|-
|
|{{anchor|GROUND_WATER|[[Ground_water_(Water_Overlay)|GROUND_WATER]]}}
|boolean
|Whether [[Underground model (Water Overlay)|underground water flow]] is simulated during the calculation. If this is deactivated, surface infiltration, underground infiltration, and [[Evaporation model (Water Overlay)|underground evaporation]] do not occur. Water flowing [[Sewer model (Water Overlay)|in- and out of the sewer]] are still simulated when sewers are present.
|-
|[[File:waterwizard_icon_allowed_water_increase.png]]
|{{anchor|IMPACT_FLOOD_THRESHOLD_M|[[Impact_flood_threshold_m_(Water_Overlay)|IMPACT_FLOOD_THRESHOLD_M]]}}
|m
|The amount of water a construction must experience before it is considered impacted by water. Water must reach this height either on one of the cells the construction is on, or on one of the cells adjacent to it. This is used to compute the [[IMPACTED BUILDINGS]] result type.
|-
|
|{{anchor|LIMIT_RAIN|[[Limit_rain_(Water_Overlay)|LIMIT_RAIN]]}}
|{{boolean}}
|Whether rainfall locations should be limited to water level areas (1) or everywhere (0).
|-
|
|{{anchor|MAX_WATER_DEPTH_M|[[Max_water_depth_(Water_Overlay)|MAX_WATER_DEPTH_M]]}}
|m
|
|-
|
|{{anchor|MIN_SLOPE|[[Min_slope_(Water_Overlay)|MIN_SLOPE]]}}
|ratio
|The minimum slope required to account for the effect of gravity on the speed of the water. If the slope of the terrain is less than the minimum slope, the effect of gravity on the speed of the water is assumed to be 0. The ratio is the height over distance.
|-
|
|{{anchor|QUAD_CELL|[[Quad_cell_(Water_Overlay)|QUAD_CELL]]}}
|boolean
|This attribute name is reserved for future functionality. Currently, this marks an experimental feature which is currently under development and may result in unexpected behavior when activated.
|-
|
|{{anchor|SEWER_OVERFLOW_THRESHOLD|[[Sewer_overflow_threshold_(Water_Overlay)|SEWER_OVERFLOW_THRESHOLD]]}}
|fraction
|How much of a sewer's storage must be filled with water before the {{inlink|Sewer overflow|sewer's overflows}} are allowed to overflow water.
|-
|[[File:waterwizard_icon_allowed_water_increase.png]]
|{{anchor|SHOW_DURATION_FLOOD_LEVEL_M|[[Show_duration_flood_level_m_(Water_Overlay)|SHOW_DURATION_FLOOD_LEVEL_M]]}}
|m
|The amount of water which must be present in a specific location before the duration of surface water can be recorded. This is used to compute the {{inlink|SURFACE_DURATION}} result type.
|-
|
|{{anchor|SURFACE_WATER_EVAPORATION_FACTOR|[[Surface_water_evaporation_factor_(Water_Overlay)|SURFACE_WATER_EVAPORATION_FACTOR]]}}
|factor
|The factor by which the {{inlink|lcase=1|Weather}}'s evaporation factor is multiplied to compute the amount of {{inlink|Evaporation model|evaporation}} which takes place on the surface.
|-
|
|{{anchor|TIMEFRAMES|[[Timeframes_(Water_Overlay)|TIMEFRAMES]]}}
|integer
|The number of intermediate results recorded during the calculation. Each {{inlink|Timeframes|timeframe}} becomes a snapshot of data which can be viewed and analysed. The total simulation time is divided by this value, and at each interval of that period of time a snapshot of the results so far is made. Note that the first timeframe does not contain the starting conditions of the simulation, but the state of the simulation after the first period of time has passed.
|-
|
|{{anchor|WALL_ANGLE|[[Wall_angle_(Water_Overlay)|WALL_ANGLE]]}}
|degrees
|The minimal angle for a slope to be considered a wall. Cells that have a wall behavior will slow down and reflect the water's movement considerably. The x- and y-direction are handled separately.
|}


{{WaterOverlay_model_attribute_nav}}
If the breach is given the attributes required for the external water body, water will automatically be created or removed uniformly on the breach, depending on the simulated water body "behind" the breach.
[[Category:Water Module]]
 
The breach can grow over time, based on its initial width and the critical speed at which water may flow. If a [[Breach_width_(Water_Overlay)|BREACH_WIDTH]] is defined, the breach's polygon is intersected with a circle emanating from the centerpoint of the polygon. It is only in that intersection, dubbed the "active breach", that water will flow in from the simulated external water body. The radius of the circle defining the intersection will expand as water flows, based on the critical speed of the water as defined in the [[Breach_speed_(Water_Overlay)|BREACH_SPEED]] attribute. All cells in the active breach are considered directly adjacent to the external water body.
 
The [[terrain height (Water Overlay)|terrain]] covered by the entire breach area is considered lowered to the height defined by its [[Breach_height_(Water_Overlay)|BREACH_HEIGHT]] attribute, even if the active breach does not extend across the entirety of the breach area.
 
Water flowing through or across a breach will flow in the direction defined by the [[Breach_angle_(Water_Overlay)|BREACH_ANGLE]] attribute, regardless of whether the water flowed onto the breach from elsewhere in the water model, or from the simulated external water body. If no [[Breach_angle_(Water_Overlay)|BREACH_ANGLE]] is defined, water can flow in any direction.
 
If no critical speed is defined, the active breach will never grow. If no width is defined, the width is assumed to be very large, creating an intersection exactly the size of the polygon.
 
{{Overlay attribute
|attribute=[[Breach height (Water Overlay)|BREACH_HEIGHT]]
|unit={{mdatum}}
|description=The new [[terrain height (Water Overlay)|terrain height]] at the location of the breach.
|defaultvalue=n/a
|icon=[[File:waterwizard_icon_breach_height.png]]
|attribute2=[[Breach width (Water Overlay)|BREACH_WIDTH]]
|unit2=m
|description2=The initial width of the breach.
|defaultvalue2=10000
|icon2=[[File:waterwizard_icon_breach_width.png]]
|attribute3=[[Breach angle (Water Overlay)|BREACH_ANGLE]]
|unit3={{geoangle}}
|description3=The angle at which water can flow from the breach.
|defaultvalue3=n/a
|icon3=[[File:waterwizard_icon_breach_angle.png]]
|attribute4=[[Breach speed (Water Overlay)|BREACH_SPEED]]
|unit4=m/s
|description4=The critical speed factor used in the [[Breach growth formula (Water Overlay)|breach width growth formula]].
|defaultvalue4=n/a
|icon4=[[File:waterwizard_icon_breach_speed.png]]
|attribute5=[[External surface level (Water Overlay)|EXTERNAL_SURFACE_LEVEL]]
|unit5={{mdatum}}
|description5=The height of the bottom of the external water body behind the breach. The lowest level the external water level can lower to.
|defaultvalue5=0
|icon5=[[File:waterwizard_icon_external_surface_level.png]]
|attribute6=[[External water level (Water Overlay)|EXTERNAL_WATER_LEVEL]]
|unit6={{mdatum}}
|description6=The water level of the external water body behind the breach. The initial level the water level is set to.
|defaultvalue6=0
|icon6=[[File:waterwizard_icon_external_water_level.png]]
|attribute7=[[External area (Water Overlay)|EXTERNAL_AREA]]
|unit7=m²
|description7=The surface area of the external water body behind the breach. The larger the external water body, the more water can flow from it (or into it), and the smaller the effect of the inflow or outflow of water on the external water level.
|defaultvalue7=0
|icon7=[[File:waterwizard_icon_external_surface_level.png]]
|attribute8=[[Breach input area (Water Overlay)|BREACH_INPUT_AREA]]
|unit8=Area ID
|description8=The [[area]] representing the influx area for the breach. Water will flow directly from the influx area to the breach itself.
|defaultvalue8=none
|icon8=[[File:waterwizard_icon_breach_input_area.png]]
}}
{{WaterOverlay hydrological features nav}}
{{Water Module buttons}}
{{Water Module buttons}}

Revision as of 13:56, 19 June 2019

A breach is a modification to the terrain height, with an optional in- or outflow of water for the hydrological model. This can be used to represent calamitous situations, such as a breach in a levee. Breaches can also be used to easily simulate a terrain height increase, like a levee.

A breach can either be defined solely as a terrain height modification using its BREACH_HEIGHT attribute, or as a connection to a water body outside of the hydrological model by adding attributes related to the external water body. If the breach is only defined as a terrain height change, only water that is already created or defined in some other way in the hydrological model can flow through and from it.

If the breach is given the attributes required for the external water body, water will automatically be created or removed uniformly on the breach, depending on the simulated water body "behind" the breach.

The breach can grow over time, based on its initial width and the critical speed at which water may flow. If a BREACH_WIDTH is defined, the breach's polygon is intersected with a circle emanating from the centerpoint of the polygon. It is only in that intersection, dubbed the "active breach", that water will flow in from the simulated external water body. The radius of the circle defining the intersection will expand as water flows, based on the critical speed of the water as defined in the BREACH_SPEED attribute. All cells in the active breach are considered directly adjacent to the external water body.

The terrain covered by the entire breach area is considered lowered to the height defined by its BREACH_HEIGHT attribute, even if the active breach does not extend across the entirety of the breach area.

Water flowing through or across a breach will flow in the direction defined by the BREACH_ANGLE attribute, regardless of whether the water flowed onto the breach from elsewhere in the water model, or from the simulated external water body. If no BREACH_ANGLE is defined, water can flow in any direction.

If no critical speed is defined, the active breach will never grow. If no width is defined, the width is assumed to be very large, creating an intersection exactly the size of the polygon.

Template:Overlay attribute