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using System;
using System.Collections.Generic;
using System.Text;
namespace libTerrain
{
partial class Channel
{
///
/// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function.
///
/// The X coordinate of the terrain mask
/// The Y coordinate of the terrain mask
/// The size of the terrain mask
/// The scale of the terrain mask
public void Flatten(double rx, double ry, double size, double amount)
{
FlattenFast(rx, ry, size, amount);
}
private void FlattenSlow(double rx, double ry, double size, double amount)
{
// Generate the mask
Channel temp = new Channel(w, h);
temp.Fill(0);
temp.Raise(rx, ry, size, amount);
temp.Normalise();
double total_mod = temp.Sum();
// Establish the average height under the area
Channel newmap = new Channel(w, h);
newmap.map = (double[,])map.Clone();
newmap *= temp;
double total_terrain = newmap.Sum();
double avg_height = total_terrain / total_mod;
// Create a flat terrain using the average height
Channel flat = new Channel(w, h);
flat.Fill(avg_height);
// Blend the current terrain with the average height terrain
// using the "raised" empty terrain as a mask
Blend(flat, temp);
}
private void FlattenFast(double rx, double ry, double size, double amount)
{
int x, y;
double avg = 0;
double div = 0;
int minX = Math.Max(0, (int)(rx - (size + 1)));
int maxX = Math.Min(w, (int)(rx + (size + 1)));
int minY = Math.Max(0, (int)(ry - (size + 1)));
int maxY = Math.Min(h, (int)(ry + (size + 1)));
for (x = minX; x < maxX; x++)
{
for (y = minY; y < maxY; y++)
{
double z = size;
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
if (z < 0)
z = 0;
avg += z * amount;
div += z;
}
}
double height = avg / div;
for (x = minX; x < maxX; x++)
{
for (y = minY; y < maxY; y++)
{
double z = size;
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
if (z < 0)
z = 0;
Set(x, y, Tools.linearInterpolate(map[x, y], height, z));
}
}
}
public void Flatten(Channel mask, double amount)
{
// Generate the mask
Channel temp = mask * amount;
temp.Clip(0, 1); // Cut off out-of-bounds values
double total_mod = temp.Sum();
// Establish the average height under the area
Channel map = new Channel(w, h);
map.map = (double[,])this.map.Clone();
map *= temp;
double total_terrain = map.Sum();
double avg_height = total_terrain / total_mod;
// Create a flat terrain using the average height
Channel flat = new Channel(w, h);
flat.Fill(avg_height);
// Blend the current terrain with the average height terrain
// using the "raised" empty terrain as a mask
Blend(flat, temp);
}
}
}