/*
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
* Neither the name of libTerrain nor the names of
its contributors may be used to endorse or promote products
derived from this software without specific prior written
permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
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)
{
// 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);
}
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);
}
}
}