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Array | hmap::flooding_uniform_level (const Array &z, float zref) |
| Compute water depth for a uniform flooding level.
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Array | hmap::flooding_from_boundaries (const Array &z, float zref, bool from_east=true, bool from_west=true, bool from_north=true, bool from_south=true) |
| Compute flooding starting from the lowest boundary points.
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Array | hmap::flooding_from_point (const Array &z, int i, int j, float depth_min=std::numeric_limits< float >::max()) |
| Flood terrain starting from a single seed point.
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Array | hmap::flooding_from_point (const Array &z, const std::vector< int > &i, const std::vector< int > &j, float depth_min=std::numeric_limits< float >::max()) |
| Flood terrain starting from multiple seed points.
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Array | hmap::flooding_lake_system (const Array &z, int iterations=500, float epsilon=1e-3f) |
| Estimate lake water depths on a terrain by filling depressions.
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Array | hmap::merge_water_depths (const Array &depth1, const Array &depth2, float k_smooth=0.f) |
| Merge two water depth fields.
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void | hmap::water_depth_dry_out (Array &water_depth, float dry_out_ratio=0.5f, const Array *p_mask=nullptr, float depth_max=std::numeric_limits< float >::max()) |
| Apply a drying factor to a water depth field.
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Array | hmap::water_depth_from_mask (const Array &z, const Array &mask, float mask_threshold=0.f, int iterations_max=10000, float tolerance=1e-2f, float omega=1.8f) |
| Compute water depth over a masked terrain using harmonic interpolation.
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Array | hmap::water_depth_increase (const Array &water_depth, const Array &z, float additional_depth) |
| Simulates the increase in water depth over a terrain.
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Array | hmap::water_mask (const Array &water_depth) |
| Generates a binary mask representing water presence.
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Array | hmap::water_mask (const Array &water_depth, const Array &z, float additional_depth) |
| Computes a gradient-based water mask using an extended water depth model.
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