55 bool remove_lakes =
true);
85void find_flow_apex(
const Array &z, std::vector<int> &is, std::vector<int> &js);
102 std::vector<int> &is,
103 std::vector<int> &js);
147 bool from_east =
true,
148 bool from_west =
true,
149 bool from_north =
true,
150 bool from_south =
true);
173 float depth_min = std::numeric_limits<float>::max());
193 const std::vector<int> &i,
194 const std::vector<int> &j,
195 float depth_min = std::numeric_limits<float>::max());
317 const Array *p_perturb_scaling =
nullptr,
318 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
366 float riverbed_talus = 0.f,
368 int prefilter_ir = 8,
369 bool carve_riverbed =
true,
370 bool smooth_river_bottom =
true,
371 float talus_riverbank = 0.01f,
373 float riverbank_noise_ratio = 0.f,
374 float merging_distance = 8.f,
375 const Array *p_noise_x =
nullptr,
376 const Array *p_noise_y =
nullptr);
412 const glm::ivec2 ij_start,
413 const float elevation_ratio = 0.5f,
414 const float distance_exponent = 2.f,
415 const float upward_penalization = 100.f);
465 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
466 bool bezier_smoothing =
false,
467 float depth_start = 0.01f,
468 float depth_end = 1.f,
469 float slope_start = 64.f,
470 float slope_end = 32.f,
471 float shape_exponent_start = 1.f,
472 float shape_exponent_end = 10.f,
473 float k_smoothing = 0.5f,
474 int post_filter_ir = 0,
475 Array *p_noise_x =
nullptr,
476 Array *p_noise_y =
nullptr,
477 Array *p_noise_r =
nullptr);
491 float k_smooth = 0.f);
519 float melt_start_elevation = 0.f,
520 float melt_end_elevation = 0.5f,
521 float elevation_strength = 1.f,
522 float elevation_exp = 1.f,
523 float sun_azimuth = 0.f,
524 float sun_zenith = 60.f,
525 float aspect_strength = 0.f,
526 float slope_exp = 1.f,
527 float slope_strength = 0.f);
569 float mask_threshold = 0.f,
570 int iterations_max = 10000,
571 float tolerance = 1e-2f,
599 float dry_out_ratio = 0.5f,
600 const Array *p_mask =
nullptr,
601 float depth_max = std::numeric_limits<float>::max());
626 float additional_depth);
670 float additional_depth);
690Array flow_accumulation_from_velocity_field(
const Array &u,
715Array flow_simulation(
const Array &z,
717 const Array &depth_map,
720 bool flux_diffusion =
true,
721 float flux_diffusion_strength = 0.01f,
722 float dry_out_ratio = 0.f);
724Array flow_simulation_viscous(
const Array &z,
726 const Array &depth_map,
729 float dry_out_ratio = 0.f,
730 float viscosity = 1.f,
736 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
737 bool bezier_smoothing =
false,
738 float depth_start = 0.01f,
739 float depth_end = 1.f,
740 float slope_start = 64.f,
741 float slope_end = 32.f,
742 float shape_exponent_start = 1.f,
743 float shape_exponent_end = 10.f,
744 float k_smoothing = 0.5f,
745 int post_filter_ir = 0,
746 Array *p_noise_x =
nullptr,
747 Array *p_noise_y =
nullptr,
748 Array *p_noise_r =
nullptr);
782Array snow_simulation(
const Array &z,
784 const Array &fall_map,
785 const Array &melting_map,
789 float fall_iterations_ratio = 1.f,
792 float k_melt_factor = 0.8f,
793 float k_depth_ratio = 1.f,
794 float k_depth_slope_ratio = 1.f,
795 bool post_filter =
true,
796 float thermal_talus_ratio = 0.2f);
811void water_depth_filter(Array &depth,
const Array &z,
int ir);
Declaration of the Array class for 2D floating-point arrays with various mathematical operations and ...
unsigned int uint
Definition array.hpp:14
Definition blending.hpp:186
Definition algebra.hpp:23
void find_flow_apex(const Array &z, std::vector< int > &is, std::vector< int > &js)
Identifies flow apex (source) cells using D8 flow routing.
Definition find_flow_sinks.cpp:10
FlowDirectionMethod
Definition hydrology.hpp:34
Array 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.
Definition water_depth.cpp:65
Array water_depth_increase(const Array &water_depth, const Array &z, float additional_depth)
Simulates the increase in water depth over a terrain.
Definition water_depth.cpp:89
Array flooding_uniform_level(const Array &z, float zref)
Compute water depth for a uniform flooding level.
Definition flooding.cpp:18
Array flow_accumulation_d8(const Array &z)
Computes the flow accumulation for each cell using the D8 flow direction model.
Definition flow_accumulation_d8.cpp:49
Array 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.
Definition flooding.cpp:28
Array d8_compute_ndip(const Array &d8)
Computes the number of drainage paths for each cell based on the D8 flow direction model.
Definition flow_accumulation_d8.cpp:27
Array flow_fixing(const Array &z, float riverbed_talus=0.f, int iterations=5, int prefilter_ir=8, bool carve_riverbed=true, bool smooth_river_bottom=true, float talus_riverbank=0.01f, uint seed=0, float riverbank_noise_ratio=0.f, float merging_distance=8.f, const Array *p_noise_x=nullptr, const Array *p_noise_y=nullptr)
Definition flow_fixing.cpp:17
Array generate_riverbed(const Path &path, glm::ivec2 shape, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f}, bool bezier_smoothing=false, float depth_start=0.01f, float depth_end=1.f, float slope_start=64.f, float slope_end=32.f, float shape_exponent_start=1.f, float shape_exponent_end=10.f, float k_smoothing=0.5f, int post_filter_ir=0, Array *p_noise_x=nullptr, Array *p_noise_y=nullptr, Array *p_noise_r=nullptr)
Generates a 2D array representing a riverbed based on a specified path.
Definition generate_riverbed.cpp:16
Array flooding_lake_system(const Array &z, float surface_threshold=0)
Estimate lake water depths on a terrain by filling depressions.
Definition flooding.cpp:164
void 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.
Definition water_depth.cpp:37
Array flow_accumulation_dinf(const Array &z, float talus_ref)
Computes the flow accumulation for each cell using the Multiple Flow Direction (MFD) model.
Definition flow_accumulation_dinf.cpp:35
Array merge_water_depths(const Array &depth1, const Array &depth2, float k_smooth=0.f)
Merge two water depth fields.
Definition water_depth.cpp:21
Array flow_accumulation_dinf_perturbed(const Array &z, float talus_ref, int nsamples, glm::vec2 kw, uint seed, float amp, const Array *p_perturb_scaling=nullptr, glm::vec4 bbox={0.f, 1.f, 0.f, 1.f})
Computes averaged D-infinity flow accumulation with terrain perturbations.
Definition flow_accumulation_dinf.cpp:110
Array snow_melting_map(const Array &z, float melt_start_elevation=0.f, float melt_end_elevation=0.5f, float elevation_strength=1.f, float elevation_exp=1.f, float sun_azimuth=0.f, float sun_zenith=60.f, float aspect_strength=0.f, float slope_exp=1.f, float slope_strength=0.f)
Generate a spatial snow melting map from terrain features.
Definition snow_simulation.cpp:15
std::vector< Array > flow_direction_dinf(const Array &z, float talus_ref)
Computes the flow direction and weights for each direction using the Multiple Flow Direction (MFD) mo...
Definition flow_accumulation_dinf.cpp:143
Array basin_id(const Array &z, FlowDirectionMethod fd_method=FlowDirectionMethod::FDM_D8, bool remove_lakes=true)
Label drainage basins using a priority-flood algorithm.
Definition basin_id.cpp:14
Path flow_stream(const Array &z, const glm::ivec2 ij_start, const float elevation_ratio=0.5f, const float distance_exponent=2.f, const float upward_penalization=100.f)
Computes the optimal flow path from a starting point to the boundary of a given elevation array.
Definition flow_stream.cpp:46
std::vector< float > flow_direction_dinf_flat(const Array &z, float talus_ref)
Definition flow_accumulation_dinf.cpp:186
Array flow_direction_dinf_angle(const Array &z, float talus_ref)
Computes the flow direction using the Multiple Flow Direction (MFD) model.
Definition flow_accumulation_dinf.cpp:234
Array water_mask(const Array &water_depth)
Generates a binary mask representing water presence.
Definition water_depth.cpp:207
Array 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.
Definition flooding.cpp:110
void find_flow_sinks(const Array &z, std::vector< int > &is, std::vector< int > &js)
Identifies the indices of flow sinks within the heightmap.
Definition find_flow_sinks.cpp:32
Array flow_direction_d8(const Array &z)
Computes the flow direction from each cell to its downslope neighbor using the D8 model.
Definition flow_accumulation_d8.cpp:100
Path class for manipulating and analyzing paths in 2D space.