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);
167 bool from_east =
true,
168 bool from_west =
true,
169 bool from_north =
true,
170 bool from_south =
true);
193 float depth_min = std::numeric_limits<float>::max());
213 const std::vector<int> &i,
214 const std::vector<int> &j,
215 float depth_min = std::numeric_limits<float>::max());
337 const Array *p_perturb_scaling =
nullptr,
338 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f});
386 float riverbed_talus = 0.f,
388 int prefilter_ir = 8,
389 bool carve_riverbed =
true,
390 bool smooth_river_bottom =
true,
391 float talus_riverbank = 0.01f,
393 float riverbank_noise_ratio = 0.f,
394 float merging_distance = 8.f,
395 const Array *p_noise_x =
nullptr,
396 const Array *p_noise_y =
nullptr);
432 const glm::ivec2 ij_start,
433 const float elevation_ratio = 0.5f,
434 const float distance_exponent = 2.f,
435 const float upward_penalization = 100.f);
485 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
486 bool bezier_smoothing =
false,
487 float depth_start = 0.01f,
488 float depth_end = 1.f,
489 float slope_start = 64.f,
490 float slope_end = 32.f,
491 float shape_exponent_start = 1.f,
492 float shape_exponent_end = 10.f,
493 float k_smoothing = 0.5f,
494 int post_filter_ir = 0,
495 Array *p_noise_x =
nullptr,
496 Array *p_noise_y =
nullptr,
497 Array *p_noise_r =
nullptr);
511 float k_smooth = 0.f);
539 float melt_start_elevation = 0.f,
540 float melt_end_elevation = 0.5f,
541 float elevation_strength = 1.f,
542 float elevation_exp = 1.f,
543 float sun_azimuth = 0.f,
544 float sun_zenith = 60.f,
545 float aspect_strength = 0.f,
546 float slope_exp = 1.f,
547 float slope_strength = 0.f);
589 float mask_threshold = 0.f,
590 int iterations_max = 10000,
591 float tolerance = 1e-2f,
619 float dry_out_ratio = 0.5f,
620 const Array *p_mask =
nullptr,
621 float depth_max = std::numeric_limits<float>::max());
646 float additional_depth);
690 float additional_depth);
737 const Array &depth_map,
740 bool flux_diffusion =
true,
741 float flux_diffusion_strength = 0.01f,
742 float dry_out_ratio = 0.f);
746 const Array &depth_map,
749 float dry_out_ratio = 0.f,
750 float viscosity = 1.f,
756 glm::vec4 bbox = {0.f, 1.f, 0.f, 1.f},
757 bool bezier_smoothing =
false,
758 float depth_start = 0.01f,
759 float depth_end = 1.f,
760 float slope_start = 64.f,
761 float slope_end = 32.f,
762 float shape_exponent_start = 1.f,
763 float shape_exponent_end = 10.f,
764 float k_smoothing = 0.5f,
765 int post_filter_ir = 0,
766 Array *p_noise_x =
nullptr,
767 Array *p_noise_y =
nullptr,
768 Array *p_noise_r =
nullptr);
804 const Array &fall_map,
805 const Array &melting_map,
809 float fall_iterations_ratio = 1.f,
812 float k_melt_factor = 0.8f,
813 float k_depth_ratio = 1.f,
814 float k_depth_slope_ratio = 1.f,
815 bool post_filter =
true,
816 float thermal_talus_ratio = 0.2f);
834 const Array *p_water_mask =
nullptr,
835 bool smooth_contour =
false,
836 float transition_ratio = 0.1f);
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
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)
See hmap::generate_riverbed.
Definition generate_riverbed_gpu.cpp:16
Array flow_accumulation_from_velocity_field(const Array &u, const Array &v, int iterations)
Approximates flow accumulation from a 2D velocity field.
Definition flow_accumulation_from_velocity_field.cpp:11
void water_depth_filter(Array &depth, const Array &z, int ir, const Array *p_water_mask=nullptr, bool smooth_contour=false, float transition_ratio=0.1f)
Filters water depth values using elevation data and a given radius.
Definition water_depth.cpp:236
Array snow_simulation(const Array &z, float snow_depth, const Array &fall_map, const Array &melting_map, const Array &talus, int iterations, float dt=0.5f, float fall_iterations_ratio=1.f, float k_snow=0.5f, float k_visc=0.1f, float k_melt_factor=0.8f, float k_depth_ratio=1.f, float k_depth_slope_ratio=1.f, bool post_filter=true, float thermal_talus_ratio=0.2f)
Simulate snow accumulation and redistribution over a terrain.
Definition snow_simulation.cpp:76
Array flow_simulation(const Array &z, float water_depth, const Array &depth_map, int iterations, float dt=0.5f, bool flux_diffusion=true, float flux_diffusion_strength=0.01f, float dry_out_ratio=0.f)
GPU hydraulic flow simulation using a virtual-pipes model; simulates shallow-water transport over a h...
Definition flow_simulation.cpp:22
Array flow_simulation_viscous(const Array &z, float water_depth, const Array &depth_map, int iterations, float dt=0.5f, float dry_out_ratio=0.f, float viscosity=1.f, float power=2.5f)
Definition flow_simulation.cpp:108
Array flow_direction_d8(const Array &z)
See hmap::flow_direction_d8.
Definition flow_accumulation_d8_gpu.cpp:10
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 drainage_basin_cell_based.hpp:14
@ FDM_D8
Definition drainage_basin_cell_based.hpp:15
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:66
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:90
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:38
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:22
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
std::vector< glm::ivec2 > find_flow_sinks_border(const Array &z)
Find flow sinks located on the domain border.
Definition find_flow_sinks.cpp:89
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:208
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.