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 * See CONTRIBUTORS.TXT for a full list of copyright holders.
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 * modification, are permitted provided that the following conditions are met:
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 *       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 the OpenSim Project 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 DEVELOPERS ``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 CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;

namespace libTerrain
{
    partial class Channel
    {
        /// <summary>
        /// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function.
        /// </summary>
        /// <param name="rx">The X coordinate of the terrain mask</param>
        /// <param name="ry">The Y coordinate of the terrain mask</param>
        /// <param name="size">The size of the terrain mask</param>
        /// <param name="amount">The scale of the terrain mask</param>
        public void Flatten(double rx, double ry, double size, double amount)
        {
            FlattenSlow(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);
        }

// TODO: unused
//         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 > 0.0)
//                         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);
        }
    }
}
