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use crate::Float;
pub type Vector3 = na::Vec3<Float>;
pub type Vector4 = na::Vec4<Float>;
pub type Quaternion = na::Quaternion<Float>;
pub type UnitQuaternion = na::UnitQuaternion<Float>;
pub type Matrix4x4 = na::Matrix4<Float>;
use crate::consts::{NUM_TRANS_IN_UNIT, NUM_TRANS_X, NUM_TRANS_Y, TRANS_SIZE};
struct Device {
global_trans_positions: Vec<Vector3>,
x_direction: Vector3,
y_direction: Vector3,
z_direction: Vector3,
}
impl Device {
pub fn new(position: Vector3, rotation: UnitQuaternion) -> Device {
let rot_mat: Matrix4x4 = From::from(rotation);
let trans_mat = rot_mat.append_translation(&position);
let x_direction = Self::get_direction(Vector3::x(), rotation);
let y_direction = Self::get_direction(Vector3::y(), rotation);
let z_direction = Self::get_direction(Vector3::z(), rotation);
let mut global_trans_positions = Vec::with_capacity(NUM_TRANS_IN_UNIT);
for y in 0..NUM_TRANS_Y {
for x in 0..NUM_TRANS_X {
if !is_missing_transducer(x, y) {
let local_pos =
Vector4::new(x as Float * TRANS_SIZE, y as Float * TRANS_SIZE, 0., 1.);
global_trans_positions.push(convert_to_vec3(trans_mat * local_pos));
}
}
}
Device {
global_trans_positions,
x_direction,
y_direction,
z_direction,
}
}
fn get_direction(dir: Vector3, rotation: UnitQuaternion) -> Vector3 {
let dir: UnitQuaternion = UnitQuaternion::from_quaternion(Quaternion::from_imag(dir));
(rotation * dir * rotation.conjugate()).imag().normalize()
}
}
#[derive(Default)]
pub struct Geometry {
devices: Vec<Device>,
wavelength: Float,
}
impl Geometry {
pub fn new() -> Self {
Self {
devices: vec![],
wavelength: 8.5,
}
}
pub fn set_wavelength(&mut self, wavelength: Float) {
self.wavelength = wavelength;
}
pub fn wavelength(&self) -> Float {
self.wavelength
}
pub fn add_device(&mut self, position: Vector3, euler_angles: Vector3) {
let q = UnitQuaternion::from_axis_angle(&Vector3::z_axis(), euler_angles.x)
* UnitQuaternion::from_axis_angle(&Vector3::y_axis(), euler_angles.y)
* UnitQuaternion::from_axis_angle(&Vector3::z_axis(), euler_angles.z);
self.add_device_quaternion(position, q)
}
pub fn add_device_quaternion(&mut self, position: Vector3, rotation: UnitQuaternion) {
self.devices.push(Device::new(position, rotation));
}
pub fn num_devices(&self) -> usize {
self.devices.len()
}
pub fn position_by_global_idx(&self, global_transducer_idx: usize) -> Vector3 {
let local_trans_idx = global_transducer_idx % NUM_TRANS_IN_UNIT;
let device_idx = global_transducer_idx / NUM_TRANS_IN_UNIT;
self.position_by_local_idx(device_idx, local_trans_idx)
}
pub fn position_by_local_idx(&self, device_idx: usize, local_trans_idx: usize) -> Vector3 {
self.devices[device_idx].global_trans_positions[local_trans_idx]
}
pub fn local_position(&self, device_idx: usize, global_position: Vector3) -> Vector3 {
let device = &self.devices[device_idx];
let local_origin = device.global_trans_positions[0];
let x_dir = device.x_direction;
let y_dir = device.y_direction;
let z_dir = device.z_direction;
let rv = global_position - local_origin;
Vector3::new(rv.dot(&x_dir), rv.dot(&y_dir), rv.dot(&z_dir))
}
pub fn direction(&self, device_idx: usize) -> Vector3 {
self.devices[device_idx].z_direction
}
}
pub fn is_missing_transducer(x: usize, y: usize) -> bool {
y == 1 && (x == 1 || x == 2 || x == 16)
}
fn convert_to_vec3(v: Vector4) -> Vector3 {
Vector3::new(v.x, v.y, v.z)
}