use autd3_driver::{float, PI};
use super::{Quaternion, UnitQuaternion, Vector3};
pub trait Transducer: Send + Sync {
type Gain: autd3_driver::operation::GainOp;
type Sync: autd3_driver::operation::SyncOp;
type GainSTM: autd3_driver::operation::GainSTMOp;
fn get_direction(dir: Vector3, rotation: &UnitQuaternion) -> Vector3 {
let dir: UnitQuaternion = UnitQuaternion::from_quaternion(Quaternion::from_imag(dir));
(rotation * dir * rotation.conjugate()).imag().normalize()
}
fn new(id: usize, pos: Vector3, rot: UnitQuaternion) -> Self;
fn affine(&mut self, pos: Vector3, rot: UnitQuaternion);
fn align_phase_at(&self, pos: Vector3, sound_speed: float) -> float {
(pos - self.position()).norm() * self.wavenumber(sound_speed)
}
fn position(&self) -> &Vector3;
fn rotation(&self) -> &UnitQuaternion;
fn idx(&self) -> usize;
fn x_direction(&self) -> Vector3 {
Self::get_direction(Vector3::x(), self.rotation())
}
fn y_direction(&self) -> Vector3 {
Self::get_direction(Vector3::y(), self.rotation())
}
fn z_direction(&self) -> Vector3 {
Self::get_direction(Vector3::z(), self.rotation())
}
fn frequency(&self) -> float;
fn mod_delay(&self) -> u16;
fn set_mod_delay(&mut self, value: u16);
fn wavelength(&self, sound_speed: float) -> float {
sound_speed / self.frequency()
}
fn wavenumber(&self, sound_speed: float) -> float {
2.0 * PI * self.frequency() / sound_speed
}
fn cycle(&self) -> u16;
}