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//!
//! # Analytic Ray Tracing
//!
use nalgebra as na;
use std::fmt;
pub type Vector = [f64; 3];
pub trait Arithmetic {
fn dot(&self, other: &[f64]) -> f64;
fn norm_square(&self) -> f64;
fn norm(&self) -> f64;
fn normalize(&mut self) -> Self;
fn add(&self, other: Self) -> Self;
fn sub(&self, other: Self) -> Self;
}
impl Arithmetic for Vector {
fn dot(&self, other: &[f64]) -> f64 {
self[0] * other[0] + self[1] * other[1] + self[2] * other[2]
}
fn norm_square(&self) -> f64 {
self.dot(self)
}
fn norm(&self) -> f64 {
self.norm_square().sqrt()
}
fn normalize(&mut self) -> Self {
let n = self.norm();
self[0] /= n;
self[1] /= n;
self[2] /= n;
*self
}
fn add(&self, other: Self) -> Self {
[self[0] + other[0], self[1] + other[1], self[2] + other[2]]
}
fn sub(&self, other: Self) -> Self {
[self[0] - other[0], self[1] - other[1], self[2] - other[2]]
}
}
/// # Ray definition
///
/// A ray is defined with:
/// - a point of origin: $\vec p = [x,y,z]$,
/// - a direction vector: $\vec u = [k,l,m]$ such as $\| \vec u \|=1$.
///
/// The ray tracing equation is given by: $$\vec{p^\prime} = \vec p + s \vec u,$$ where $s$ is the optical path length.
pub struct Ray {
/// Ray point of origin
pub p: Vector,
/// Ray direction vector
pub u: Vector,
}
/// # Ray builder
///
/// Build a new [`Ray`](crate::analytic::Ray)
pub struct NewRay {
/// Ray point of origin
pub p: Vector,
/// Ray direction vector
pub u: Vector,
}
impl Default for NewRay {
fn default() -> Self {
Self {
p: [0f64; 3],
u: [0f64, 0f64, -1f64],
}
}
}
impl NewRay {
/// Build the [`Ray`](crate::analytic::Ray)
pub fn build(self) -> Ray {
Ray {
p: self.p,
u: self.u,
}
}
/// Set the [`Ray`](crate::analytic::Ray) point of origin
pub fn point_of_origin(self, p: Vector) -> Self {
Self { p, ..self }
}
/// Set the [`Ray`](crate::analytic::Ray) direction vector
pub fn direction_vector(self, u: Vector) -> Self {
Self { u, ..self }
}
/// Set the [`Ray`](crate::analytic::Ray) direction vector from polar coordinates
pub fn polar_direction_vector(self, z: f64, a: f64) -> Self {
let ca = a.cos();
let sa = a.sin();
let sz = z.sin();
let cz = z.cos();
let u = [sz * ca, sz * sa, -cz].normalize();
self.direction_vector(u)
}
}
/// Create a [`NewRay`](crate::analytic::NewRay) at the origin propagate downward (z<0)
pub fn new_ray() -> NewRay {
NewRay::default()
}
impl Ray {
/// Compute the distance $s$ from the ray current location to [`Conic`](crate::analytic::Conic)
/// We find the distance $s$ from:
/// $$s=\frac{mR-\vec\alpha\cdot\vec\beta + \sqrt{(\vec\alpha\cdot\vec\beta-mR)^2-\|\vec\beta\|^2(\|\vec\alpha\|^2-2zR)}}{\|\vec\beta\|^2}$$
/// $$\vec\alpha = [x,y,z\sqrt{\kappa+1}]$$
/// $$\vec\beta = [k,l,m\sqrt{\kappa+1}]$$
pub fn distance_to(&self, conic: &Conic) -> f64 {
let q = (conic.constant + 1f64).sqrt();
let p: Vector = [
self.p[0] - conic.origin[0],
self.p[1] - conic.origin[1],
self.p[2] - conic.origin[2],
];
let alpha: Vector = [p[0], p[1], p[2] * q];
let beta: Vector = [self.u[0], self.u[1], self.u[2] * q];
let a = beta.norm_square();
let b = 2f64 * (alpha.dot(&beta) - self.u[2] * conic.radius);
let c = alpha.norm_square() - 2f64 * p[2] * conic.radius;
0.5 * (-b + (b * b - 4f64 * a * c).sqrt()) / a
}
/// Trace ray from ray current position to [`Conic`](crate::analytic::Conic)
pub fn trace_to(&mut self, conic: &Conic) {
let s = self.distance_to(conic);
self.p[0] += self.u[0] * s;
self.p[1] += self.u[1] * s;
self.p[2] += self.u[2] * s;
}
pub fn trace(&mut self, s: f64) {
self.p[0] += self.u[0] * s;
self.p[1] += self.u[1] * s;
self.p[2] += self.u[2] * s;
}
/// Solve ray tracing equation for $z$ given $x$ and $y$
pub fn solve_for_z(&self, x: f64, y: f64) -> f64 {
let x = x - self.p[0];
let y = y - self.p[1];
let num = x * x + y * y;
let denom = self.u[0] * self.u[0] + self.u[1] * self.u[1];
if denom < 1e-30 {
std::f64::INFINITY
} else {
self.p[2] + self.u[2] * (num / denom).sqrt()
}
}
}
impl fmt::Display for Ray {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(
f,
"P: [{:+15.9},{:+15.9},{:+15.9}] ; U: [{:+.9},{:+.9},{:+.9}]",
self.p[0], self.p[1], self.p[2], self.u[0], self.u[1], self.u[2],
)
}
}
/// # Conic definition
///
/// A conic surface is defined by the set of coordinates $(x,y,z)$ that satisfies
/// $$ F(x,y,z) = r^2 - 2zR + z^2(\kappa+1)=0,$$
/// where $r^2=x^2+y^2$, $R$ is the radius of curvature and $\kappa$ is the conic constant.
pub struct Conic {
/// Conic constant $\kappa$
pub constant: f64,
/// Radius of curvature
pub radius: f64,
/// Origin vector
pub origin: Vector,
}
impl Conic {
/// Creates a new `Conic`
pub fn new(constant: f64, radius: f64) -> Self {
Self {
constant,
radius,
origin: [0f64; 3],
}
}
/// Creates a new `Conic` with GMT M1 prescription:
/// - $\kappa=-0.9982857$
/// - $R=36$
pub fn gmt_m1() -> Self {
Self::new(-0.9982857, 36.0)
}
/// Creates a new `Conic` with GMT M2 prescription:
/// - $\kappa=-0.71692784$
/// - $R=-4.1639009$
pub fn gmt_m2() -> Self {
Self {
constant: -0.71692784,
radius: -4.1639009,
origin: [0f64, 0f64, 20.26247614],
}
}
/// Solve conic surface $F(x,y,z)$ for z :
pub fn height_at(&self, v: Vector) -> Vector {
let mut _v = v;
_v[2] = 0f64;
let r2 = _v.norm_square();
_v[2] = self.c() * r2 / (1f64 + self.sqrt_(r2));
_v
}
/// Conic $x$ partial derivative
/// $$
/// \frac{\partial{F}}{\partial x} = -\frac{x}{R+\sqrt{R^2-(\kappa+1)r^2}}
/// $$
///
pub fn x_partial_at(&self, v: Vector) -> f64 {
let mut _v = v;
_v[2] = 0f64;
let r2 = _v.norm_square();
-self.c() * _v[0] / self.sqrt_(r2)
}
/// Conic $y$ partial derivative
/// $$
/// \frac{\partial{F}}{\partial y} = -\frac{y}{R+\sqrt{R^2-(\kappa+1)r^2}}
/// $$
///
pub fn y_partial_at(&self, v: Vector) -> f64 {
let mut _v = v;
_v[2] = 0f64;
let r2 = _v.norm_square();
-self.c() * _v[1] / self.sqrt_(r2)
}
/// Conic $z$ partial derivative
/// $$
/// \frac{\partial{F}}{\partial z} = 1
/// $$
///
pub fn z_partial_at(&self, _v: Vector) -> f64 {
1f64
}
/// Normal vector, $\vec n = [\partial_x F,\partial_y F,\partial_z F]$, to conic surface
pub fn normal_at(&self, v: Vector) -> Vector {
[
self.x_partial_at(v),
self.y_partial_at(v),
self.z_partial_at(v),
]
.normalize()
}
/// Reflect ray from conic surface
/// The ray direction vector after reflection is given by: $\vec{u^\prime} = \vec u - 2 (\vec u \cdot \vec n)\vec n$
pub fn reflect(&self, ray: &mut Ray) {
let n = self.normal_at(ray.p);
let q = 2f64 * ray.u.dot(&n);
ray.u[0] -= q * n[0];
ray.u[1] -= q * n[1];
ray.u[2] -= q * n[2];
ray.u = ray.u.normalize();
}
fn kp1(&self) -> f64 {
self.constant + 1f64
}
fn c(&self) -> f64 {
1f64 / self.radius
}
fn sqrt_(&self, r2: f64) -> f64 {
(1f64 - self.kp1() * self.c() * self.c() * r2).sqrt()
}
}
pub struct Gmt {
pub m1: Conic,
pub m2: Conic,
}
impl Gmt {
pub fn new() -> Self {
Self {
m1: Conic::gmt_m1(),
m2: Conic::gmt_m2(),
}
}
pub fn trace(&self, rays: &mut [Ray]) {
rays.iter_mut().for_each(|mut r| {
self.m1.reflect(&mut r);
r.trace_to(&self.m2);
self.m2.reflect(&mut r);
})
}
pub fn focal_point(&self, marginals: Vec<Vector>, z: f64, a: f64) -> Vec<Ray> {
// Chief ray at M1 vertex from field angle (z,a)
let chief_ray = new_ray().polar_direction_vector(z, a).build();
// Marginal ray on M1 surface from field angle (z,a)
let marginal_rays: Vec<Ray> = marginals
.into_iter()
.map(|m| {
new_ray()
.point_of_origin(self.m1.height_at(m))
.polar_direction_vector(z, a)
.build()
})
.collect();
// Collecting the rays
let mut rays = vec![chief_ray];
marginal_rays.into_iter().for_each(|m| rays.push(m));
// Ray tracing to and reflecting from M2
self.trace(&mut rays);
// De-structuring chief ray
let chief_ray = rays.remove(0);
let p0 = chief_ray.p;
let u0 = chief_ray.u;
// De-structuring marginal rays
let p: Vec<Vector> = rays.iter().map(|m| m.p).collect();
let u: Vec<Vector> = rays.iter().map(|m| m.u).collect();
// Build A matrix
let n_u = u.len();
let z: Vector = [0f64; 3];
let mut cols: Vec<Vec<f64>> = vec![u0.to_vec(); n_u];
for i_row in 0..n_u {
let mut el = vec![];
for i_col in 0..n_u {
if i_row == i_col {
el.push(z.sub(u[i_col]).to_vec());
} else {
el.push(z.clone().to_vec());
}
}
cols.push(el.into_iter().flatten().collect());
}
let el: Vec<f64> = cols.into_iter().flatten().collect();
let a = na::DMatrix::from_column_slice(n_u * 3, n_u + 1, &el);
// Building b vector
let b = na::DVector::from_vec(
p.iter()
.map(|x| x.sub(p0).to_vec())
.flatten()
.collect::<Vec<f64>>(),
);
// Solving As=b
let s = a.svd(true, true).solve(&b, std::f64::EPSILON).unwrap();
// Ray tracing to focal plane
rays.insert(0, chief_ray);
rays.iter_mut()
.zip(s.into_iter())
.for_each(|x| x.0.trace(*x.1));
rays
}
}