177 lines
7.1 KiB
Haskell
177 lines
7.1 KiB
Haskell
-- | Utilities for full-precision raytracing
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-- {-# OPTIONS_HADDOCK ignore-exports #-}
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{-# LANGUAGE FlexibleContexts, BangPatterns, DeriveAnyClass, DeriveGeneric #-}
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module Petzval.Trace
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( Ray(..)
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, _dir, _pos
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, createRay
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, HitRecord(..)
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, TraceError(..)
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, raytrace
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, raytrace1
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-- * Ray patterns
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, hexapolarPattern
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, spiralPattern
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) where
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import Linear
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import Petzval.System
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import Petzval.Optics
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import Numeric.AD.Mode (Scalar, Mode, auto)
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import Control.DeepSeq
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import Control.Lens
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import Control.Monad.State
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import Control.Monad.Except
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import Control.Monad.Writer
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import GHC.Generics
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import qualified Debug.Trace
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-- | A ray. The first argument is the direction, and the second
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data Ray a = Ray (V3 a) (V3 a)
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deriving (Show, Eq, Generic, NFData)
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_dir, _pos :: Lens' (Ray a) (V3 a)
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-- | The direction of a ray
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_dir = lens (\(Ray _ dir) -> dir) (\(Ray pos _) -> Ray pos)
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-- | The position of a ray
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_pos = lens (\(Ray pos _) -> pos) (\(Ray _ pos) dir -> Ray dir pos)
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toMaybe :: Bool -> a -> Maybe a
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toMaybe False = const Nothing
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toMaybe True = Just
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orError :: (MonadError e m) => Maybe a -> e -> m a
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orError = maybe throwError (const . return)
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forceRay :: Ray a -> Ray a
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forceRay ray@(Ray (V3 !px !py !pz) (V3 !dx !dy !dz)) = ray
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-- | Create a ray for a given field angle and pupil position.
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--
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-- * The first argument is the image plane position. If `Nothing`, the object is at infinity.
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--
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-- * The second argument is the entrance pupil to aim at
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--
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-- * The third argument is the field angle
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--
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-- * The fourth argument is the normalized pupil coordinates (in the range of \([-1,1]\))
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createRay :: (RealFloat a, Mode a, Epsilon a)
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=> Maybe a -- ^ The image plane position. If `Nothing`, the object is at infinity
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-> Pupil a -- ^ The entrance pupil to aim at
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-> a -- ^ Field angle, in degrees
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-> V2 a -- ^ Normalized pupil coordinates (in the range \([-1,1]\))
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-> Ray a
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createRay (Just objectPlane) Pupil{position=pz,radius=pr} h (V2 px py) =
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Ray source (normalize $ target ^-^ source)
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where dz = pz - objectPlane
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source = V3 0 (dz * tan h) objectPlane
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target = V3 (px * pr) (py * pr) pz
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createRay Nothing Pupil{position=pz,radius=pr} h (V2 px py) = Ray source (normalize $ target ^-^ source)
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where
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h' = (pi * (-abs h) / 180) -- field angle in rad
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dy = (V3 0 (cos h') (-sin h')) `project` (V3 0 (py * pr) 0)
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dz = V3 0 (tan h') 1
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source = (dy ^-^ dz * 10) & _x .~ (px * pr)
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target = V3 (px * pr) (py * pr) pz
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trace1 :: Show a => String -> a -> a
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trace1 msg = (msg++) . show >>= Debug.Trace.trace
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hitTest :: (Floating a, Ord a, Mode a, Epsilon a) => Element mat a -> Ray a -> Maybe (Ray a, Maybe (V3 a))
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hitTest Stop{_outsideRadius} (Ray pos dir) =
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toMaybe pass $ (Ray npos dir, Nothing)
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where dz = pos ^. _z / dir ^. _z
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npos = pos ^-^ (dir ^* dz)
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pass = quadrance (npos ^. _xy) <= _outsideRadius ^ 2
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hitTest Surface{_curvature, _outsideRadius} ray@(Ray pos dir) =
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toMaybe (hit1 && hit2) (Ray npos dir, Just normal)
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where _roc = 1/_curvature
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origin = pos & _z -~ _roc
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!a = dir `dot` dir
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!b = (dir `dot` origin) * 2
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!c = (origin `dot` origin) - _roc ^ 2
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!det = b^2 - 4 * a * c
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!hit1 = det >= 0
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!p2 = sqrt det
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!sa = (p2 - b) / 2 / a
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!sb = (-p2 - b) / 2 / a
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!s1 = min sa sb
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!s2 = max sa sb
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!dist = if s1 >= -0.001 then s1 else s2
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!normal0 = normalize $ origin ^+^ dir ^* dist
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!normal = if (normal0 ^. _z < 0) then -normal0 else normal0
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!npos = pos ^+^ dir ^* dist
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!hit2 = (quadrance $ npos ^. _xy) <= _outsideRadius^2
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hitTest ImagingPlane{_thickness} (Ray pos dir) =
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Just (Ray npos dir, Nothing)
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where dz = pos ^. _z / dir ^. _z - _thickness
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npos = pos ^-^ (dir ^* dz)
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refract :: (Floating a, Ord a, Mode a, Scalar a ~ Double, Epsilon a) => BakedIOR -> V3 a -> Ray a -> Maybe (Ray a)
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refract (BakedIOR n1 n2) normal (Ray pos incident) =
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let ni = normal `dot` incident
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mu = auto $ n1 / n2
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det = 1 - mu^2 * (1 - ni^2)
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in toMaybe (det >= 0) $ Ray pos $ mu *^ incident + (sqrt det - mu * ni) *^ normal
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-- | The interaction of a ray with a particular element
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data HitRecord a = HitRecord { pos :: Ray a -- ^ Position of the hit
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, opl :: a -- ^ Optical path length from the last hit to here
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}
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deriving (Show)
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-- | How a ray failed to complete a trace
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data TraceError = HitStop -- ^ Ray passed outside the aperture stop
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| ElementMissed -- ^ The ray missed an element completely
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| TIR -- ^ The ray hit an element so obliquely that it
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-- suffered from total internal reflection
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deriving (Show, Eq)
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-- | Trace a ray through the give system. Returns the ray after the last element, relative to the vertex of the last element.
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--
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-- This is equivalent to `foldM raytrace1 ray system`, given an appropriate monad stack.
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raytrace :: (Floating a, Ord a, Mode a, Scalar a ~ Double, Epsilon a)
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=> [Element BakedIOR a] -- ^ The system to trace
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-> Ray a -- ^ The initial ray
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-> (Either TraceError (Ray a), [HitRecord a])
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raytrace system ray =
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runIdentity
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. flip evalStateT (1 :: Double)
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. runWriterT
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. runExceptT
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$ foldM raytrace1 ray system
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-- | Trace a ray through a single element. Given an appropriate monad, this is a far more powerful interface to tracing than `raytrace`
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raytrace1 :: ( Floating a, Ord a, Mode a, Scalar a ~ Double, Epsilon a
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, MonadState Double m
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, MonadWriter [HitRecord a] m -- ^ Tracing yields a list of
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, MonadError TraceError m) -- ^ This can fail
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=> Ray a -> Element BakedIOR a -> m (Ray a)
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raytrace1 ray element = do
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n1 <- get
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let stopP = isStop element
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(nray, mnorm) <- hitTest element ray `orError` (if stopP then HitStop else ElementMissed)
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let !mat@(BakedIOR _ n2) = maybe (BakedIOR n1 n1) id $ element ^? material
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!nray' <- maybe (return nray) (\normal -> refract mat normal nray `orError` TIR) mnorm
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let !opl = distance (ray ^. _pos) (nray ^. _pos) * auto n1
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put n2
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tell [HitRecord { pos=nray', opl}]
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return $ nray' &_pos._z -~ element ^. thickness
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-- | Spiral pattern. This is somewhat more irregular than the hexapolar pattern. The argument is the number of points
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spiralPattern :: Floating a => Int -> [V2 a]
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spiralPattern n = map (point . fromIntegral) [0..n-1]
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where npoints = fromIntegral n - 1
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point n = let r = sqrt (n / npoints)
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theta = 2.3999632297286531 * n
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in r *^ V2 (sin theta) (cos theta)
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-- | A hexapolar pattern. This is rather optimally distributed; the argument is the number of rings
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hexapolarPattern :: Floating a => Integer -> [V2 a]
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hexapolarPattern nRings = (V2 0 0) : ( mconcat . map ring $ [0..nRings-1])
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where ring n = let point t = r *^ V2 (sin t) (cos t)
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r = (fromIntegral n) / (fromIntegral nRings)
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in map (point . (\x -> x / (fromIntegral) n * 3 * pi) . fromIntegral) [0 .. n-1]
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