added ray tracing
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20
extensions/fablabchemnitz/raytracing/desc_parser.py
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extensions/fablabchemnitz/raytracing/desc_parser.py
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import re
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rgx_float = r"[-+]?(\d+([.,]\d*)?|[.,]\d+)([eE][-+]?\d+)?"
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rgx_name = "[a-z,_]*"
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optics_pattern = re.compile(
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f"optics *: *(?P<material>{rgx_name})(: *(?P<num>{rgx_float}))?",
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re.IGNORECASE | re.MULTILINE,
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)
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def get_optics_fields(string_: str):
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fields = re.finditer(optics_pattern, string_)
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return fields
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def clear_description(desc: str) -> str:
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"""Removes text corresponding to an optical property"""
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new_desc = re.sub(optics_pattern, "", desc)
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return new_desc
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extensions/fablabchemnitz/raytracing/lens.inx
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extensions/fablabchemnitz/raytracing/lens.inx
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<?xml version="1.0" encoding="UTF-8"?>
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<inkscape-extension xmlns="http://www.inkscape.org/namespace/inkscape/extension">
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<name>Ray Tracing - Insert Lens Optics</name>
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<id>fablabchemnitz.de.raytracing_insert_lens_optics</id>
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<param name="focal_length" type="float" gui-text="Focal length:" min="-10000." max="10000." precision="3">100.</param>
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<param name="focal_length_unit" type="optiongroup" appearance="combo" gui-text=" ">
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<option value="mm">mm</option>
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<option value="cm">cm</option>
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<option value="m">m</option>
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<option value="in">in</option>
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</param>
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<param name="diameter" type="float" gui-text="Diameter:" min="0" max="10000" precision="3">1</param>
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<param name="diameter_unit" type="optiongroup" appearance="combo" gui-text=" ">
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<option value="in">in</option>
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<option value="mm">mm</option>
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<option value="cm">cm</option>
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<option value="m">m</option>
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</param>
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<param name="edge_thickness" type="float" gui-text="Edge thickness:" min="0" max="10000" precision="3">2</param>
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<param name="edge_thickness_unit" type="optiongroup" appearance="combo" gui-text=" ">
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<option value="mm">mm</option>
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<option value="in">in</option>
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<option value="cm">cm</option>
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<option value="m">m</option>
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</param>
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<param name="optical_index" type="float" min="1." max="3." precision="4" gui-text="Optical index:">1.5168</param>
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<param name="lens_type" type="optiongroup" appearance="combo" gui-text="Lens type:">
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<option value="plano_con">Plano-concave/convex</option>
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<option value="bi_con">Bi-concave/convex</option>
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</param>
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<effect>
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<object-type>all</object-type>
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<effects-menu>
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<submenu name="FabLab Chemnitz">
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<submenu name="Various"/>
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</submenu>
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</effects-menu>
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</effect>
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<script>
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<command location="inx" interpreter="python">lens.py</command>
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</script>
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</inkscape-extension>
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extensions/fablabchemnitz/raytracing/lens.py
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extensions/fablabchemnitz/raytracing/lens.py
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"""
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Module to add a lens object in the document
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"""
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from math import cos, pi, sin, sqrt, acos, tan
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import inkex
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class Lens(inkex.GenerateExtension):
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"""
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Produces a PathElement corresponding to the shape of the lens calculated
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from user parameters.
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"""
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@property
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def style(self):
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return {
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"stroke": "#000000",
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"fill": "#b7c2dd",
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"stroke-linejoin": "round",
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"stroke-width": str(self.svg.unittouu("1px")),
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}
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def add_arguments(self, pars):
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pars.add_argument("--focal_length", type=float, default=100.0)
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pars.add_argument("--focal_length_unit", default="mm")
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pars.add_argument("--diameter", type=float, default=1.0)
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pars.add_argument("--diameter_unit", default="in")
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pars.add_argument("--edge_thickness", type=float, default=2.0)
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pars.add_argument("--edge_thickness_unit", default="mm")
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pars.add_argument("--optical_index", type=float, default=1.5168)
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pars.add_argument("--lens_type", default="plano_con")
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def to_document_units(self, value: float, unit: str) -> float:
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c1x, c1y, c2x, c2y = self.svg.get_viewbox()
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document_width = self.svg.unittouu(self.document.getroot().get("width"))
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scale_factor = (c2x - c1x) / document_width
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return self.svg.unittouu(str(value) + unit) * scale_factor
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def generate(self):
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opts = self.options
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d = self.to_document_units(opts.diameter, opts.diameter_unit)
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f = self.to_document_units(opts.focal_length, opts.focal_length_unit)
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e = self.to_document_units(opts.edge_thickness, opts.edge_thickness_unit)
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optical_index = opts.optical_index
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lens_path = []
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if opts.lens_type == "plano_con":
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# Radius of curvature from Lensmaker's equation
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roc = (optical_index - 1) * abs(f)
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if 2 * roc < d:
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inkex.utils.errormsg(
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"Focal length is too short or diameter is too large."
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)
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return None
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elif (roc ** 2 - (d / 2) ** 2) ** 0.5 - roc < -e and f < 0:
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inkex.utils.errormsg("Edge thickness is too small.")
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return None
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else:
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sweep = 1 if f < 0 else 0
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lens_path = arc_to_path(
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[-d / 2, 0], [roc, roc, 0.0, 0, sweep, +d / 2, 0]
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)
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lens_path += [
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[[+d / 2, 0], [+d / 2, 0], [+d / 2, -e]],
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[[+d / 2, -e], [+d / 2, -e], [-d / 2, -e]],
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[[+d / 2, -e], [-d / 2, -e], [-d / 2, +e]],
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]
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# no need to close the path correctly as it's done after
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elif opts.lens_type == "bi_con":
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roc = (
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(optical_index - 1) * abs(f) * (1 + (1 - e / f / optical_index) ** 0.5)
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)
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if 2 * roc < d:
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inkex.utils.errormsg(
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"Focal length is too short or diameter is too large."
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)
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return None
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elif (roc ** 2 - (d / 2) ** 2) ** 0.5 - roc < -e / 2 and f < 0:
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inkex.utils.errormsg("Edge thickness is too small.")
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return None
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else:
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sweep = 1 if f < 0 else 0
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lens_path = arc_to_path(
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[-d / 2, 0], [roc, roc, 0.0, 0, sweep, +d / 2, 0]
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)
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lens_path += [
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[[+d / 2, 0], [+d / 2, 0], [+d / 2, -e]],
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[[+d / 2, -e], [+d / 2, -e], [+d / 2, -e]],
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]
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lens_path += arc_to_path(
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[+d / 2, -e], [roc, roc, 0.0, 0, sweep, -d / 2, -e]
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)
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lens_path += [
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[[-d / 2, -e], [-d / 2, -e], [-d / 2, 0]],
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[[-d / 2, -e], [-d / 2, 0], [-d / 2, 0]],
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]
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lens = inkex.PathElement()
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lens.style = self.style
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closed_path = inkex.Path(inkex.CubicSuperPath([lens_path]))
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closed_path.close()
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lens.path = closed_path.transform(inkex.Transform("rotate(90)"))
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lens.desc = (
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f"L{opts.focal_length}{opts.focal_length_unit}\n"
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f"optics:glass:{optical_index:.4f}"
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)
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yield lens
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def arc_to_path(point, params):
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"""Approximates an arc with cubic bezier segments.
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Arguments:
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point: Starting point (absolute coords)
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params: Arcs parameters as per
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https://www.w3.org/TR/SVG/paths.html#PathDataEllipticalArcCommands
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Returns a list of triplets of points : [control_point_before, node, control_point_after]
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(first and last returned triplets are [p1, p1, *] and [*, p2, p2])
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"""
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A = point[:]
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rx, ry, theta, long_flag, sweep_flag, x2, y2 = params[:]
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theta = theta * pi / 180.0
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B = [x2, y2]
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# Degenerate ellipse
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if rx == 0 or ry == 0 or A == B:
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return [[A[:], A[:], A[:]], [B[:], B[:], B[:]]]
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# turn coordinates so that the ellipse morph into a *unit circle* (not 0-centered)
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mat = mat_prod(
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(rot_mat(theta), [[1.0 / rx, 0.0], [0.0, 1.0 / ry]], rot_mat(-theta))
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)
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apply_mat(mat, A)
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apply_mat(mat, B)
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k = [-(B[1] - A[1]), B[0] - A[0]]
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d = k[0] * k[0] + k[1] * k[1]
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k[0] /= sqrt(d)
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k[1] /= sqrt(d)
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d = sqrt(max(0, 1 - d / 4.0))
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# k is the unit normal to AB vector, pointing to center O
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# d is distance from center to AB segment (distance from O to the midpoint of AB)
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# for the last line, remember this is a unit circle, and kd vector is orthogonal to AB (Pythagorean thm)
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if (
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long_flag == sweep_flag
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): # top-right ellipse in SVG example https://www.w3.org/TR/SVG/images/paths/arcs02.svg
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d *= -1
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O = [(B[0] + A[0]) / 2.0 + d * k[0], (B[1] + A[1]) / 2.0 + d * k[1]]
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OA = [A[0] - O[0], A[1] - O[1]]
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OB = [B[0] - O[0], B[1] - O[1]]
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start = acos(OA[0] / norm(OA))
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if OA[1] < 0:
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start *= -1
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end = acos(OB[0] / norm(OB))
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if OB[1] < 0:
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end *= -1
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# start and end are the angles from center of the circle to A and to B respectively
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if sweep_flag and start > end:
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end += 2 * pi
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if (not sweep_flag) and start < end:
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end -= 2 * pi
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nb_sectors = int(abs(start - end) * 2 / pi) + 1
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d_theta = (end - start) / nb_sectors
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v = 4 * tan(d_theta / 4.0) / 3.0
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# I would use v = tan(d_theta/2)*4*(sqrt(2)-1)/3 ?
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p = []
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for i in range(0, nb_sectors + 1, 1):
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angle = start + i * d_theta
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v1 = [
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O[0] + cos(angle) - (-v) * sin(angle),
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O[1] + sin(angle) + (-v) * cos(angle),
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]
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pt = [O[0] + cos(angle), O[1] + sin(angle)]
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v2 = [O[0] + cos(angle) - v * sin(angle), O[1] + sin(angle) + v * cos(angle)]
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p.append([v1, pt, v2])
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p[0][0] = p[0][1][:]
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p[-1][2] = p[-1][1][:]
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# go back to the original coordinate system
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mat = mat_prod((rot_mat(theta), [[rx, 0], [0, ry]], rot_mat(-theta)))
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for pts in p:
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apply_mat(mat, pts[0])
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apply_mat(mat, pts[1])
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apply_mat(mat, pts[2])
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return p
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def mat_prod(m_list):
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"""Get the product of the mat"""
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prod = m_list[0]
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for mat in m_list[1:]:
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a00 = prod[0][0] * mat[0][0] + prod[0][1] * mat[1][0]
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a01 = prod[0][0] * mat[0][1] + prod[0][1] * mat[1][1]
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a10 = prod[1][0] * mat[0][0] + prod[1][1] * mat[1][0]
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a11 = prod[1][0] * mat[0][1] + prod[1][1] * mat[1][1]
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prod = [[a00, a01], [a10, a11]]
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return prod
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def rot_mat(theta):
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"""Rotate the mat"""
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return [[cos(theta), -sin(theta)], [sin(theta), cos(theta)]]
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def apply_mat(mat, point):
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"""Apply the given mat"""
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x = mat[0][0] * point[0] + mat[0][1] * point[1]
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y = mat[1][0] * point[0] + mat[1][1] * point[1]
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point[0] = x
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point[1] = y
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def norm(point):
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"""Normalise"""
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return sqrt(point[0] * point[0] + point[1] * point[1])
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if __name__ == "__main__":
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Lens().run()
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extensions/fablabchemnitz/raytracing/meta.json
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extensions/fablabchemnitz/raytracing/meta.json
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[
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{
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"name": "Ray Tracing - <various>",
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"id": "fablabchemnitz.de.raytracing.<various>",
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"path": "raytracing",
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"original_name": "<various>",
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"original_id": "damienBloch/inkscape-raytracing/<various>",
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"license": "GNU GPL v3",
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"license_url": "https://github.com/damienBloch/inkscape-raytracing/blob/master/LICENSE",
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"comment": "",
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"source_url": "https://gitea.fablabchemnitz.de/FabLab_Chemnitz/mightyscape-1.X/src/branch/master/extensions/fablabchemnitz/raytracing",
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"fork_url": "https://github.com/damienBloch/inkscape-raytracing",
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"documentation_url": "https://stadtfabrikanten.org/display/IFM/Ray+Tracing",
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"inkscape_gallery_url": null,
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"main_authors": [
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"github.com/damienBloch",
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"github.com/vmario89"
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]
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}
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]
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from .optical_object import *
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from .ray import *
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from .vector import *
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from .world import *
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from .cubic_bezier import CubicBezier
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from .geometric_object import GeometricObject, CompoundGeometricObject, AABBox
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"""
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Module for handling objects composed of cubic bezier curves
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"""
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from __future__ import annotations
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import math
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from dataclasses import dataclass
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from functools import cached_property
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import numpy
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from .geometric_object import AABBox, GeometricObject, GeometryError
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from ..ray import Ray
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from ..shade import ShadeRec
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from ..vector import Vector, UnitVector
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@dataclass(frozen=True)
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class CubicBezier:
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r"""
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Cubic bezier segment defined as
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.. math::
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\vec{X}(s) = (1-s)^3 \vec{p_0} + 3 s (1-s)^2 \vec{p_1}
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+ 3 s^2 (1-s) \vec{p_2} + s^3 \vec{p_3}
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for :math:`0 \le s \le 1`
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"""
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p0: Vector
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p1: Vector
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p2: Vector
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p3: Vector
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def eval(self, s) -> Vector:
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return (
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(1 - s) ** 3 * self.p0
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+ 3 * s * (1 - s) ** 2 * self.p1
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+ 3 * s ** 2 * (1 - s) * self.p2
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+ s ** 3 * self.p3
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)
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@cached_property
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def aabbox(self) -> AABBox:
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# The box is slightly larger than the minimal box.
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# It prevents the box to have a zero dimension if the object is a line
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# aligned with vertical or horizontal.
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lower_left = Vector(
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min(self.p0.x, self.p1.x, self.p2.x, self.p3.x) - 1e-6,
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min(self.p0.y, self.p1.y, self.p2.y, self.p3.y) - 1e-6,
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)
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upper_right = Vector(
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max(self.p0.x, self.p1.x, self.p2.x, self.p3.x) + 1e-6,
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max(self.p0.y, self.p1.y, self.p2.y, self.p3.y) + 1e-6,
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)
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return AABBox(lower_left, upper_right)
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def tangent(self, s: float) -> UnitVector:
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"""Returns the tangent at the curve at curvilinear coordinate s"""
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diff_1 = (
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-3 * (self.p0 - 3 * self.p1 + 3 * self.p2 - self.p3) * s ** 2
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+ 6 * (self.p0 - 2 * self.p1 + self.p2) * s
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- 3 * (self.p0 - self.p1)
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)
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# If the first derivative is not zero, it is parallel to the tangent
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if diff_1.norm() > 1e-8:
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return diff_1.normalize()
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# but is the first derivative is zero, we need to get the second order
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else:
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diff_2 = -6 * (self.p0 - 3 * self.p1 + 3 * self.p2 - self.p3) * s + 6 * (
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self.p0 - 2 * self.p1 + self.p2
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)
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if diff_2.norm() > 1e-8:
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return diff_2.normalize()
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else: # and even to the 3rd derivative if necessary
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diff_3 = -6 * (self.p0 - 3 * self.p1 + 3 * self.p2 - self.p3)
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return diff_3.normalize()
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def normal(self, s: float) -> UnitVector:
|
||||
"""Returns a vector normal at the curve at curvilinear coordinate s"""
|
||||
|
||||
return self.tangent(s).orthogonal()
|
||||
|
||||
def intersection_beam(self, ray: Ray) -> list[tuple[float, float]]:
|
||||
r"""
|
||||
Returns all couples :math:`(s, t)` such that there exist
|
||||
:math:`\vec{X}` satisfying
|
||||
|
||||
.. math::
|
||||
\vec{X} = (1-s)^3 \vec{p_0} + 3 s (1-s)^2 \vec{p_1}
|
||||
+ 3 s^2 (1-s) \vec{p_2} + s^3 \vec{p_3}
|
||||
and
|
||||
.. math::
|
||||
\vec{X} = \vec{o} + t \vec{d}
|
||||
with :math:`0 \lq s \lq 1` and :math:`t >= 0`
|
||||
"""
|
||||
|
||||
a = ray.direction.orthogonal()
|
||||
a0 = a * (self.p0 - ray.origin)
|
||||
a1 = -3 * a * (self.p0 - self.p1)
|
||||
a2 = 3 * a * (self.p0 - 2 * self.p1 + self.p2)
|
||||
a3 = a * (-self.p0 + 3 * self.p1 - 3 * self.p2 + self.p3)
|
||||
roots = cubic_real_roots(a0, a1, a2, a3)
|
||||
intersection_points = [self.eval(s) for s in roots]
|
||||
travel = [(X - ray.origin) * ray.direction for X in intersection_points]
|
||||
|
||||
def valid_domain(s, t):
|
||||
return 0 <= s <= 1 and t > Ray.min_travel
|
||||
|
||||
return [(s, t) for (s, t) in zip(roots, travel) if valid_domain(s, t)]
|
||||
|
||||
def num_hits(self, ray: Ray) -> int:
|
||||
if self.aabbox.hit(ray):
|
||||
return len(self.intersection_beam(ray))
|
||||
else:
|
||||
return 0
|
||||
|
||||
def hit(self, ray: Ray) -> ShadeRec:
|
||||
"""
|
||||
Returns a shade with the information for the first intersection
|
||||
of a beam with the bezier segment
|
||||
"""
|
||||
|
||||
shade = ShadeRec() # default no hit
|
||||
if self.aabbox.hit(ray):
|
||||
intersect_params = self.intersection_beam(ray)
|
||||
travel_dist = [t for (__, t) in intersect_params]
|
||||
if len(travel_dist) > 0: # otherwise error with np.argmin
|
||||
shade.normal = True
|
||||
first_hit = numpy.argmin(travel_dist)
|
||||
shade.travel_dist = travel_dist[first_hit]
|
||||
shade.local_hit_point = ray.origin + shade.travel_dist * ray.direction
|
||||
shade.normal = self.normal(intersect_params[first_hit][0])
|
||||
shade.set_normal_same_side(ray.origin)
|
||||
return shade
|
||||
|
||||
def is_inside(self, ray: Ray) -> bool:
|
||||
raise GeometryError(f"Can't define an inside for {self}.")
|
||||
|
||||
|
||||
def cubic_real_roots(d: float, c: float, b: float, a: float) -> list[float]:
|
||||
"""
|
||||
Returns the real roots X of a cubic polynomial defined as
|
||||
|
||||
.. math::
|
||||
a X^3 + b X^2 + c X + d = 0
|
||||
"""
|
||||
|
||||
# For more information see:
|
||||
# https://en.wikipedia.org/wiki/Cubic_equation#General_cubic_formula
|
||||
|
||||
if not is_almost_zero(a): # true cubic equation
|
||||
p = (3 * a * c - b ** 2) / 3 / a ** 2
|
||||
q = (2 * b ** 3 - 9 * a * b * c + 27 * a ** 2 * d) / 27 / a ** 3
|
||||
if is_almost_zero(p):
|
||||
t = [numpy.cbrt(-q)]
|
||||
else:
|
||||
discr = -(4 * p ** 3 + 27 * q ** 2)
|
||||
if is_almost_zero(discr):
|
||||
if is_almost_zero(q):
|
||||
t = [0]
|
||||
else:
|
||||
t = [3 * q / p, -3 * q / 2 / p]
|
||||
elif discr < 0:
|
||||
t = [
|
||||
numpy.cbrt(-q / 2 + numpy.sqrt(-discr / 108))
|
||||
+ numpy.cbrt(-q / 2 - numpy.sqrt(-discr / 108))
|
||||
]
|
||||
else:
|
||||
t = [
|
||||
2
|
||||
* numpy.sqrt(-p / 3)
|
||||
* numpy.cos(
|
||||
1 / 3 * numpy.arccos(3 * q / 2 / p * numpy.sqrt(-3 / p))
|
||||
- 2 * numpy.pi * k / 3
|
||||
)
|
||||
for k in range(3)
|
||||
]
|
||||
return [x - b / 3 / a for x in t]
|
||||
else:
|
||||
return quadratic_roots(b, c, d)
|
||||
|
||||
|
||||
def quadratic_roots(a: float, b: float, c: float) -> list[float]:
|
||||
if not is_almost_zero(a):
|
||||
discr = b ** 2 - 4 * a * c
|
||||
if discr > 0:
|
||||
return [
|
||||
(-b + numpy.sqrt(discr)) / 2 / a,
|
||||
(-b - numpy.sqrt(discr)) / 2 / a,
|
||||
]
|
||||
elif is_almost_zero(discr):
|
||||
return [-b / 2 / a]
|
||||
else:
|
||||
return []
|
||||
else:
|
||||
return linear_root(b, c)
|
||||
|
||||
|
||||
def linear_root(a: float, b: float) -> list[float]:
|
||||
if is_almost_zero(a): # No solutions for 0*X+b=0
|
||||
return [] # Ignore infinite solutions for a=b=0
|
||||
else:
|
||||
return [-b / a]
|
||||
|
||||
|
||||
def is_almost_zero(x: float) -> bool:
|
||||
return math.isclose(x, 0, abs_tol=1e-8)
|
@ -0,0 +1,151 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import functools
|
||||
from dataclasses import dataclass
|
||||
from typing import Protocol, Iterable, TypeVar, Generic
|
||||
|
||||
import numpy
|
||||
|
||||
from ..ray import Ray
|
||||
from ..shade import ShadeRec
|
||||
from ..vector import Vector
|
||||
|
||||
class GeometricObject(Protocol):
|
||||
"""Protocol for a geometric object (line, rectangle, circle, ...)"""
|
||||
|
||||
def hit(self, ray: Ray) -> ShadeRec:
|
||||
"""Tests if a collision between a beam and the object occurred
|
||||
|
||||
Returns a shade that contains the information about the collision in
|
||||
case it happened.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
def num_hits(self, ray: Ray) -> int:
|
||||
"""Returns the number of times a beam intersect the object boundary"""
|
||||
raise NotImplementedError
|
||||
|
||||
@property
|
||||
def aabbox(self) -> AABBox:
|
||||
"""Computes an axis aligned bounding box for the object"""
|
||||
raise NotImplementedError
|
||||
|
||||
def is_inside(self, ray: Ray) -> bool:
|
||||
"""Indicates if a ray is inside or outside the object
|
||||
|
||||
It is not possible to define an inside for every object, for example if it is
|
||||
not closed. In this case it should raise a GeometryError.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
|
||||
class GeometryError(RuntimeError):
|
||||
pass
|
||||
|
||||
|
||||
T = TypeVar("T", bound=GeometricObject)
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class CompoundGeometricObject(GeometricObject, Generic[T]):
|
||||
sub_objects: tuple[T, ...]
|
||||
|
||||
def __init__(self, sub_objects: Iterable[T]):
|
||||
object.__setattr__(self, "sub_objects", tuple(sub_objects))
|
||||
|
||||
def __iter__(self) -> Iterable[T]:
|
||||
return iter(self.sub_objects)
|
||||
|
||||
def __getitem__(self, item) -> T:
|
||||
return self.sub_objects[item]
|
||||
|
||||
@functools.cached_property
|
||||
def aabbox(self):
|
||||
sub_boxes = (sub.aabbox for sub in self.sub_objects)
|
||||
return AABBox.englobing(sub_boxes)
|
||||
|
||||
def hit(self, ray: Ray) -> ShadeRec:
|
||||
"""
|
||||
Returns a shade with the information for the first intersection
|
||||
of a beam with one of the object composing the composite object
|
||||
"""
|
||||
|
||||
result = ShadeRec()
|
||||
if self.aabbox.hit(ray):
|
||||
result = find_first_hit(ray, self.sub_objects)
|
||||
result.hit_geometry = self
|
||||
return result
|
||||
|
||||
def is_inside(self, ray: Ray) -> bool:
|
||||
# A ray is inside an object if it intersect its boundary an odd
|
||||
# number of times
|
||||
return (self.num_hits(ray) % 2) == 1
|
||||
|
||||
def num_hits(self, ray: Ray) -> int:
|
||||
if self.aabbox.hit(ray):
|
||||
return sum([obj.num_hits(ray) for obj in self.sub_objects])
|
||||
else:
|
||||
return 0
|
||||
|
||||
|
||||
def find_first_hit(ray: Ray, objects: Iterable[GeometricObject]) -> ShadeRec:
|
||||
result = ShadeRec()
|
||||
for obj in objects:
|
||||
shade = obj.hit(ray)
|
||||
if Ray.min_travel < shade.travel_dist < result.travel_dist:
|
||||
result = shade
|
||||
return result
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class AABBox:
|
||||
"""
|
||||
Implements an axis-aligned bounding box
|
||||
|
||||
This is used to accelerate the intersection between a beam and an object.
|
||||
If the beam doesn't hit the bounding box, it is not necessary to do
|
||||
expensive intersection calculations with the object.
|
||||
"""
|
||||
|
||||
lower_left: Vector
|
||||
upper_right: Vector
|
||||
|
||||
@classmethod
|
||||
def englobing(cls, aabboxes: Iterable[AABBox]) -> AABBox:
|
||||
return functools.reduce(cls.englobing_two, aabboxes)
|
||||
|
||||
@classmethod
|
||||
def englobing_two(cls, b1: AABBox, b2: AABBox) -> AABBox:
|
||||
union_lower_left = Vector(
|
||||
min(b1.lower_left.x, b2.lower_left.x),
|
||||
min(b1.lower_left.y, b2.lower_left.y),
|
||||
)
|
||||
union_upper_right = Vector(
|
||||
max(b1.upper_right.x, b2.upper_right.x),
|
||||
max(b1.upper_right.y, b2.upper_right.y),
|
||||
)
|
||||
return AABBox(union_lower_left, union_upper_right)
|
||||
|
||||
def hit(self, ray: Ray) -> bool:
|
||||
"""Tests if a beam intersects the bounding box"""
|
||||
|
||||
# This algorithm uses the properties of IEEE floating-point
|
||||
# arithmetic to correctly handle cases where the ray travels
|
||||
# parallel to a coordinate axis.
|
||||
# See Williams et al. "An efficient and robust ray-box intersection
|
||||
# algorithm" for more details.
|
||||
|
||||
p0 = numpy.array([self.lower_left.x, self.lower_left.y])
|
||||
p1 = numpy.array([self.upper_right.x, self.upper_right.y])
|
||||
direction = numpy.array([ray.direction.x, ray.direction.y])
|
||||
origin = numpy.array([ray.origin.x, ray.origin.y])
|
||||
# The implementation safely handles the case where an element
|
||||
# of ray.direction is zero. Warning for floating point error
|
||||
# can be ignored for this step.
|
||||
with numpy.errstate(invalid="ignore", divide="ignore"):
|
||||
a = 1 / direction
|
||||
t_min = (numpy.where(a >= 0, p0, p1) - origin) * a
|
||||
t_max = (numpy.where(a >= 0, p1, p0) - origin) * a
|
||||
t0 = numpy.max(t_min)
|
||||
t1 = numpy.min(t_max)
|
||||
return (t0 < t1) and (t1 > Ray.min_travel)
|
@ -0,0 +1,5 @@
|
||||
from .optic_material import *
|
||||
from .beamdump import *
|
||||
from .mirror import *
|
||||
from .beamsplitter import *
|
||||
from .glass import *
|
@ -0,0 +1,15 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from .optic_material import OpticMaterial
|
||||
from ..ray import Ray
|
||||
from ..shade import ShadeRec
|
||||
|
||||
|
||||
class BeamDump(OpticMaterial):
|
||||
"""Material absorbing all beams that hit it"""
|
||||
|
||||
def __repr__(self):
|
||||
return "BeamDump()"
|
||||
|
||||
def generated_beams(self, ray: Ray, shade: ShadeRec) -> list[Ray]:
|
||||
return list()
|
@ -0,0 +1,27 @@
|
||||
from typing import List
|
||||
|
||||
import numpy as np
|
||||
|
||||
from ..ray import Ray
|
||||
from ..shade import ShadeRec
|
||||
from .optic_material import OpticMaterial
|
||||
|
||||
|
||||
class BeamSplitter(OpticMaterial):
|
||||
"""
|
||||
Material producing two beams after collision. One is reflected and
|
||||
the other is transmitted.
|
||||
"""
|
||||
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
|
||||
def __repr__(self):
|
||||
return "Mirror()"
|
||||
|
||||
def generated_beams(self, ray: Ray, shade: ShadeRec) -> List[Ray]:
|
||||
o, d = shade.local_hit_point, ray.direction
|
||||
n = shade.normal
|
||||
reflected_ray = Ray(o, d - 2 * np.dot(d, n) * n)
|
||||
transmitted_ray = Ray(o, d)
|
||||
return [reflected_ray, transmitted_ray]
|
@ -0,0 +1,39 @@
|
||||
from typing import List
|
||||
|
||||
import numpy as np
|
||||
|
||||
from ..ray import Ray
|
||||
from ..shade import ShadeRec
|
||||
from .optic_material import OpticMaterial
|
||||
|
||||
|
||||
class Glass(OpticMaterial):
|
||||
"""Material that transmits and bends beams hitting it"""
|
||||
|
||||
def __init__(self, optical_index):
|
||||
self._optical_index = optical_index
|
||||
|
||||
@property
|
||||
def optical_index(self):
|
||||
return self._optical_index
|
||||
|
||||
def __repr__(self):
|
||||
return f"Glass({self._optical_index})"
|
||||
|
||||
def generated_beams(self, ray: Ray, shade: ShadeRec) -> List[Ray]:
|
||||
o, d = shade.local_hit_point, ray.direction
|
||||
n = shade.normal
|
||||
if shade.hit_geometry.is_inside(ray):
|
||||
n_1, n_2 = self.optical_index, 1
|
||||
else:
|
||||
n_1, n_2 = 1, self.optical_index
|
||||
r = n_1 / n_2
|
||||
c1 = -np.dot(d, n)
|
||||
u = 1 - r ** 2 * (1 - c1 ** 2)
|
||||
if u < 0: # total internal reflection
|
||||
reflected_ray = Ray(o, d - 2 * np.dot(d, n) * n)
|
||||
return [reflected_ray]
|
||||
else: # refraction
|
||||
c2 = np.sqrt(u)
|
||||
transmitted_ray = Ray(o, r * d + (r * c1 - c2) * n)
|
||||
return [transmitted_ray]
|
@ -0,0 +1,20 @@
|
||||
from typing import List
|
||||
|
||||
import numpy
|
||||
|
||||
from ..ray import Ray
|
||||
from ..shade import ShadeRec
|
||||
from .optic_material import OpticMaterial
|
||||
|
||||
|
||||
class Mirror(OpticMaterial):
|
||||
"""Material reflecting beams that hit it"""
|
||||
|
||||
def __repr__(self):
|
||||
return "Mirror()"
|
||||
|
||||
def generated_beams(self, ray: Ray, shade: ShadeRec) -> List[Ray]:
|
||||
o, d = shade.local_hit_point, ray.direction
|
||||
n = shade.normal
|
||||
reflected_ray = Ray(o, d - 2 * numpy.dot(d, n) * n)
|
||||
return [reflected_ray]
|
@ -0,0 +1,19 @@
|
||||
from abc import abstractmethod
|
||||
from typing import Protocol, List
|
||||
|
||||
from ..ray import Ray
|
||||
from ..shade import ShadeRec
|
||||
|
||||
|
||||
class OpticMaterial(Protocol):
|
||||
"""Protocol for an optical material"""
|
||||
|
||||
@abstractmethod
|
||||
def generated_beams(self, ray: Ray, shade: ShadeRec) -> List[Ray]:
|
||||
"""Compute the beams generated after intersection of a beam with this
|
||||
material
|
||||
|
||||
Returns list of new beam seeds to start from after the intersection
|
||||
of a beam and an object.
|
||||
"""
|
||||
raise NotImplementedError
|
@ -0,0 +1,10 @@
|
||||
from dataclasses import dataclass
|
||||
|
||||
from .geometry import GeometricObject
|
||||
from .material import OpticMaterial
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class OpticalObject:
|
||||
geometry: GeometricObject
|
||||
material: OpticMaterial
|
18
extensions/fablabchemnitz/raytracing/raytracing/ray.py
Normal file
18
extensions/fablabchemnitz/raytracing/raytracing/ray.py
Normal file
@ -0,0 +1,18 @@
|
||||
from dataclasses import dataclass
|
||||
from typing import ClassVar
|
||||
|
||||
from .vector import UnitVector, Vector
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Ray:
|
||||
"""This class implements a 2D line with an origin point and a direction."""
|
||||
|
||||
origin: Vector
|
||||
direction: UnitVector
|
||||
travel: float = 0
|
||||
|
||||
# If a beam hits an object before having traveled a minimum distance
|
||||
# from its origin, the collision is ignored. This prevents infinite
|
||||
# collision in case the origin of a beam is on the surface of an object
|
||||
min_travel: ClassVar[float] = 1e-7
|
35
extensions/fablabchemnitz/raytracing/raytracing/shade.py
Normal file
35
extensions/fablabchemnitz/raytracing/raytracing/shade.py
Normal file
@ -0,0 +1,35 @@
|
||||
import numpy as np
|
||||
from typing import Optional
|
||||
|
||||
|
||||
class ShadeRec(object):
|
||||
"""
|
||||
This object contains the information needed to process the collision
|
||||
between a ray and an object.
|
||||
"""
|
||||
|
||||
def __init__(self):
|
||||
self.hit_an_object: bool = False
|
||||
self.local_hit_point: Optional[np.ndarray] = None
|
||||
self.normal: Optional[np.ndarray] = None
|
||||
self.travel_dist: float = np.inf
|
||||
|
||||
from .geometry import GeometricObject
|
||||
|
||||
self.hit_geometry: Optional[GeometricObject] = None
|
||||
|
||||
def __repr__(self):
|
||||
return (
|
||||
f"ShadeRec({self.hit_an_object}, {self.local_hit_point}, "
|
||||
f"{self.normal}, {self.travel_dist})"
|
||||
)
|
||||
|
||||
def set_normal_same_side(self, point: np.ndarray):
|
||||
if self.normal is None:
|
||||
raise RuntimeError("Can't find normal orientation if not already defined.")
|
||||
elif self.local_hit_point is None:
|
||||
raise RuntimeError(
|
||||
"Can't find normal orientation if hit point not defined."
|
||||
)
|
||||
elif np.dot(self.normal, self.local_hit_point - point) > 0:
|
||||
self.normal = -self.normal
|
75
extensions/fablabchemnitz/raytracing/raytracing/vector.py
Normal file
75
extensions/fablabchemnitz/raytracing/raytracing/vector.py
Normal file
@ -0,0 +1,75 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from dataclasses import dataclass, field
|
||||
from functools import singledispatchmethod
|
||||
from math import sqrt
|
||||
from numbers import Real
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Vector:
|
||||
x: float = field()
|
||||
y: float = field()
|
||||
|
||||
def orthogonal(self) -> Vector:
|
||||
"""Return a vector obtained by a pi/2 rotation"""
|
||||
return UnitVector(-self.y, self.x)
|
||||
|
||||
@singledispatchmethod
|
||||
def __mul__(self, other):
|
||||
raise NotImplementedError
|
||||
|
||||
@__mul__.register
|
||||
def _(self, other: Real):
|
||||
return Vector(self.x * other, self.y * other)
|
||||
|
||||
@singledispatchmethod
|
||||
def __rmul__(self, other):
|
||||
raise NotImplementedError(type(other))
|
||||
|
||||
@__rmul__.register
|
||||
def _(self, other: Real):
|
||||
return Vector(self.x * other, self.y * other)
|
||||
|
||||
@singledispatchmethod
|
||||
def __add__(self, other) -> Vector:
|
||||
raise NotImplementedError
|
||||
|
||||
@singledispatchmethod
|
||||
def __sub__(self, other) -> Vector:
|
||||
raise NotImplementedError
|
||||
|
||||
def __neg__(self) -> Vector:
|
||||
return Vector(-self.x, -self.y)
|
||||
|
||||
def norm(self):
|
||||
return sqrt(self * self)
|
||||
|
||||
def normalize(self) -> UnitVector:
|
||||
return UnitVector(self.x, self.y)
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class UnitVector(Vector):
|
||||
def __init__(self, x, y):
|
||||
norm = sqrt(x ** 2 + y ** 2)
|
||||
super().__init__(x / norm, y / norm)
|
||||
|
||||
|
||||
@Vector.__add__.register
|
||||
def _(self, other: Vector):
|
||||
return Vector(self.x + other.x, self.y + other.y)
|
||||
|
||||
|
||||
@Vector.__sub__.register
|
||||
def _(self, other: Vector):
|
||||
return Vector(self.x - other.x, self.y - other.y)
|
||||
|
||||
|
||||
@Vector.__mul__.register
|
||||
def _(self, other: Vector) -> float:
|
||||
return self.x * other.x + self.y * other.y
|
||||
|
||||
@Vector.__rmul__.register
|
||||
def _(self, other: Vector) -> float:
|
||||
return self.x * other.x + self.y * other.y
|
93
extensions/fablabchemnitz/raytracing/raytracing/world.py
Normal file
93
extensions/fablabchemnitz/raytracing/raytracing/world.py
Normal file
@ -0,0 +1,93 @@
|
||||
"""
|
||||
Module to describe and interact with a scene composed of various optical
|
||||
objects
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
import warnings
|
||||
from dataclasses import dataclass, field
|
||||
from typing import Optional, List, NamedTuple, Iterable, Tuple
|
||||
|
||||
from .geometry import GeometricObject
|
||||
from .material import OpticMaterial, BeamDump
|
||||
from .ray import Ray
|
||||
from .shade import ShadeRec
|
||||
|
||||
|
||||
class OpticalObject(NamedTuple):
|
||||
geometry: GeometricObject
|
||||
material: OpticMaterial
|
||||
|
||||
|
||||
@dataclass
|
||||
class World:
|
||||
"""Stores a scene and computes the interaction with a ray"""
|
||||
|
||||
objects: Optional[list[OpticalObject]] = field(default_factory=list)
|
||||
# default recursion depth can be changed, but should not exceed
|
||||
# system recursion limit.
|
||||
max_recursion_depth: Optional[int] = 500
|
||||
|
||||
def add(self, obj: OpticalObject):
|
||||
self.objects.append(obj)
|
||||
|
||||
def __iter__(self) -> Iterable[OpticalObject]:
|
||||
return iter(self.objects)
|
||||
|
||||
@property
|
||||
def num_objects(self) -> int:
|
||||
return len(self.objects)
|
||||
|
||||
def first_hit(self, ray: Ray) -> Tuple[ShadeRec, OpticMaterial]:
|
||||
"""
|
||||
Returns the information about the first collision of the beam
|
||||
with an object.
|
||||
|
||||
:return: A shade for the collision geometric information and the
|
||||
material of the object hit.
|
||||
"""
|
||||
result = ShadeRec()
|
||||
material = BeamDump()
|
||||
for obj in self:
|
||||
shade = obj.geometry.hit(ray)
|
||||
if Ray.min_travel < shade.travel_dist < result.travel_dist:
|
||||
result = shade
|
||||
material = obj.material
|
||||
return result, material
|
||||
|
||||
def propagate_beams(self, seed):
|
||||
return self._propagate_beams([[seed]], 0)
|
||||
|
||||
def _propagate_beams(self, beams: List[List[Ray]], depth) -> List[List[Ray]]:
|
||||
"""Computes the propagation of beams in the system
|
||||
|
||||
:return: List of all the beam paths generated by these seeds.
|
||||
It is stored as
|
||||
[path0[Ray0, Ray1, ...], path1[...], ...].
|
||||
Each path is a list of successive rays having each traveled a
|
||||
given distance.
|
||||
:raise: warning if recursion depth hits a limit.
|
||||
"""
|
||||
|
||||
if depth >= self.max_recursion_depth:
|
||||
err_msg = (
|
||||
f"Maximal recursion depth exceeded ({self.max_recursion_depth})."
|
||||
"It is likely that not all beams have been rendered."
|
||||
)
|
||||
warnings.warn(err_msg)
|
||||
return beams
|
||||
else:
|
||||
new_beams = list()
|
||||
for index, beam in enumerate(beams):
|
||||
ray = beam[-1]
|
||||
if ray.travel <= 0:
|
||||
shade, material = self.first_hit(ray)
|
||||
new_seeds = material.generated_beams(ray, shade)
|
||||
beams[index][-1] = Ray(ray.origin, ray.direction, shade.travel_dist)
|
||||
if len(new_seeds) == 0:
|
||||
new_beams.append(beams[index])
|
||||
for seed in new_seeds:
|
||||
generated_beams = self._propagate_beams([[seed]], depth + 1)
|
||||
for new_beam in generated_beams:
|
||||
new_beams.append(beams[index] + new_beam)
|
||||
return new_beams
|
17
extensions/fablabchemnitz/raytracing/render.inx
Normal file
17
extensions/fablabchemnitz/raytracing/render.inx
Normal file
@ -0,0 +1,17 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<inkscape-extension xmlns="http://www.inkscape.org/namespace/inkscape/extension">
|
||||
<name>Ray Tracing - Render</name>
|
||||
<id>fablabchemnitz.de.raytracing.render</id>
|
||||
<effect>
|
||||
<object-type>all</object-type>
|
||||
<effects-menu>
|
||||
<submenu name="FabLab Chemnitz">
|
||||
<submenu name="Various"/>
|
||||
</submenu>
|
||||
</effects-menu>
|
||||
</effect>
|
||||
<script>
|
||||
<command location="inx" interpreter="python">render.py</command>
|
||||
</script>
|
||||
</inkscape-extension>
|
||||
|
289
extensions/fablabchemnitz/raytracing/render.py
Normal file
289
extensions/fablabchemnitz/raytracing/render.py
Normal file
@ -0,0 +1,289 @@
|
||||
"""
|
||||
Extension for rendering beams in 2D optics with Inkscape
|
||||
"""
|
||||
from __future__ import annotations
|
||||
from dataclasses import dataclass
|
||||
from functools import singledispatchmethod
|
||||
from typing import Iterable, Optional, Final
|
||||
import inkex
|
||||
from inkex.paths import Line, Move
|
||||
import raytracing.material
|
||||
from desc_parser import get_optics_fields
|
||||
from raytracing import Vector, World, OpticalObject, Ray
|
||||
from raytracing.geometry import CubicBezier, CompoundGeometricObject, GeometricObject
|
||||
from utils import pairwise
|
||||
|
||||
|
||||
@dataclass
|
||||
class BeamSeed:
|
||||
ray: Optional[Ray] = None
|
||||
parent: Optional[inkex.ShapeElement] = None
|
||||
|
||||
|
||||
def get_unlinked_copy(clone: inkex.Use) -> Optional[inkex.ShapeElement]:
|
||||
"""Creates a copy of the original with all transformations applied"""
|
||||
copy = clone.href.copy()
|
||||
copy.transform = clone.composed_transform() * copy.transform
|
||||
copy.style = clone.style + copy.style
|
||||
copy.getparent = clone.getparent
|
||||
return copy
|
||||
|
||||
|
||||
def get_or_create_beam_layer(parent_layer: inkex.Layer) -> inkex.Layer:
|
||||
for child in parent_layer:
|
||||
if isinstance(child, inkex.Layer):
|
||||
if child.get("inkscape:label") == "generated_beams":
|
||||
return child
|
||||
new_layer = parent_layer.add(inkex.Layer())
|
||||
new_layer.label = "generated_beams"
|
||||
return new_layer
|
||||
|
||||
|
||||
def plot_beam(beam: list[Ray], node: inkex.ShapeElement, layer: inkex.Layer):
|
||||
path = inkex.Path()
|
||||
if beam:
|
||||
path += [Move(beam[0].origin.x, beam[0].origin.y)]
|
||||
for ray in beam:
|
||||
p1 = ray.origin + ray.travel * ray.direction
|
||||
path += [Line(p1.x, p1.y)]
|
||||
element = layer.add(inkex.PathElement())
|
||||
# Need to convert to path to get the correct style for inkex.Use
|
||||
element.style = node.to_path_element().style
|
||||
element.path = path
|
||||
|
||||
|
||||
class Raytracing(inkex.EffectExtension):
|
||||
"""Extension to renders the beams present in the document"""
|
||||
|
||||
# Ray tracing is only implemented for the following inkex primitives
|
||||
filter_primitives: Final = (
|
||||
inkex.PathElement,
|
||||
inkex.Line,
|
||||
inkex.Polyline,
|
||||
inkex.Polygon,
|
||||
inkex.Rectangle,
|
||||
inkex.Ellipse,
|
||||
inkex.Circle,
|
||||
)
|
||||
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self.world = World()
|
||||
self.beam_seeds: list[BeamSeed] = list()
|
||||
|
||||
def effect(self) -> None:
|
||||
"""
|
||||
Loads the objects and outputs a svg with the beams after propagation
|
||||
"""
|
||||
|
||||
# Can't set the border earlier because self.svg is not yet defined
|
||||
self.document_border = self.get_document_borders_as_beamdump()
|
||||
self.world.add(self.document_border)
|
||||
|
||||
filter_ = self.filter_primitives + (inkex.Group, inkex.Use)
|
||||
for obj in self.svg.selection.filter(filter_):
|
||||
self.add(obj)
|
||||
|
||||
if self.beam_seeds:
|
||||
for seed in self.beam_seeds:
|
||||
if self.is_inside_document(seed.ray):
|
||||
generated = self.world.propagate_beams(seed.ray)
|
||||
for beam in generated:
|
||||
try:
|
||||
new_layer = get_or_create_beam_layer(
|
||||
get_containing_layer(seed.parent)
|
||||
)
|
||||
plot_beam(beam, seed.parent, new_layer)
|
||||
except LayerError as e:
|
||||
inkex.utils.errormsg(f"{e} It will be ignored.")
|
||||
|
||||
@singledispatchmethod
|
||||
def add(self, obj):
|
||||
pass
|
||||
|
||||
@add.register
|
||||
def _(self, group: inkex.Group):
|
||||
for child in group:
|
||||
self.add(child)
|
||||
|
||||
@add.register
|
||||
def _(self, clone: inkex.Use):
|
||||
copy = get_unlinked_copy(clone)
|
||||
self.add(copy)
|
||||
|
||||
for type in filter_primitives:
|
||||
|
||||
@add.register(type)
|
||||
def _(self, obj):
|
||||
"""
|
||||
Extracts properties and adds the object to the ray tracing data
|
||||
structure
|
||||
"""
|
||||
material = get_material(obj)
|
||||
if material:
|
||||
if isinstance(material, BeamSeed):
|
||||
for ray in get_beams(obj):
|
||||
self.beam_seeds.append(BeamSeed(ray, parent=obj))
|
||||
else:
|
||||
geometry = get_geometry(obj)
|
||||
opt_obj = OpticalObject(geometry, material)
|
||||
self.world.add(opt_obj)
|
||||
|
||||
def get_document_borders_as_beamdump(self) -> OpticalObject:
|
||||
"""
|
||||
Adds a beam blocking contour on the borders of the document to
|
||||
prevent the beams from going to infinity
|
||||
"""
|
||||
|
||||
c1x, c1y, c2x, c2y = self.svg.get_viewbox()
|
||||
contour_geometry = CompoundGeometricObject(
|
||||
(
|
||||
CubicBezier(
|
||||
Vector(c1x, c1y),
|
||||
Vector(c1x, c1y),
|
||||
Vector(c2x, c1y),
|
||||
Vector(c2x, c1y),
|
||||
),
|
||||
CubicBezier(
|
||||
Vector(c2x, c1y),
|
||||
Vector(c2x, c1y),
|
||||
Vector(c2x, c2y),
|
||||
Vector(c2x, c2y),
|
||||
),
|
||||
CubicBezier(
|
||||
Vector(c2x, c2y),
|
||||
Vector(c2x, c2y),
|
||||
Vector(c1x, c2y),
|
||||
Vector(c1x, c2y),
|
||||
),
|
||||
CubicBezier(
|
||||
Vector(c1x, c2y),
|
||||
Vector(c1x, c2y),
|
||||
Vector(c1x, c1y),
|
||||
Vector(c1x, c1y),
|
||||
),
|
||||
)
|
||||
)
|
||||
return OpticalObject(contour_geometry, raytracing.material.BeamDump())
|
||||
|
||||
def is_inside_document(self, ray: Ray) -> bool:
|
||||
return self.document_border.geometry.is_inside(ray)
|
||||
|
||||
|
||||
def get_material(
|
||||
obj: inkex.ShapeElement,
|
||||
) -> Optional[raytracing.material.OpticMaterial | BeamSeed]:
|
||||
"""Extracts the optical material of an object from its description"""
|
||||
|
||||
desc = obj.desc
|
||||
if desc is None:
|
||||
desc = ""
|
||||
materials = get_materials_from_description(desc)
|
||||
if len(materials) == 0:
|
||||
return None
|
||||
if len(materials) > 1:
|
||||
raise_err_num_materials(obj)
|
||||
elif len(materials) == 1:
|
||||
return materials[0]
|
||||
|
||||
|
||||
def get_materials_from_description(
|
||||
desc: str,
|
||||
) -> list[raytracing.material.OpticMaterial | BeamSeed]:
|
||||
"""Run through the description to extract the material properties"""
|
||||
|
||||
materials = list()
|
||||
class_alias = dict(
|
||||
beam_dump=raytracing.material.BeamDump,
|
||||
mirror=raytracing.material.Mirror,
|
||||
beam_splitter=raytracing.material.BeamSplitter,
|
||||
glass=raytracing.material.Glass,
|
||||
beam=BeamSeed,
|
||||
)
|
||||
for match in get_optics_fields(desc):
|
||||
material_type = match.group("material")
|
||||
prop_str = match.group("num")
|
||||
if material_type in class_alias:
|
||||
if material_type == "glass" and prop_str is not None:
|
||||
optical_index = float(prop_str)
|
||||
materials.append(class_alias[material_type](optical_index))
|
||||
else:
|
||||
materials.append(class_alias[material_type]())
|
||||
return materials
|
||||
|
||||
|
||||
def raise_err_num_materials(obj):
|
||||
inkex.utils.errormsg(
|
||||
f"The element {obj.get_id()} has more than one optical material and will be"
|
||||
f" ignored:\n{obj.desc}\n"
|
||||
)
|
||||
|
||||
|
||||
def get_geometry(obj: inkex.ShapeElement) -> GeometricObject:
|
||||
"""
|
||||
Converts the geometry of inkscape elements to a form suitable for the
|
||||
ray tracing module
|
||||
"""
|
||||
|
||||
# Treats all objects as cubic Bezier curves. This treatment is exact
|
||||
# for most primitives except circles and ellipses that are only
|
||||
# approximated by Bezier curves.
|
||||
# TODO: implement exact representation for ellipses
|
||||
path = get_absolute_path(obj)
|
||||
composite_bezier = convert_to_composite_bezier(path)
|
||||
return composite_bezier
|
||||
|
||||
|
||||
def get_absolute_path(obj: inkex.ShapeElement) -> inkex.CubicSuperPath:
|
||||
path = obj.to_path_element().path.to_absolute()
|
||||
transformed_path = path.transform(obj.composed_transform())
|
||||
return transformed_path.to_superpath()
|
||||
|
||||
|
||||
def get_beams(element: inkex.ShapeElement) -> Iterable[Ray]:
|
||||
"""
|
||||
Returns a beam with origin at the endpoint of the path and tangent to
|
||||
the path
|
||||
"""
|
||||
bezier_path = convert_to_composite_bezier(get_absolute_path(element))
|
||||
for sub_path in bezier_path:
|
||||
last_segment = sub_path[-1]
|
||||
endpoint = last_segment.eval(1)
|
||||
tangent = -last_segment.tangent(1)
|
||||
yield Ray(endpoint, tangent)
|
||||
|
||||
|
||||
def convert_to_composite_bezier(
|
||||
superpath: inkex.CubicSuperPath,
|
||||
) -> CompoundGeometricObject:
|
||||
"""
|
||||
Converts a superpath with a representation
|
||||
[Subpath0[handle0_0, point0, handle0_1], ...], ...]
|
||||
to a representation of consecutive bezier segments of the form
|
||||
CompositeCubicBezier([CubicBezierPath[CubicBezier[point0, handle0_1,
|
||||
handle1_0, point1], ...], ...]).
|
||||
"""
|
||||
|
||||
composite_bezier = list()
|
||||
for subpath in superpath:
|
||||
bezier_path = list()
|
||||
for (__, p0, p1), (p2, p3, __) in pairwise(subpath):
|
||||
bezier = CubicBezier(Vector(*p0), Vector(*p1), Vector(*p2), Vector(*p3))
|
||||
bezier_path.append(bezier)
|
||||
composite_bezier.append(CompoundGeometricObject(bezier_path))
|
||||
return CompoundGeometricObject(composite_bezier)
|
||||
|
||||
|
||||
def get_containing_layer(obj: inkex.BaseElement) -> inkex.Layer:
|
||||
try:
|
||||
return obj.ancestors().filter(inkex.Layer)[0]
|
||||
except IndexError:
|
||||
raise LayerError(f"Object '{obj.get_id()}' is not inside a layer.")
|
||||
|
||||
|
||||
class LayerError(RuntimeError):
|
||||
pass
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
Raytracing().run()
|
25
extensions/fablabchemnitz/raytracing/set_material.inx
Normal file
25
extensions/fablabchemnitz/raytracing/set_material.inx
Normal file
@ -0,0 +1,25 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<inkscape-extension xmlns="http://www.inkscape.org/namespace/inkscape/extension">
|
||||
<name>Ray Tracing - Set Lens Material</name>
|
||||
<id>fablabchemnitz.de.raytracing.set_lens_material</id>
|
||||
<param name="optical_material" type="optiongroup" appearance="combo" gui-text="Select material:">
|
||||
<option value="none">None</option>
|
||||
<option value="beam">Beam</option>
|
||||
<option value="mirror">Mirror</option>
|
||||
<option value="beam_dump">Beam dump</option>
|
||||
<option value="beam_splitter">Beam splitter</option>
|
||||
<option value="glass">Glass</option>
|
||||
</param>
|
||||
<param name="optical_index" type="float" min="1.0000" max="3.0000" precision="4" gui-text="Optical index:" indent="2">1.5168</param>
|
||||
<effect>
|
||||
< |