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mightyscape-1.1-deprecated/extensions/fablabchemnitz/raytracing/raytracing/world.py

94 lines
3.2 KiB
Python

"""
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