94 lines
3.2 KiB
Python
94 lines
3.2 KiB
Python
"""
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Module to describe and interact with a scene composed of various optical
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objects
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"""
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from __future__ import annotations
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import warnings
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from dataclasses import dataclass, field
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from typing import Optional, List, NamedTuple, Iterable, Tuple
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from .geometry import GeometricObject
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from .material import OpticMaterial, BeamDump
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from .ray import Ray
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from .shade import ShadeRec
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class OpticalObject(NamedTuple):
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geometry: GeometricObject
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material: OpticMaterial
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@dataclass
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class World:
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"""Stores a scene and computes the interaction with a ray"""
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objects: Optional[list[OpticalObject]] = field(default_factory=list)
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# default recursion depth can be changed, but should not exceed
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# system recursion limit.
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max_recursion_depth: Optional[int] = 500
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def add(self, obj: OpticalObject):
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self.objects.append(obj)
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def __iter__(self) -> Iterable[OpticalObject]:
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return iter(self.objects)
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@property
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def num_objects(self) -> int:
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return len(self.objects)
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def first_hit(self, ray: Ray) -> Tuple[ShadeRec, OpticMaterial]:
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"""
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Returns the information about the first collision of the beam
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with an object.
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:return: A shade for the collision geometric information and the
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material of the object hit.
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"""
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result = ShadeRec()
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material = BeamDump()
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for obj in self:
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shade = obj.geometry.hit(ray)
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if Ray.min_travel < shade.travel_dist < result.travel_dist:
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result = shade
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material = obj.material
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return result, material
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def propagate_beams(self, seed):
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return self._propagate_beams([[seed]], 0)
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def _propagate_beams(self, beams: List[List[Ray]], depth) -> List[List[Ray]]:
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"""Computes the propagation of beams in the system
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:return: List of all the beam paths generated by these seeds.
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It is stored as
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[path0[Ray0, Ray1, ...], path1[...], ...].
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Each path is a list of successive rays having each traveled a
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given distance.
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:raise: warning if recursion depth hits a limit.
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"""
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if depth >= self.max_recursion_depth:
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err_msg = (
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f"Maximal recursion depth exceeded ({self.max_recursion_depth})."
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"It is likely that not all beams have been rendered."
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)
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warnings.warn(err_msg)
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return beams
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else:
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new_beams = list()
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for index, beam in enumerate(beams):
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ray = beam[-1]
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if ray.travel <= 0:
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shade, material = self.first_hit(ray)
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new_seeds = material.generated_beams(ray, shade)
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beams[index][-1] = Ray(ray.origin, ray.direction, shade.travel_dist)
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if len(new_seeds) == 0:
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new_beams.append(beams[index])
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for seed in new_seeds:
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generated_beams = self._propagate_beams([[seed]], depth + 1)
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for new_beam in generated_beams:
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new_beams.append(beams[index] + new_beam)
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return new_beams
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