Complete Reference

This page contains what should be a complete list of all docstrings in the OpticSim module, and its submodule.

Index

OpticSim

OpticSim.BSplineCurve — Type
BSplineCurve{P,S,N,M} <: Spline{P,S,N,M}

N is the spatial dimension of the curve. M is the curve order, i.e., the highest power of the parameterizing variable, u. All curve segments are assumed to be of the same order.

BSplineCurve{P,S,N,M}(knots::KnotVector{S}, controlpoints::AbstractArray{MVector{N,S},1})
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OpticSim.BezierCurve — Type
BezierCurve{P,S,N,M} <: Spline{P,S,N,M}

N is the dimension of the curve, M is the curve order

BezierCurve{P,S,N,M}(controlpoints::AbstractArray{<:AbstractArray{S,1},1})
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OpticSim.ConvexPolygon — Type
ConvexPolygon{N, T<:Real} <: PlanarShape{T}

General Convex Polygon surface, not a valid CSG object. The rotation of the polygon around its normal is defined by rotationvec. rotationvec×surfacenormal is taken as the vector along the u axis.

ConvexPolygon(local_frame::Transform{T}, local_polygon_points::Vector{SVector{2, T}}, interface::NullOrFresnel{T} = nullinterface(T))

The local frame defines the plane (spans by the right and up vectors) with the plane normal given by the forward vector. the localpolygonpoints are given with respect to the local frame and are 2D points. NOTE: This class uses static vectors to hold the points which will lead to more efficient performance, but should not be used with polygons with more than 20-30 points.

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OpticSim.GeometricRayGenerator — Type
GeometricRayGenerator{T,O<:RayOriginGenerator{T}} <: AbstractRayGenerator{T}

Generates geometric Rays according to the specific implementation of the subclass.

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OpticSim.OpticalRay — Type
OpticalRay{T,N} <: AbstractRay{T,N}

Ray with power, wavelength and optical path length.

NOTE: we use monte carlo integration to get accurate results on the detector, this means that all rays essentially hit the detector with power = 1 and some rays are thrown away at any interface to correctly match the reflection/transmission at that interface. For inspection purposes we also track the 'instantaneous' power of the ray in the power field of the OpticalRay.

OpticalRay(ray::Ray{T,N}, power::T, wavelength::T, opl=zero(T))
OpticalRay(origin::SVector{N,T}, direction::SVector{N,T}, power::T, wavelength::T, opl=zero(T))

Has the following accessor methods:

ray(r::OpticalRay{T,N}) -> Ray{T,N}
direction(r::OpticalRay{T,N}) -> SVector{N,T}
origin(r::OpticalRay{T,N}) -> SVector{N,T}
power(r::OpticalRay{T,N}) -> T
wavelength(r::OpticalRay{T,N}) -> T
pathlength(r::OpticalRay{T,N}) -> T
sourcepower(r::OpticalRay{T,N}) -> T
nhits(r::OpticalRay{T,N}) -> Int
sourcenum(r::OpticalRay{T,N}) -> Int
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OpticSim.PlanarShape — Type

The PlanarShape interface:

distancefromplane(p::PlanarShape,point) returns distance of the point from the plane the planar shape lies within normal(p::PlanarShape) returns normal of plane interface(p::PlanarShape) returns optical interface of plane vertices(p::PlanarShape) returns vertices of shape. For Ellipse this is an approximation.

There are default functions for plane,normal,interface,vertices which assume each PlanarShape type has a field of the same name plane(a::PlanarShape) = a.plane normal(a::PlanaShape) = a.plane.normal etc.

If your type doesn't have these fields then you should define a more specialized method to handle this.

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OpticSim.Primitive — Type
Primitive{T<:Real}

T is the number type used to represent the primitive, e.g., Float64. Primitives are the basic elements which can be stored in bounding volume hierarchies and include surfaces and CSG objects

Must implement the following:

boundingbox(a::Primitive{T})::BoundingBox{T}
centroid(a::Primitive{T})::SVector{3,T}
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OpticSim.Ray — Type
Ray{T,N} <: AbstractRay{T,N}

Purely geometric ray, defined as origin + alpha * direction.

Ray(origin::SVector{N,T}, direction::SVector{N,T})

Has the following accessor methods:

direction(ray::Ray{T,N}) -> SVector{N,T}
origin(ray::Ray{T,N}) -> SVector{N,T}
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OpticSim.SphericalPolygon — Type

SphericalPolygon uses StaticArrays to represent vertices. Expect performance degradation for polygons with large numbers of vertices. Performance appears to be good up to perhaps 100 vertices, perhaps as much as 1000 vertices. By 10,000 vertices performance is terrible.

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OpticSim.Spline — Type
Spline{P<:CurveType,S<:Number,N,M}

M is the curve order, i.e., the highest power of the parameterizing variable, u. P determines the CurveType.

All Spline types must implement:

point(curve,u)

and have field controlpolygon

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OpticSim.SplineSurface — Type
SplineSurface{P,S,N,M} <: ParametricSurface{S,N}

Curve order, M, is the same in the u and v direction and fixed over all spans. P determines the CurveType.

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Base.:* — Method

Apply a Transform to an Intersection object

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Base.:* — Method

Apply a Transform to a TriangleMesh object

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OpticSim.Annulus — Method
Annulus(innerradius::T, outerradius::T, surfacenormal::SVector{3,T}, centrepoint::SVector{3,T})

Creates a circular aperture in a circle i.e. FiniteStop{T,CircularStopShape,CircularStopShape}.

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OpticSim.AsphericLens — Method
AsphericLens(insidematerial, frontvertex, frontradius, frontconic, frontaspherics, backradius, backconic, backaspherics, thickness, semidiameter;  lastmaterial = OpticSim.GlassCat.Air, nextmaterial = OpticSim.GlassCat.Air, frontsurfacereflectance = 0.0, backsurfacereflectance = 0.0, frontdecenter = (0, 0), backdecenter = (0, 0), interfacemode = ReflectOrTransmit)

Cosntructs a simple cylindrical lens with front and back surfaces with a radius, conic and apsheric terms. The side walls of the lens are absorbing.

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OpticSim.BoundedCylinder — Method
BoundedCylinder(radius::T, height::T; interface::NullOrFresnel{T} = nullinterface(T)) -> CSGGenerator{T}

Create a cylinder with planar caps on both ends centred at (0, 0, 0) with axis (0, 0, 1).

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OpticSim.Circle — Method
Circle(radius, [surfacenormal, centrepoint]; interface = nullinterface(T))

Shortcut method to create a circle. The minimal case returns a circle centred at the origin with normal = [0, 0, 1].

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OpticSim.CircularAperture — Method
CircularAperture(radius::T, surfacenormal::SVector{3,T}, centrepoint::SVector{3,T})

Creates a circular aperture in a plane i.e. InfiniteStop{T,CircularStopShape}.

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OpticSim.CircularAperture — Method
CircularAperture(radius::T, outerhalfsizeu::T, outerhalfsizev::T, surfacenormal::SVector{3,T}, centrepoint::SVector{3,T}; rotationvec::SVector{3,T} = [0.0, 1.0, 0.0])

Creates a circular aperture in a rectangle i.e. FiniteStop{T,CircularStopShape,RectangularStopShape}. The rotation of the rectangle around its normal is defined by rotationvec. rotationvec×surfacenormal is taken as the vector along the u axis.

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OpticSim.ConicLens — Method
ConicLens(insidematerial, frontvertex, frontradius, frontconic, backradius, backconic, thickness, semidiameter;  lastmaterial = OpticSim.GlassCat.Air, nextmaterial = OpticSim.GlassCat.Air, frontsurfacereflectance = 0.0, backsurfacereflectance = 0.0, frontdecenter = (0, 0), backdecenter = (0, 0), interfacemode = ReflectOrTransmit)

Constructs a simple cylindrical lens with front and back surfaces with a radius and conic term. The side walls of the lens are absorbing.

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OpticSim.Cuboid — Method
Cuboid(halfsizex::T, halfsizey::T, halfsizez::T; interface::NullOrFresnel{T} = nullinterface(T)) -> CSGGenerator{T}

Create a cuboid centred at (0, 0, 0).

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OpticSim.EvenAsphericSurface — Method
EvenAsphericSurface(semidiameter, curvature::T, conic::T, aspherics::Vector{T}; normradius::T=semidiameter)

Surface incorporating an aspheric polynomial - radius, conic and aspherics are defined relative to absolute semi-diameter.

aspherics should be an array of the even coefficients of the aspheric polynomial starting with A2

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OpticSim.FresnelLens — Method
FresnelLens(insidematerial, frontvertex, radius, thickness, semidiameter, groovedepth; conic = 0.0, aspherics = nothing, outsidematerial = OpticSim.GlassCat.Air)

Create a Fresnel lens as a CSG object, can be concave or convex. Groove positions are found iteratively based on groovedepth. For negative radii the vertex on the central surface is at frontvertex, so the total thickness of the lens is thickness + groovedepth. Aspherics currently not supported.

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OpticSim.HexagonalPrism — Method
HexagonalPrism(side_length::T, visheight::T = 2.0; interface::NullOrFresnel{T} = nullinterface(T)) -> CSGGenerator{T}

Create an infinitely tall hexagonal prism with axis (0, 0, 1), the longer hexagon diameter is along the x axis. For visualization visheight is used, note that this does not fully represent the surface.

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OpticSim.OddAsphericSurface — Method
OddAsphericSurface(semidiameter, curvature::T, conic::T, aspherics::Vector{T}; normradius::T=semidiameter)

Surface incorporating an aspheric polynomial - radius, conic and aspherics are defined relative to absolute semi-diameter.

aspherics should be an array of the odd coefficients of the aspheric polynomial starting with A1

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OpticSim.OddEvenAsphericSurface — Method
OddEvenAsphericSurface(semidiameter, curvature::T, conic::T, aspherics::Vector{T}; normradius::T=semidiameter)

Surface incorporating an aspheric polynomial - radius, conic and aspherics are defined relative to absolute semi-diameter.

aspherics should be an array of the both odd and even coefficients of the aspheric polynomial starting with A1

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OpticSim.RectangularAperture — Method
RectangularAperture(aphalfsizeu::T, aphalfsizev::T, surfacenormal::SVector{3,T}, centrepoint::SVector{3,T}; rotationvec::SVector{3,T} = [0.0, 1.0, 0.0])

Creates a rectangular aperture in a plane i.e. InfiniteStop{T,RectangularStopShape}. The rotation of the rectangle around its normal is defined by rotationvec. rotationvec×surfacenormal is taken as the vector along the u axis.

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OpticSim.RectangularAperture — Method
RectangularAperture(innerhalfsizeu::T, innerhalfsizev::T, outerhalfsizeu::T, outerhalfsizev::T, surfacenormal::SVector{3,T}, centrepoint::SVector{3,T}; rotationvec::SVector{3,T} = [0.0, 1.0, 0.0])

Creates a rectangular aperture in a rectangle i.e. FiniteStop{T,RectangularStopShape,RectangularStopShape}. The rotation of the rectangle around its normal is defined by rotationvec. rotationvec×surfacenormal is taken as the vector along the u axis.

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OpticSim.RectangularPrism — Method
RectangularPrism(halfsizex::T, halfsizey::T, visheight::T=2.0; interface::NullOrFresnel{T} = nullinterface(T)) -> CSGGenerator{T}

Create an infinitely tall rectangular prism with axis (0, 0, 1). For visualization visheight is used, note that this does not fully represent the surface.

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OpticSim.SphericalLens — Method
SphericalLens(insidematerial, frontvertex, frontradius, backradius, thickness, semidiameter;  lastmaterial = OpticSim.GlassCat.Air, nextmaterial = OpticSim.GlassCat.Air, frontsurfacereflectance = 0.0, backsurfacereflectance = 0.0, frontdecenter = (0, 0), backdecenter = (0, 0), interfacemode = ReflectOrTransmit)

Constructs a simple cylindrical lens with spherical front and back surfaces. The side walls of the lens are absorbing.

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OpticSim.Spider — Method
Spider(narms::Int, armwidth::T, radius::T, origin::SVector{3,T} = SVector{3,T}(0.0, 0.0, 0.0), normal::SVector{3,T} = SVector{3,T}(0.0, 0.0, 1.0)) -> Vector{Rectangle{T}}

Creates a 'spider' obscuration with narms rectangular arms evenly spaced around a circle defined by origin and normal. Each arm is a rectangle armwidth×radius.

e.g. for 3 and 4 arms we get:

   |         _|_
  / \         |
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OpticSim.TriangularPrism — Method
TriangularPrism(side_length::T, visheight::T = 2.0; interface::NullOrFresnel{T} = nullinterface(T)) -> CSGGenerator{T}

Create an infinitely tall triangular prism with axis (0, 0, 1). For visualization visheight is used, note that this does not fully represent the surface.

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OpticSim.area — Method

Conceptually breaks the convex spherical polygon into spherical triangles and computes the sum of the angles of all the triangles. The sum of all the angles around the centroid is 2π. Have to subtract π for each of the N triangles. Rather than compute the angles of triangles formed by taking edges from the centroid to each vertex, can instead just compute the internal angle of neighboring edges. Total polygon area is 2π -Nπ + ∑(interior angles).

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OpticSim.asphericType — Method
asphericType(surf::AsphericSurface)

Query the polynomial type of `asp. Returns CONIC, ODD, EVEN, or ODDEVEN. CONIC corresponds to no aspheric terms, ODD means it only has odd aspheric terms, EVEN means only even aspheric terms and ODDEVEN means both even and odd terms.

This function is to enable proper interpretation of surf.aspherics by any optimization routines that directly query the aspheric coefficients.

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OpticSim.closestintersection — Function
closestintersection(a::Union{EmptyInterval{T},Interval{T},DisjointUnion{T}}, ignorenull::Bool = true) -> Union{Nothing,Intersection{T,3}}

Returns the closest Intersection from an Interval or DisjointUnion. Ignores intersection with null interfaces if ignorenull is true. Will return nothing if there is no valid intersection.

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OpticSim.curvedimension — Method

spatial dimension of curve represented as an array of coefficients x[i] = ∑Bj(θ)*x[i,j] where Bj(θ) is the curve basis

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OpticSim.curveorder — Method

highest polynomial power of the curve represented as an array of coefficients x[i] = ∑Bj(θ)*x[i,j] where Bj(θ) is the curve basis

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OpticSim.detectorimage — Method
detectorimage(system::AbstractOpticalSystem{T}) -> HierarchicalImage{D}

Get the detector image of system. D is the datatype of the detector image and is not necessarily the same as the datatype of the system T.

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OpticSim.distance — Method
distance(r::Ray{T,N}, point::SVector{N,T}) -> Union{Nothing,T}

Returns distance to the position on the ray closest to point. If t < 0 returns nothing.

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OpticSim.distancefromplane — Method

All planar shapes lie on a plane. This function computes the distance from a point to that plane. This is a signed distance. If the point is on the positive side of the plane (the side the normal points toward) the distance will be positive, otherwise negative or 0 if the point lies in the plane.

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OpticSim.evalcsg — Function
evalcsg(
    a::Union{UnionNode{T},IntersectionNode{T},ComplementNode{T},LeafNode{T}},
    ray::AbstractRay{T,N},
    normalreverse::Bool = false
)::Union{EmptyInterval{T},DisjointUnion{T},Interval{T}}

[TODO]

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OpticSim.evaluatecurve — Method

Evaluates a curve defined in the power basis. Curves and moving lines accessed like this: [xi,ci] where xi is the dimension index, and ci is the coefficient index.

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OpticSim.fresnel — Method
fresnel(nᵢ::T, nₜ::T, sinθᵢ::T, sinθₜ::T) -> Tuple{T,T}

Returns reflectance and tranmission power coefficients according to the Fresnel equations. For geometric ray tracing this coefficient can be used directly to compute intensity on the detector plane. For Huygens phase optics need to take the square root to compute the amplitude. The power of the transmitted and refracted rays may not sum to one because of the area correction applied to the transmitted component. The intensity per area can increase or decrease depending on the indices of refraction.

nᵢ is the RI of the material which the incident ray travels in, nₜ is the RI of the material the transmitted ray travels in. sinθᵢ and sinθₜ are the sin of the angles of incidence and transmission respectively.

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OpticSim.intersections — Method

returns an array of intersection points. Each element in the array is ([x,y,...],alpha,theta) where [x,y,...] is the n-dimensional intersection point, alpha is the line parameter value at the intersection point, and theta is the curve parameter value at the intersection point

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OpticSim.jacobian — Method
jacobian(surf::ParametricSurface{T,N}, u::T, v::T, P1::SVector{M,T}, P2::SVector{M,T})

Computes Jacobian of f(t,u,v) = ( dot(P1,[surf(u,v),1],P2,[surf(u,v),1]) ). P1, P2 are orthogonal planes that pass through the ray. J = [ ∂f1/∂u ∂f1/∂v ; ∂f2/∂u ∂f2/∂v]

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OpticSim.leaf — Method
leaf(surf::ParametricSurface{T}, transform::Transform{T} = identitytransform(T)) -> CSGGenerator{T}

Create a leaf node from a parametric surface with a given transform.

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OpticSim.linedimension — Method

spatial dimension of the moving line represented as an array of coefficients g[i] = ∑Bl(θ)*gl[i,j] where Bl(θ) is the polynomial basis

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OpticSim.makemesh — Method
makemesh(poly::ConvexPolygon{N, T}, ::Int = 0) where {N, T<:Real} -> TriangleMesh

Create a triangle mesh that can be rendered by iterating on the polygon's edges and for each edge use the centroid as the third vertex of the triangle.

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OpticSim.matricesforeigen — Method

movinglines[:,i] is the ith moving line. For li = movinglines[:,i] (dimension+1,lineorder) = size(li). rline[:,1] = pt1 and rline[:,2] = pt2. The line equation is pt1 + alpha*pt2.

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OpticSim.newton — Method
newton(surf::ParametricSurface{T,N}, r::AbstractRay{T,N}, startingpoint::SVector{2,T})

Newton iteration to find the precise intersection of a parametric surface with a ray given a starting point (in uv space) on the surface.

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OpticSim.normal — Method
normal(surf::ParametricSurface{T}, u::T, v::T) -> SVector{3,T}
normal(surf::ParametricSurface{T}, uv::SVector{2,T}) -> SVector{3,T}

Returns the normal to surf at the given uv coordinate.

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OpticSim.orthogonalitymatrix — Method

returns a matrix expressing the relationship [x(θ) 1]⋅g(θ) = 0. The vectors in the right nullspace of this matrix contain the coefficients of the moving lines gᵢ(θ).

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OpticSim.plane_from_points — Method
plane_from_points(points::SMatrix{D, N, P}}) ->  centroid, normal, local_to_world transform

Points to be fitted are assumed to be stored by column in the points matrix. Estimate the best fitting plane for a set of points in 3D. D is the dimension of the plane. N is the number of points to fit. P is the number type used to represent points.

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OpticSim.point — Method

This will return (Inf,Inf,Inf) if the point is at infinity. In this case you probably should be using the direction of the VirtualPoint rather than its position

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OpticSim.point — Method
point(ray::AbstractRay{T,N}, alpha::T) -> SVector{T, N}

Returns a point on the ray at origin + alpha * direction. Alpha must be >= 0.

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OpticSim.point — Method

returns a 3D point. This takes into account the offset of centerpoint and the rotation vector used to construct the Rectangle. u and v are scaled by the size of the rectangle so that u=0,v=0 is one corner and u=v=1 is the diagonal corner. This function should go away once we have a sensible object transform hierarchy system.

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OpticSim.point — Method

returns a 3D point in the plane of the rectangle. This takes into account the offset of centerpoint and the rotation vector used to construct the Rectangle. u and v are scaled by the size of the rectangle so that u=0,v=0 is one corner and u=v=1 is the diagonal corner. This function should go away once we have a sensible object transform hierarchy system.

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OpticSim.pressure — Method
pressure(system::AbstractOpticalSystem{T}) -> T

Get the pressure of system in Atm.

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OpticSim.processintersection — Method
processintersection(opticalinterface::OpticalInterface{T}, point::SVector{N,T}, normal::SVector{N,T}, incidentray::OpticalRay{T,N}, temperature::T, pressure::T, ::Bool, firstray::Bool = false) -> Tuple{SVector{N,T}, T, T}

Processes an intersection of an OpticalRay with an OpticalInterface, distinct behaviors must be implemented for each subclass of OpticalInterface.

point is the 3D intersection point in global space, normal is the surface normal at the intersection point.

If test is true then the behavior of the ray should be deterministic. firstray indicates that this ray is the first segment of the trace and therefore the origin is not offset.

The values returned are the normalized direction of the ray after the intersection, the instantaneous power of the ray after the intersection and the optical path length of the ray up to the intersection.

nothing is returned if the ray should stop here, in order to obtain the correct intensity on the detector through monte carlo integration nothing should be returned proportionally to create the correct power distribution. i.e. If the interface should modulate power to 76% then 24% of calls to this function should return nothing.

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OpticSim.reset! — Method
reset!(a::HierarchicalImage{T})

Resets the pixels in the image to zero(T). Do this rather than image .= zero(T) because that will cause every pixel to be accessed, and therefore allocated. For large images this can cause huge memory traffic.

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OpticSim.reversenormal — Method
reversenormal(a::Intersection{T,N})

Used by the CSG complement operator (i.e. -) to reverse the inside outside sense of the object.

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OpticSim.samplesurface — Method
samplesurface(surf::ParametricSurface{T,N}, samplefunction::Function, numsamples::Int = 30)

Sample a parametric surface on an even numsamples×numsamples grid in UV space with provided function

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OpticSim.semidiameter — Method
semidiameter(system::AxisymmetricOpticalSystem{T}) -> T

Get the semidiameter of system, that is the semidiameter of the entrance pupil (i.e. first surface) of the system.

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OpticSim.snell — Method
snell(surfacenormal::AbstractVector{T}, raydirection::AbstractVector{T}, nᵢ::T, nₜ::T) -> Tuple{T,T}

nᵢ is the index of refraction on the incidence side of the interface. nₜ is the index of refraction on the transmission side.

Returns sinθᵢ and sinθₜ according to Snell's law.

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OpticSim.sphericalangle — Method

returns the spherical angle formed by the cone with centervector at its center with neighbor1,neighbor2 the edges

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OpticSim.sum! — Method
sum!(a::HierarchicalImage{T}, b::HierarchicalImage{T})

Add the contents of b to a in an efficient way.

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OpticSim.trace — Method
trace(system::AbstractOpticalSystem{T}, ray::OpticalRay{T}; trackrays = nothing, test = false)

Traces system with ray, if test is enabled then fresnel reflections are disabled and the power distribution will not be correct. Returns either a LensTrace if the ray hits the detector or nothing otherwise.

trackrays can be passed an empty vector to accumulate the LensTrace objects at each intersection of ray with a surface in the system.

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OpticSim.trace — Method
trace(assembly::LensAssembly{T}, r::OpticalRay{T}, temperature::T = 20.0, pressure::T = 1.0; trackrays = nothing, test = false)

Returns the ray as it exits the assembly in the form of a LensTrace object if it hits any element in the assembly, otherwise nothing. Recursive rays are offset by a small amount (RAY_OFFSET) to prevent it from immediately reintersecting the same lens element.

trackrays can be passed an empty vector to accumulate the LensTrace objects at each intersection of ray with a surface in the assembly.

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OpticSim.trace — Method
trace(system::AbstractOpticalSystem{T}, raygenerator::OpticalRayGenerator{T}; printprog = true, test = false)

Traces system with rays generated by raygenerator on a single thread. Optionally the progress can be printed to the REPL. If test is enabled then fresnel reflections are disabled and the power distribution will not be correct. If outpath is specified then the result will be saved to this path.

Returns the detector image of the system.

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OpticSim.traceMT — Method
traceMT(system::AbstractOpticalSystem{T}, raygenerator::OpticalRayGenerator{T}; printprog = true, test = false)

Traces system with rays generated by raygenerator using as many threads as possible. Optionally the progress can be printed to the REPL. If test is enabled then fresnel reflections are disabled and the power distribution will not be correct. If outpath is specified then the result will be saved to this path.

Returns the accumulated detector image from all threads.

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OpticSim.tracehits — Method
tracehits(system::AbstractOpticalSystem{T}, raygenerator::OpticalRayGenerator{T}; printprog = true, test = false)

Traces system with rays generated by raygenerator on a single thread. Optionally the progress can be printed to the REPL. If test is enabled then fresnel reflections are disabled and the power distribution will not be correct.

Returns a list of LensTraces which hit the detector.

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OpticSim.tracehitsMT — Method
tracehitsMT(system::AbstractOpticalSystem{T}, raygenerator::OpticalRayGenerator{T}; printprog = true, test = false)

Traces system with rays generated by raygenerator using as many threads as possible. Optionally the progress can be printed to the REPL. If test is enabled then fresnel reflections are disabled and the power distribution will not be correct.

Returns a list of LensTraces which hit the detector, accumulated from all threads.

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OpticSim.transform — Method
transform(surf::CSGGenerator{T}, transform::Transform{T} = identitytransform(T)) -> CSGGenerator{T}

Returns a new CSGGenerator with another transform applied. This is useful if you want multiple copies of a premade CSG structure with different transforms, for example in an MLA.

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OpticSim.triangulate — Method
triangulate(surf::ParametricSurface{S,N}, quads_per_row::Int, extensionu::Bool = false, extensionv::Bool = false, radialu::Bool = false, radialv::Bool = false)

Create an array of triangles representing the parametric surface where vertices are sampled on an even grid in UV space. The surface can be extended by 1% in u and v separately, and specifying either u or v as being radial - i.e. detemining the radius on the surface e.g. rho for zernike - will result in that dimension being sampled using sqwrt so that area of triangles is uniform. The extension will also only apply to the maximum in this case.

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OpticSim.uv — Method
uv(surf::ParametricSurface{T}, p::SVector{3,T}) -> SVector{2,T}
uv(surf::ParametricSurface{T}, x::T, y::T, z::T) -> SVector{2,T}

Returns the uv coordinate on surf of a point, p, in 3D space. If onsurface(surf, p) is false then the behavior is undefined, it may return an inorrect uv, an invalid uv, NaN or crash.

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OpticSim.uvrange — Method
uvrange(s::ParametricSurface)
uvrange(::Type{S}) where {S<:ParametricSurface}

Returns a tuple of the form: ((umin, umax), (vmin, vmax)) specifying the limits of the parameterisation for this surface type. Also implemented for some Surfaces which are not ParametricSurfaces (e.g. Rectangle).

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OpticSim.uvtopix — Method
uvtopix(surf::Surface{T}, uv::SVector{2,T}, imsize::Tuple{Int,Int}) -> Tuple{Int,Int}

Converts a uvcoordinate on surf to an integer index to a pixel in an image of size imsize. Not implemented on all Surface objects. Used to determine where in the detector image a ray has hit when in intersects the detector surface of an AbstractOpticalSystem.

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OpticSim.vertices — Method

The vertices of planar shapes are defined in a plane so they are two dimensional. In the local coordinate frame this is the x,y plane, so the implied z coordinate is 0

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OpticSim.vertices — Method

returns the 2 dimensional vertex points of the shape defining the lens aperture. These points lie in the plane of the shape

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OpticSim.vertices3d — Method

Returns the vertices of the Hexagon represented in the local coordinate frame. The vertices lie in the z = 0 plane and are 2D

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OpticSim.virtualdistance — Method

returns the virtual distance of the point from the lens plane. When |distance| == focallength then virtualdistance = ∞

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OpticSim.virtualpoint — Method

computes the virtual point position corresponding to the input point, or returns nothing for points at infinity. point is specified in the lens coordinate frame

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OpticSim.α — Method
α(ray::AbstractRay{T,N}, point::SVector{N,T}) -> T

Computes the alpha corresponding to the closest position on the ray to point

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Geometry

OpticSim.Geometry.Transform — Method
Transform(origin, forward) -> Transform{S}

Returns the Transform of type S (default Float64) representing the local frame with origin and forward direction. the other 2 axes are computed automaticlly.

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OpticSim.Geometry.Transform — Method
Transform(colx::Vec3{T}, coly::Vec3{T},colz::Vec3{T}, colw::Vec3{T}, ::Type{T} = Float64) where {T<:Real}

Costruct a transform from the input columns.

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OpticSim.Geometry.Transform — Method
Transform(rotation::AbstractArray{T,2}, translation::AbstractArray{T,1}) where {T<:Real} -> Transform{S}

Returns the Transform of type S (default Float64) created by a rotation matrix (3x3) and translation vector of length 3.

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OpticSim.Geometry.Transform — Method
Transform(rotation::SMatrix{3,3,T}, translation::SVector{3,T}) where {T<:Real} -> Transform{S}

Returns the Transform of type S (default Float64) created by a rotation matrix and translation vector.

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OpticSim.Geometry.Transform — Method
Transform(colx::Vec3{T}, coly::Vec3{T},colz::Vec3{T}, colw::Vec3{T}, ::Type{T} = Float64) where {T<:Real}

Costruct a transform from the input columns.

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OpticSim.Geometry.Vec4 — Method
Vec4(m::SMatrix{3,N,T} where{N,T<:Real} -> SMatrix{3,N,T})

Input is matrix of 3d points, each column is one point. Returns matrix of 3d points with 1 appended in the last row.

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OpticSim.Geometry.Vec4 — Method
Vec4(v::SVector{3, T}) where {T<:Real} -> Vec4{T}

Accept SVector and create a Vec4 type [v[1], v[2], v[3], 1]

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Base.:* — Method

The t and m matrices are allowed to be of different element type. This allows transforming a Unitful matrix for example:

id = identitytransform()
m = fill(1mm,3,4)
id*m #returns a matrix filled with Unitful quantities. If both matrices had to be the same type this would not work
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Base.:* — Method

The t and m matrices are allowed to be of different element type. This allows transforming a Unitful matrix for example: WARNING: this doesn't work. The translation component of the transform matrix has to be in Unitful units but the rotation part has to be in unitless units for this to work. Only works if one assumes that the translation part of the transform implicitly has the same units as the Unitful vectors being transformed. Brittle and likely to cause obscure bugs.

id = identitytransform()
m = fill(1mm,3,4)
id*m #returns a matrix filled with Unitful quantities. If both matrices had to be the same type this would not work
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OpticSim.Geometry.decomposeRTS — Method
decomposeRTS(tr::Transform{T}) where {T<:Real}

return a touple containing the rotation matrix, the translation vector and the scale vecto represnting the transform.

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OpticSim.Geometry.forward — Method
forward(t::Transform{<:Real}) -> Vec3

Assuming t is a 3D rigid transform representing a local left-handed coordinate system, this function will return the third column, representing the "Z" axis.

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OpticSim.Geometry.local2world — Method
local2world(t::Transform{T}) where {T<:Real}

return the transform matrix that takes a point in the local coordinate system to the global one

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OpticSim.Geometry.right — Method
right(t::Transform{<:Real}) -> Vec3

Assuming t is a 3D rigid transform representing a local left-handed coordinate system, this function will return the first column, representing the "X" axis.

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OpticSim.Geometry.rotate — Method
rotate(a::Transform{T}, vector::Union{Vec3{T}, SVector{3,T}}) where {T<:Real} -> Vec3{T}

apply the rotation part of the transform a to the vector vector - this operation is usually used to rotate direction vectors.

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OpticSim.Geometry.rotation — Method
rotation(t::Transform{T}) where {T<:Real} -> SMatrix{3,3,T}

returns the rotation part of the transform t - a 3x3 matrix.

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OpticSim.Geometry.rotation — Method
rotation([S::Type], θ::T, ϕ::T, ψ::T) -> Transform{S}

Returns the Transform of type S (default Float64) representing the rotation by θ, ϕ and ψ around the x, y and z axes respectively in radians.

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OpticSim.Geometry.rotationX — Method
rotationX(angle::T) where {T<:Real} -> Transform

Builds a rotation matrix for a rotation around the x-axis. Parameters: The counter-clockwise angle in radians.

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OpticSim.Geometry.rotationY — Method
rotationY(angle::T) where {T<:Real} -> Transform

Builds a rotation matrix for a rotation around the y-axis. Parameters: The counter-clockwise angle in radians.

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OpticSim.Geometry.rotationZ — Method
rotationZ(angle::T) where {T<:Real} -> Transform

Builds a rotation matrix for a rotation around the z-axis. Parameters: The counter-clockwise angle in radians.

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OpticSim.Geometry.rotationd — Method
rotationd([S::Type], θ::T, ϕ::T, ψ::T) -> Transform{S}

Returns the Transform of type S (default Float64) representing the rotation by θ, ϕ and ψ around the x, y and z axes respectively in degrees.

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OpticSim.Geometry.rotmat — Method
rotmat([S::Type], θ::T, ϕ::T, ψ::T) -> SMatrix{3,3,S}

Returns the rotation matrix of type S (default Float64) representing the rotation by θ, ϕ and ψ around the x, y and z axes respectively in radians.

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OpticSim.Geometry.rotmatbetween — Method
rotmatbetween([S::Type], a::SVector{3,T}, b::SVector{3,T}) -> SMatrix{3,3,S}

Returns the rotation matrix of type S (default Float64) representing the rotation between vetors a and b, i.e. rotation(a,b) * a = b.

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OpticSim.Geometry.rotmatd — Method
rotmatd([S::Type], θ::T, ϕ::T, ψ::T) -> SMatrix{3,3,S}

Returns the rotation matrix of type S (default Float64) representing the rotation by θ, ϕ and ψ around the x, y and z axes respectively in degrees.

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OpticSim.Geometry.up — Method
up(t::Transform{<:Real}) -> Vec3

Assuming t is a 3D rigid transform representing a local left-handed coordinate system, this function will return the second column, representing the "Y" axis.

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OpticSim.Geometry.world2local — Method
world2local(t::Transform{T}) where {T<:Real}

return the transform matrix that takes a point in the global coordinate system to the local one

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OpticSim.origin — Method
origin(t::Transform{<:Real}) -> Vec3

Assuming t is a 3D rigid transform representing a local left-handed coordinate system, this function will return the fourth column, containing the translation part of the transform in 3D.

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Zernike

OpticSim.Zernike.OSAtoNM — Method
OSAtoNM(j::Int) -> Tuple{Int, Int}

Convert OSA zernike index j to (N,M) form according to formula J = N * (N + 2) + M.

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OpticSim.Zernike.δζ — Method
δζ(N::Int, M::Int, ρ::T, ϕ::T) -> Tuple{T,T}

Evaluate partial derivatives of Zernike polynomial term $Z_{n}^{m}(\rho, \phi)$.

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OpticSim.Zernike.ζ — Method
ζ(N::Int, M::Int, ρ::T, ϕ::T) -> Tuple{T,T}

Evaluate Zernike polynomial term $Z_{n}^{m}(\rho, \phi)$.

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QType

OpticSim.QType.S — Method
S(coeffs::SVector{NP1,T}, m::Int x::T) -> T

Evaluates $\sum_{n=0}^{N}c_n^mQ_n^m(x)$ where $c_n^m$ is either an $\alpha$ or $\beta$ QType coefficient and $m \gt 0$.

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OpticSim.QType.S0 — Method
S0(coeffs::SVector{NP1,T}, x::T) -> T

Evaluates $\sum_{n=0}^{N}\alpha_n^0Q_n^0(x)$.

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OpticSim.QType.dS0dx — Method
dS0dx(coeffs::SVector{NP1,T}, x::T) -> T

Evaluates $\frac{\partial}{\partial x}\sum_{n=0}^{N}\alpha_n^0Q_n^0(x)$.

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OpticSim.QType.dSdx — Method
dSdx(coeffs::SVector{NP1,T}, x::T) -> T

Evaluates $\frac{\partial}{\partial x}\sum_{n=0}^{N}c_n^mQ_n^m(x)$ where $c_n^m$ is either an $\alpha$ or $\beta$ QType coefficient and $m \gt 0$.

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Chebyshev

OpticSim.Chebyshev.T — Method
T(n::Int, q::R, fast::Bool = true) -> R

Evaluate Chebyshev polynomial of the first kind $T_n(q)$.

fast will use trigonometric definition, rather than the recursive definition which is much faster but slightly less precise.

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OpticSim.Chebyshev.U — Method
U(n::Int, q::R, fast::Bool = true) -> R

Evaluate Chebyshev polynomial of the second kind $U_n(q)$.

fast will use trigonometric definition, rather than the recursive definition which is much faster but slightly less precise.

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OpticSim.Chebyshev.dTdq — Method
dTdq(n::Int, q::R, fast::Bool = true) -> R

Evaluate derivative of Chebyshev polynomial of the first kind $\frac{dT_n}{dq}(q)$.

fast will use trigonometric definition, rather than the recursive definition which is much faster but slightly less precise.

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Examples

OpticSim.Examples.ArizonaEye — Method
ArizonaEye(::Type{T} = Float64; accommodation::T = 0.0)

The popular Arizona eye model taken from this definition. The accommodation of the eye can be varied in this model. Returns a DataFrame specifying the prescription of the eye model.

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OpticSim.Examples.ModelEye — Method
ModelEye(assembly::LensAssembly{T}, nsamples::Int = 17; pupil_radius::T = 3.0, detpixels::Int = 1000, transform::Transform{T} = identitytransform(T))

Geometrically accurate model of the human eye focused at infinity with variable pupil_radius. The eye is added to the provided assembly to create a CSGOpticalSystem with the retina of the eye as the detector.

The eye can be positioned in the scene using the transform argument and the resolution of the detector specified with detpixels. By default the eye is directed along the positive z-axis with the vertex of the cornea at the origin.

nsamples determines the resolution at which accelerated surfaces within the eye are triangulated.

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OpticSim.Examples.opticalhemisphere — Method
opticalhemisphere()

Create an optical hemisphere that has optical material properties so it will reflect and refract light. In the previous example the hemisphere object had optical properties of Air, which is the default optical interface, so it won't refract or reflect light.

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