Complete Reference

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

Index

OpticSim

OpticSim.BSplineCurveType
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.BezierCurveType
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.PrimitiveType
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.SplineType
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.SplineSurfaceType
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.AnnulusMethod
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.ArizonaEyeMethod
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.AsphericLensMethod
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.BoundedCylinderMethod
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.CircleMethod
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.CircularApertureMethod
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.CircularApertureMethod
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.ConicLensMethod
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.CuboidMethod
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.FresnelLensMethod
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.GridFieldMethod
GridField(sys::AxisymmetricOpticalSystem; collimated = true, samples = 20, wavelength = 0.55, sourcepos = (0.0, 0.0, 3.0), sourceangle = 0.0, sourcenum = 0)

Distributes rays over the entrance pupil of the system in a rectangular grid pattern.

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OpticSim.GridFieldMethod
GridField(semidiameter, pupilpos; collimated = true, samples = 20, wavelength = 0.55, sourcepos = (0.0, 0.0, 3.0), sourceangle = 0.0, sourcenum = 0)

Distributes rays over a circular pupil with half-diameter defined by semidiameter, centred at pupilpos in a rectangular grid pattern. samples is the number of rays on each side of the grid, so there are samples×samples rays in total.

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OpticSim.HexagonalPrismMethod
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.HexapolarFieldMethod
HexapolarField(sys::AxisymmetricOpticalSystem; collimated = true, samples = 8, wavelength = 0.55, sourcepos = (0.0, 0.0, 3.0), sourceangle = 0.0, sourcenum = 0)

Distributes rays over the entrance pupil of the system in a hexapolar pattern.

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OpticSim.HexapolarFieldMethod
HexapolarField(semidiameter, pupilpos; collimated = true, samples = 8, wavelength = 0.55, sourcepos = (0.0, 0.0, 3.0), sourceangle = 0.0, sourcenum = 0)

Distributes rays over a circular pupil with half-diameter defined by semidiameter, centred at pupilpos in a hexapolar pattern. samples is the number of rings in the hexapolar pattern, so the number of rays in total is samples * (samples + 1) / 2) * 6 + 1.

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OpticSim.ModelEyeMethod
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 focussed 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.RectangularApertureMethod
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.RectangularApertureMethod
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.RectangularPrismMethod
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.SphericalLensMethod
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.SpiderMethod
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.TriangularPrismMethod
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.closestintersectionFunction
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.csgdifferenceMethod
csgdifference(a::CSGGenerator{T}, b::CSGGenerator{T}, transform::Transform{T} = identitytransform(T)) -> CSGGenerator{T}

Create a binary node in the CSG tree representing the difference of a and b, essentially a - b. A shortcut method for a and b as ParametricSurfaces is also available.

Difference Image

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OpticSim.csgintersectionMethod
csgintersection(a::CSGGenerator{T} b::CSGGenerator{T}, transform::Transform{T} = identitytransform(T)) -> CSGGenerator{T}

Create a binary node in the CSG tree representing an intersection between a and b. A shortcut method for a and b as ParametricSurfaces is also available.

Intersect Image

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OpticSim.csgunionMethod
csgunion(a::CSGGenerator{T}, b::CSGGenerator{T}, transform::Transform{T} = identitytransform(T)) -> CSGGenerator{T}

Create a binary node in the CSG tree representing a union between a and b. A shortcut method for a and b as ParametricSurfaces is also available.

Union Image

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OpticSim.curvedimensionMethod

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.curveorderMethod

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.detectorimageMethod
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.distanceMethod
distance(r::Ray{T,N}, point::SVector{N,T}) -> Union{T,Nothing}

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

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OpticSim.evaluatecurveMethod

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.fresnelMethod
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.gendirectionMethod
gendirection(o::GeometricRayGenerator{T}, n::Int) -> SVector{3,T}

Generate directions for rays based on the type of the generator, e.g., randomly within a cone or collimated. n is the index of the point being generated, starting from 0. This has little meaning for random generators, but is important for GridSource.

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OpticSim.generaterayMethod
generateray(a::PixelSource{T}, n::Int) -> OpticalRay{T,3}

Generates optical rays from all subpixels in the pixel. One ray is generated from each subpixel sequentially before looping back to the start.

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OpticSim.generaterayMethod
generateray(o::GeometricRayGenerator{T}, n::Int) -> Ray{T,3}

Generate geometric rays distributed according to the type of the generator. n is the index of the point being generated, starting from 0. This has little meaning for random generators, but is important for GridSource, for example.

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OpticSim.generaterayMethod
generateray(a::BasicDisplayPanel{T}, n::Int) -> OpticalRay{T,3}

Generates optical rays from all pixels in the display. One ray is generated from each pixel sequentially before looping back to the start of the display.

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OpticSim.generaterayMethod
generateray(o::OpticalRayGenerator{T}, n::Int) -> OpticalRay{T,3}

Generate optical rays distributed according to the type of the generator. n is the index of the point being generated, starting from 0. This has little meaning for random generators, but is important for generators using GridSource or GridRectOriginPoints, for example.

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OpticSim.generaterayMethod
generateray(a::OpticalSourceArray{T}, n::Int) -> OpticalRay{T,3}

Generates optical rays from all generators in the array. One ray is generated from each element sequentially before looping back to the start of the array.

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OpticSim.generaterayMethod
generateray(a::OpticalSourceGroup{T}, n::Int) -> OpticalRay{T,3}

Generate optical rays for each source in the group. All rays are generated for the first source, then all for the second source and so on as n increases.

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OpticSim.genoriginMethod
genorigin(o::RayOriginGenerator{T}, n::Int) -> SVector{3,T}

Generate origin positions for rays based on the type of the generator, e.g., randomly within a rectangle or ellipse. n is the index of the point being generated, starting from 0. This has little meaning for random generators, but is important for HexapolarOriginPoints and GridRectOriginPoints.

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OpticSim.intersectionsMethod

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.jacobianMethod
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.leafMethod
leaf(surf::CSGGenerator{T}, transform::Transform{T} = identitytransform(T)) -> CSGGenerator{T}

Create a (pseudo) leaf node from another CSGGenerator, 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.leafMethod
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.linedimensionMethod

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.matricesforeigenMethod

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.newtonMethod
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.normalMethod
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.orthogonalitymatrixMethod

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.pointMethod
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.pressureMethod
pressure(system::AbstractOpticalSystem{T}) -> T

Get the pressure of system in Atm.

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OpticSim.processintersectionMethod
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.randinsolidangleMethod
randinsolidangle(direction::SVector{3,T}, uvec::SVector{3,T}, vvec::SVector{3,T}, θmax::T)

Generates a unit vector pointing somewhere within the cone with half angle θmax around direction. uvec and vvec should be orthogonal to each other and direction.

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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.samplesurfaceMethod
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.semidiameterMethod
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.snellMethod
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.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.traceMethod
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.traceMethod
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.traceMethod
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.traceMTMethod
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.tracehitsMethod
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.tracehitsMTMethod
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.triangulateMethod
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.uvMethod
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.uvrangeMethod
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.uvtopixMethod
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.αMethod
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.TransformMethod
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.TransformMethod
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.TransformMethod
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.TransformMethod
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.TransformMethod
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.Vec4Method
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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OpticSim.Geometry.decomposeRTSMethod
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.local2worldMethod
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.rotateMethod
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.rotationMethod
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.rotationMethod
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.rotationXMethod
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.rotationYMethod
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.rotationZMethod
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.rotationdMethod
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.rotmatMethod
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.rotmatbetweenMethod
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.rotmatdMethod
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.world2localMethod
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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Zernike

OpticSim.Zernike.OSAtoNMMethod
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.δζMethod
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.ζMethod
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.SMethod
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.S0Method
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.dS0dxMethod
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.dSdxMethod
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.TMethod
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.UMethod
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.dTdqMethod
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