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authorEugeniy Mikhailov <evgmik@gmail.com>2013-02-28 14:59:55 -0500
committerEugeniy Mikhailov <evgmik@gmail.com>2013-02-28 14:59:55 -0500
commite4360a48435cc762855d356b208b5544e6f40c4b (patch)
tree71c6c83c247cb07495265b93ec062eefc3e928a8 /beam_tracing/python/faceBeamInteraction.py
parenta08ed173692ce16b79002733003049ec32a02485 (diff)
downloadwgmr-e4360a48435cc762855d356b208b5544e6f40c4b.tar.gz
wgmr-e4360a48435cc762855d356b208b5544e6f40c4b.zip
Added python version of mode-matching code by Bain Bronner
Diffstat (limited to 'beam_tracing/python/faceBeamInteraction.py')
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diff --git a/beam_tracing/python/faceBeamInteraction.py b/beam_tracing/python/faceBeamInteraction.py
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+from classes import *
+from beam2FaceDistance import *
+from colorGradient import *
+from fresnelReflection import *
+import numpy as np
+import pylab
+
+def faceBeamInteraction(beamIn, faces):
+# calculates refracted and reflected beam after interaction with a face
+# beam - structure defining the light beam
+# beam.origin - array [x,y] origin/soutce of the light beam
+# beam.k - k vector i.e. direction [kx,ky]
+# beam.intensity - intensity of the beam
+# beam.face - if beam starts from face then its index is here
+# beam.polarization - can be either 1 for 's' or 2 for 'p'
+# beam.status - could be 'reflected', 'refracted', 'incoming'
+# faces cell array of face structures
+# face - structure definiong the beam
+# face.vertex2 - [x,y] of the 2nd point/vertex of the face
+# face.n_left - indexes of refraction on the left hand side
+# with respect to 1st -> 2nd vertex direction
+# [ns,np] - for s and p polarizations
+# face.n_right - indexes of refraction on the right hand side
+# [ns,np] - for s and p polarizations
+
+ k = beamIn.k
+ polarization = beamIn.polarization
+
+ # we go over all faces to find the closest which beam hits
+ nFaces = len(faces)
+ hitDistance = float('Inf')
+ isFaceHit = False
+ hitPosition = [float('NaN'), float('NaN')]
+ closestFaceIndex = float('NaN')
+ i = 0
+ for face in faces:
+ [hitDistanceTmp, hitPositionTmp, isFaceHitTmp] = \
+ beam2FaceDistance(beamIn, face)
+ if hitDistanceTmp < hitDistance:
+ # this is the closer face
+ isFaceHit = isFaceHitTmp
+ hitPosition = hitPositionTmp
+ hitDistance = hitDistanceTmp
+ closestFaceIndex = i
+ i += 1
+
+ if not isFaceHit:
+ newBeams = []
+ return [isFaceHit, hitPosition, hitDistance, newBeams]
+
+ # closest face
+ face = faces[closestFaceIndex]
+ kf = face.vertex2 - face.vertex1 # not a unit vector
+
+# hold on
+# draw face
+#line([face.vertex1(1), face.vertex2(1)], \
+#[face.vertex1(2), face.vertex2(2)] , 'linestyle', '-', 'color', [0,0,0])
+ # draw beam
+ nColors = 256
+ lineWidth = 2
+ if polarization == 0:
+ # s-polarization
+ lineBaseColor = [1,0,0] # RGB - red
+ else:
+ # p-polarization
+ lineBaseColor = [0,0,1] # RGB - blue
+ #plot(x,y,line_str)
+ lineColor = colorGradient(beamIn.intensity * nColors, lineBaseColor, nColors)
+ pylab.plot([beamIn.origin[0], hitPosition[0]],\
+ [beamIn.origin[1], hitPosition[1]],\
+ color = lineColor, linewidth = 2, linestyle = '-')
+
+# find is beam arriving from left or right using vectors cross product property
+# if z component of the product 'k x kf' is positive then beam arrives from
+# the left
+ if (k[0]*kf[1] - k[1]*kf[0]) > 0:
+ # beam coming from the left
+ n1=face.nLeft[polarization]
+ n2=face.nRight[polarization]
+ # this means that notmal and beam k vector point to the same half plane
+ # relative to the face
+ nfAndkInTheSamePlane = True
+ else:
+ # beam coming from the right
+ n1 = face.nRight[polarization]
+ n2 = face.nLeft[polarization]
+ # this means that notmal and beam k vector point to the different half plane
+ # relative to the face
+ nfAndkInTheSamePlane = False
+
+ # normal vector to the face, looks to the left of it
+ nf = [kf[1], -kf[0]] / np.linalg.norm(kf)
+ # incidence angle calculation
+ cosTheta_i = np.dot(k, nf) / (np.linalg.norm(k)*np.linalg.norm(nf))
+ sinTheta_i = -(k[0]*nf[1]-k[1]*nf[0]) /\
+ (np.linalg.norm(k) * np.linalg.norm(nf))
+ # positive angle to the right from normal before incidence to the face
+ theta_i = np.arctan2(sinTheta_i, cosTheta_i)
+
+ # we need to make sure that angle of incidence belong to [-pi/2,pi/2] interval
+ if theta_i > np.pi/2:
+ theta_i = np.pi-theta_i
+ if theta_i < -np.pi/2:
+ theta_i = -np.pi-theta_i
+
+ # angle of the normal with respect to horizon
+ thetaNormal = np.arctan2(nf[1], nf[0])
+
+ # reflected beam direction
+ if nfAndkInTheSamePlane:
+ thetaReflected = thetaNormal - theta_i + np.pi
+ else:
+ thetaReflected = thetaNormal + theta_i
+
+ # coefficients of reflection and transmission for given polarization
+ [R, thetaRefractedRel2Normal] = fresnelReflection(n1, n2, theta_i)
+ reflectivity = R[polarization]
+ transmission = 1 - reflectivity
+
+ beamReflected = beam()
+ beamReflected.origin = hitPosition
+ beamReflected.k = [np.cos(thetaReflected), np.sin(thetaReflected)]
+ beamReflected.face = closestFaceIndex
+ beamReflected.polarization = polarization
+ beamReflected.intensity = beamIn.intensity * reflectivity
+ beamReflected.status = 'reflected'
+ newBeams = [beamReflected]
+
+
+ # refracted beam direction
+ # refracted angle with respect to normal
+ if transmission < 0.001:
+ pass
+ else:
+ # beam refracts
+ if nfAndkInTheSamePlane:
+ thetaRefracted = thetaNormal + thetaRefractedRel2Normal
+ else:
+ thetaRefracted = thetaNormal - thetaRefractedRel2Normal + np.pi
+
+ beamRefracted = beam()
+ beamRefracted.origin = hitPosition
+ beamRefracted.k = [np.cos(thetaRefracted), np.sin(thetaRefracted)]
+ beamRefracted.face=closestFaceIndex
+ beamRefracted.polarization = polarization
+ beamRefracted.intensity = beamIn.intensity * transmission
+ beamRefracted.status = 'refracted'
+ newBeams.append(beamRefracted)
+
+ return [isFaceHit, hitPosition, hitDistance, newBeams] \ No newline at end of file