*
This commit is contained in:
@@ -0,0 +1,7 @@
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/Library
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/Temp
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/Logs
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/UserSettings
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/*.sln
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/.vs
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/obj
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@@ -0,0 +1,6 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 692446ebfc8bf4745ad1f5c2e34061b3
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,44 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CircleSurface : OpticalSurface2D
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{
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public float Radius;
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public int ViewSamples = 15;
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void Start()
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{
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}
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void Update()
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{
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}
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private void OnValidate() {
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Shape = PointsToLines(GetGeometry(), true);
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}
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private Vector2[] GetGeometry() {
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Vector2[] result = new Vector2[ViewSamples];
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float da = Mathf.PI * 2 / ViewSamples;
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for (int i = 0; i < ViewSamples; i++) {
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float angle = da * i;
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result[i] = new Vector2(Mathf.Cos(angle) * Radius, Mathf.Sin(angle) * Radius);
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}
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return result;
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}
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public override bool Raycast(Ray2D ray, ref RaycastMath.RaycastResult2D result) {
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var localSpaceRay = new Ray2D( transform.InverseTransformPoint(ray.origin), transform.InverseTransformVector(ray.direction).normalized);
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if (RaycastMath.RaycastCircle(localSpaceRay, Radius, ref result)) {
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result.Point = transform.TransformPoint(result.Point);
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result.Normal = transform.worldToLocalMatrix.MultiplyVector(result.Normal).normalized;
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return true;
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}
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return false;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ae0b3433277d89248a6658e589b07b2e
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@@ -0,0 +1,46 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public abstract class OpticalSurface2D : MonoBehaviour
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{
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[Serializable]
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public struct Line {
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public Vector2 P1;
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public Vector2 P2;
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}
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public Line[] Shape;
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public abstract bool Raycast(Ray2D ray, ref RaycastMath.RaycastResult2D result);
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public static Line[] PointsToLines(Vector2[] points, bool closed) {
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Line[] result = new Line[points.Length - (closed ? 0 : 1)];
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for (int i = 0; i < points.Length - 1; i++) {
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result[i] = new Line() { P1 = points[i], P2 = points[i + 1] };
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}
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if (closed) {
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result[result.Length - 1] = new Line() { P1 = result[result.Length - 2].P2, P2 = result[0].P1 };
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}
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return result;
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}
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private void OnDrawGizmos() {
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if (Shape == null) return;
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if (Shape.Length < 1) return;
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Gizmos.matrix = transform.localToWorldMatrix;
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for (int i = 0; i < Shape.Length; i++) {
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Gizmos.DrawLine(Shape[i].P1, Shape[i].P2);
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}
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Gizmos.matrix = Matrix4x4.identity;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2f6f4ffaf4e813543831f8b6fb081aef
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@@ -0,0 +1,162 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class PlanoConvexLens : OpticalSurface2D
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{
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public float LensRadius = 1.0f;
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public float CurveRadius = 1.0f;
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public int SamplesCount = 10;
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public float Height = 0.1f;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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private RaycastMath.RaycastResult2D[] _raycasts;
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public override bool Raycast(Ray2D ray, ref RaycastMath.RaycastResult2D result) {
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if(_raycasts == null) {
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_raycasts = new RaycastMath.RaycastResult2D[4];
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}
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var localSpaceRay = ray;
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localSpaceRay.origin = transform.InverseTransformPoint(localSpaceRay.origin);
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localSpaceRay.direction = transform.InverseTransformVector(localSpaceRay.direction).normalized;
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//cs = as + bs
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//bs = cs - as
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float h = Mathf.Sqrt(CurveRadius * CurveRadius - LensRadius * LensRadius);
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var sphereCastRay = localSpaceRay;
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sphereCastRay.origin += Vector2.up * (Mathf.Sign(CurveRadius) * h - Height);
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int raycastsCount = 0;
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bool curveIntersected = RaycastMath.RaycastCircle(sphereCastRay, Mathf.Abs( CurveRadius), ref _raycasts[raycastsCount]);
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if (curveIntersected) {
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_raycasts[raycastsCount].Point += Vector2.down * Mathf.Sign(CurveRadius) * (h);
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if(CurveRadius >= 0) {
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if (_raycasts[raycastsCount].Point.y < 0) {
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curveIntersected = false;
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} else {
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_raycasts[raycastsCount].Point += Vector2.up * Height;
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raycastsCount++;
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}
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} else {
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if (_raycasts[raycastsCount].Point.y > 0) {
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curveIntersected = false;
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} else {
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_raycasts[raycastsCount].Point += Vector2.up * Height;
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_raycasts[raycastsCount].Normal = -_raycasts[raycastsCount].Normal;
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raycastsCount++;
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}
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}
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}
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Vector2 leftHitPoint = Vector2.zero;
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if(Height > 0.0f && RaycastMath.RayLineSegmentIntersection(localSpaceRay.origin, localSpaceRay.direction, new Vector2(-LensRadius, 0), new Vector2(-LensRadius, Height), ref leftHitPoint)) {
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_raycasts[raycastsCount].Normal = Vector2.left;
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_raycasts[raycastsCount].Point = leftHitPoint;
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raycastsCount++;
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}
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Vector2 rightHitPoint = Vector2.zero;
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if(Height > 0.0f && RaycastMath.RayLineSegmentIntersection(localSpaceRay.origin, localSpaceRay.direction, new Vector2(LensRadius, 0), new Vector2(LensRadius, Height), ref rightHitPoint)) {
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_raycasts[raycastsCount].Normal = Vector2.right;
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_raycasts[raycastsCount].Point = rightHitPoint;
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raycastsCount++;
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}
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Vector2 bottomHitPoint = Vector2.zero;
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if(LensRadius > 0.0f && RaycastMath.RayLineSegmentIntersection(localSpaceRay.origin, localSpaceRay.direction, new Vector2(-LensRadius, 0), new Vector2(LensRadius, 0), ref bottomHitPoint)) {
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_raycasts[raycastsCount].Normal = Vector2.down;
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_raycasts[raycastsCount].Point = bottomHitPoint;
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raycastsCount++;
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}
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if(raycastsCount == 0) {
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return false;
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}
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result = _raycasts.Take(raycastsCount).OrderBy(x => Vector2.Distance(x.Point, localSpaceRay.origin)).First();
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result.Point = transform.TransformPoint(result.Point);
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result.Normal = transform.InverseTransformVector(result.Normal).normalized;
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return true;
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}
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private void OnValidate() {
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if(CurveRadius > 0 && CurveRadius < LensRadius) {
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CurveRadius = LensRadius;
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}
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if (CurveRadius < 0 && CurveRadius > -LensRadius) {
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CurveRadius = -LensRadius;
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}
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var points = RadialCurve(LensRadius, CurveRadius, SamplesCount);
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if(points.Length < 2) {
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return;
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}
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Shape = new Line[points.Length - 1 + 3];
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for(int i = 0; i < points.Length - 1; i++) {
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Shape[i] = new Line() { P1 = points[i] + Vector2.up * Height, P2 = points[i + 1] + Vector2.up * Height };
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}
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Vector2 p1 = new Vector2(-LensRadius, Height);
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Vector2 p2 = new Vector2(-LensRadius, 0);
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Vector2 p3 = new Vector2(LensRadius, 0);
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Vector2 p4 = new Vector2(LensRadius, Height);
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Shape[Shape.Length - 3] = new Line() { P1 = p1, P2 = p2 };
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Shape[Shape.Length - 2] = new Line() { P1 = p2, P2 = p3 };
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Shape[Shape.Length - 1] = new Line() { P1 = p3, P2 = p4 };
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}
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public static Vector2[] RadialCurve(float lenseRadius, float curveRadius, int samplesCount) {
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//r*r = x*x + h*h
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//h*h = r*r - x*x
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Vector2[] result = new Vector2[samplesCount];
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float h = Mathf.Sqrt(curveRadius * curveRadius - lenseRadius * lenseRadius);
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float dx = (-2.0f * lenseRadius) / (samplesCount - 1);
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for (int i = 0; i < samplesCount; i++) {
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float x2 = lenseRadius + dx * i;
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float h2 = Mathf.Sqrt(curveRadius * curveRadius - x2 * x2);
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result[i] = new Vector2(x2, Mathf.Sign(curveRadius) * (h2 - h));
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}
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return result;
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}
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}
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@@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
|
||||
guid: d9a5a27b20e512840a47158afe4a4e7f
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@@ -0,0 +1,67 @@
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||||
using System.Collections;
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||||
using System.Collections.Generic;
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using UnityEngine;
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||||
public class PointLight : MonoBehaviour
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||||
{
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public int SamplesCount = 5;
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public float Angle = 45.0f;
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||||
|
||||
|
||||
|
||||
|
||||
// Start is called before the first frame update
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void Start()
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||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
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||||
void Update()
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||||
{
|
||||
|
||||
}
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||||
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||||
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||||
public Ray2D[] GetRays() {
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||||
float angleRad = Mathf.Deg2Rad * Angle;
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||||
float halfAngleRad = angleRad / 2.0f;
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|
||||
if(SamplesCount == 1) {
|
||||
halfAngleRad = 0;
|
||||
}
|
||||
|
||||
float startAngle = 2.5f * Mathf.PI - halfAngleRad;
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||||
float endAngle = 2.5f * Mathf.PI + halfAngleRad;
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Ray2D[] result = new Ray2D[SamplesCount];
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||||
|
||||
float step = angleRad / (SamplesCount - 1);
|
||||
|
||||
if (SamplesCount > 1) {
|
||||
for (int i = 0; i < SamplesCount; i++) {
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||||
float a = startAngle + step * i;
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||||
result[i] = new Ray2D(transform.position, transform.TransformVector(new Vector3(Mathf.Cos(a), Mathf.Sin(a), 0.0f)).normalized);
|
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}
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} else {
|
||||
result[0] = new Ray2D(transform.position, transform.TransformVector( new Vector3(Mathf.Cos(startAngle), Mathf.Sin(startAngle), 0.0f)).normalized);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public bool DrawGizmo = true;
|
||||
private void OnDrawGizmos() {
|
||||
if (!DrawGizmo) {
|
||||
return;
|
||||
}
|
||||
var rays = GetRays();
|
||||
|
||||
foreach (var ray in rays) {
|
||||
Gizmos.DrawLine(ray.origin, ray.origin + ray.direction * 0.5f);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d1f035f4ba278b7419c3b3565780f203
|
||||
@@ -0,0 +1,82 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using static OpticalSurface2D;
|
||||
|
||||
public class RaycastMath
|
||||
{
|
||||
public struct RaycastResult2D {
|
||||
public Vector2 Point;
|
||||
public Vector2 Normal;
|
||||
}
|
||||
|
||||
public static bool RaycastCircle(Ray2D ray, float radius, ref RaycastResult2D result) {
|
||||
var vToCircleCenter = Vector2.zero - ray.origin;
|
||||
|
||||
bool isInsideCircle = vToCircleCenter.magnitude < radius;
|
||||
|
||||
var d = Vector2.Dot(vToCircleCenter, ray.direction.normalized);
|
||||
|
||||
|
||||
if(d < 0 && ray.origin.magnitude > radius) {
|
||||
return false;
|
||||
}
|
||||
|
||||
var p = ray.origin + ray.direction.normalized * d;
|
||||
|
||||
var v = Vector2.zero - p;
|
||||
|
||||
var rayCenterDistance = v.magnitude;
|
||||
if (rayCenterDistance > radius) {
|
||||
return false;
|
||||
} else if (rayCenterDistance == radius) {
|
||||
result.Point = p;
|
||||
result.Normal = p.normalized;
|
||||
} else {
|
||||
|
||||
float m = Mathf.Sqrt(radius * radius - rayCenterDistance * rayCenterDistance);
|
||||
|
||||
if (isInsideCircle) {
|
||||
result.Point = p + ray.direction.normalized * m;
|
||||
result.Normal = result.Point.normalized;
|
||||
} else {
|
||||
result.Point = p - ray.direction.normalized * m;
|
||||
result.Normal = result.Point.normalized;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public static bool RayLineIntersection(Vector2 rayOrigin, Vector2 rayDirection, Vector2 lineOrigin, Vector2 lineDirection, ref Vector2 hitPoint) {
|
||||
Vector2 rayTangent = new Vector2(-rayDirection.y, rayDirection.x);
|
||||
|
||||
float distanceToLine = Vector2.Dot(lineOrigin - rayOrigin, rayTangent);
|
||||
float origin2ExtensionDistance = distanceToLine / Vector2.Dot(-rayTangent, lineDirection);
|
||||
hitPoint = origin2ExtensionDistance * lineDirection + lineOrigin;
|
||||
|
||||
return Vector2.Dot(hitPoint - rayOrigin, rayDirection) > 0.0f;
|
||||
}
|
||||
|
||||
public static bool RayLineSegmentIntersection(Vector2 rayOrigin, Vector2 rayDirection, Vector2 lineOrigin, Vector2 lineP2, ref Vector2 hitPoint) {
|
||||
Vector2 rayTangent = new Vector2(-rayDirection.y, rayDirection.x);
|
||||
|
||||
Vector2 lineDirection = lineP2 - lineOrigin;
|
||||
|
||||
|
||||
float distanceToLine = Vector2.Dot(lineOrigin - rayOrigin, rayTangent);
|
||||
float origin2ExtensionDistance = distanceToLine / Vector2.Dot(-rayTangent, lineDirection);
|
||||
hitPoint = origin2ExtensionDistance * lineDirection + lineOrigin;
|
||||
|
||||
if (Vector2.Dot(hitPoint - rayOrigin, rayDirection) < 0.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
var d = Vector2.Dot(hitPoint - lineOrigin, lineDirection.normalized);
|
||||
if (d < 0.0f || d > lineDirection.magnitude) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70197946adeea59448794e3fdf65586d
|
||||
@@ -0,0 +1,225 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Windows;
|
||||
|
||||
public class Raytracer2D : MonoBehaviour
|
||||
{
|
||||
|
||||
public PointLight Light;
|
||||
public OpticalSurface2D[] Surfaces;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool NearestIntersection(Vector2 rayOrigin, Vector2 rayDir, OpticalSurface2D.Line[] lines, int excludeLineIndex, ref int lineIndex, ref Vector2 intersectionPoint) {
|
||||
Dictionary<int, Vector2> intersections = new Dictionary<int, Vector2>();
|
||||
Vector2 hitPoint = new Vector2();
|
||||
for (int i = 0; i < lines.Length; i++) {
|
||||
if(i != excludeLineIndex) {
|
||||
var l = lines[i];
|
||||
if (RaycastMath.RayLineSegmentIntersection(rayOrigin, rayDir, l.P1, l.P2, ref hitPoint)) {
|
||||
intersections.Add(i, hitPoint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(intersections.Count == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
var result = intersections.OrderBy(x => Vector2.Distance(rayOrigin, x.Value)).First();
|
||||
lineIndex = result.Key;
|
||||
intersectionPoint = result.Value;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Vector2 Perpendicular(Vector2 vector) {
|
||||
return new Vector2(vector.y, -vector.x);
|
||||
}
|
||||
|
||||
Vector2 Reflect(Vector2 vector, Vector2 reflectionVector) {
|
||||
var l = Vector2.Dot(reflectionVector, vector );
|
||||
var p = reflectionVector * l;
|
||||
var p2 = p - vector;
|
||||
return p + p2;
|
||||
|
||||
}
|
||||
|
||||
bool Refract(Vector2 incident, Vector2 normal, float n1, float n2, out Vector2 result) {
|
||||
|
||||
//Snell's law: n1*sin(theta1) = n2*sin(theta2)
|
||||
|
||||
//n1/n2 = sin(theta2) / sin(theta1)
|
||||
|
||||
|
||||
//ior = sin(theta2) / sin(theta1)
|
||||
//sin(theta2) = ior * sin(theta1)
|
||||
|
||||
|
||||
float cosTheta1 = Vector2.Dot(incident, normal);
|
||||
|
||||
if(cosTheta1 < 0) {
|
||||
cosTheta1 = -cosTheta1;
|
||||
} else {
|
||||
|
||||
normal = -normal;
|
||||
var tmp = n1;
|
||||
n1 = n2; n2 = tmp;
|
||||
}
|
||||
float ior = n1 / n2;
|
||||
|
||||
|
||||
float sinTheta1Squared = 1.0f - (cosTheta1 * cosTheta1);
|
||||
float sinTheta2Squared = (ior * ior) * sinTheta1Squared;
|
||||
float cosTheta2Squared = 1.0f - sinTheta2Squared;
|
||||
|
||||
if(cosTheta2Squared < 0.0f) {
|
||||
result = Vector2.zero;
|
||||
|
||||
return false; //total internal reflection
|
||||
}
|
||||
|
||||
|
||||
float cosTheta2 = Mathf.Sqrt(cosTheta2Squared);
|
||||
|
||||
float s = cosTheta1 * ior - cosTheta2;
|
||||
|
||||
|
||||
result.x = ior * incident.x + s * normal.x;
|
||||
result.y = ior * incident.y + s * normal.y;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public int MaxTraceDepth = 2;
|
||||
|
||||
|
||||
private bool NearestRaycast(Ray2D ray, ref RaycastMath.RaycastResult2D result) {
|
||||
|
||||
int id = 0;
|
||||
foreach (var surface in Surfaces) {
|
||||
RaycastMath.RaycastResult2D raycast = new RaycastMath.RaycastResult2D();
|
||||
if (surface.Raycast(ray, ref raycast)) {
|
||||
if(id == 0) {
|
||||
result = raycast;
|
||||
} else {
|
||||
if(Vector2.Distance(ray.origin, raycast.Point) < Vector2.Distance(ray.origin, result.Point)) {
|
||||
result = raycast;
|
||||
}
|
||||
}
|
||||
id++;
|
||||
}
|
||||
}
|
||||
return id > 0;
|
||||
}
|
||||
|
||||
private void TraceRay(Ray2D ray, int depth, float n1, float n2, List<Ray2D> result) {
|
||||
if(depth >= MaxTraceDepth) {
|
||||
return;
|
||||
}
|
||||
|
||||
RaycastMath.RaycastResult2D cast = new RaycastMath.RaycastResult2D();
|
||||
if (NearestRaycast(ray, ref cast)) {
|
||||
|
||||
|
||||
// Gizmos.color = Color.blue;
|
||||
//Gizmos.DrawLine(cast.Point, cast.Point + cast.Normal * 0.5f);
|
||||
|
||||
|
||||
bool fromOutside = Vector2.Dot(cast.Normal, ray.direction) < 0.0f;
|
||||
|
||||
Vector2 offset = cast.Normal * 0.0001f;
|
||||
|
||||
|
||||
if (Refract(ray.direction.normalized, cast.Normal, n1, n2, out var refractedRay)) {
|
||||
|
||||
if (fromOutside) {
|
||||
offset = -offset;
|
||||
}
|
||||
|
||||
result.Add(new Ray2D(cast.Point, refractedRay.normalized));
|
||||
TraceRay(new Ray2D(cast.Point + offset, refractedRay.normalized), depth + 1, n1, n2, result);
|
||||
} else {
|
||||
var reflectionVector = Reflect(ray.direction.normalized, Perpendicular(cast.Normal));
|
||||
|
||||
//Total internal reflection
|
||||
result.Add(new Ray2D(cast.Point, reflectionVector));
|
||||
TraceRay(new Ray2D(cast.Point - offset, reflectionVector), depth + 1, n1, n2, result);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private List<Vector2> Trace() {
|
||||
List<Vector2> result = new List<Vector2>();
|
||||
|
||||
var lightRays = Light.GetRays();
|
||||
// var lines = Surface.GetTransformedShape();
|
||||
|
||||
|
||||
foreach (var ray in lightRays) {
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
List<Ray2D> rayIntersections = new List<Ray2D>();
|
||||
rayIntersections.Add(ray);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
TraceRay(ray, 0, 1.0f, 1.5f, rayIntersections);
|
||||
|
||||
|
||||
|
||||
for(int i = 0; i < rayIntersections.Count - 1; ++i) {
|
||||
|
||||
if(i % 2 == 0) {
|
||||
Gizmos.color = Color.white;
|
||||
}
|
||||
else {
|
||||
Gizmos.color = Color.red;
|
||||
}
|
||||
|
||||
|
||||
Gizmos.DrawLine(rayIntersections[i].origin, rayIntersections[i + 1].origin);
|
||||
|
||||
|
||||
}
|
||||
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawLine(rayIntersections[rayIntersections.Count-1].origin, rayIntersections[rayIntersections.Count-1].origin + rayIntersections[rayIntersections.Count - 1].direction * 100);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
private void OnDrawGizmos() {
|
||||
Trace();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7f3a1f22cffa8e43b8cbc5cd243101a
|
||||
@@ -0,0 +1,79 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class SellmeierEquatiionView : MonoBehaviour
|
||||
{
|
||||
|
||||
private SellmeierEquation _equation;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
private float[] SamplePlot(SellmeierEquation equation) {
|
||||
int samplesCount = 30;
|
||||
|
||||
float startLength = 0.3f;
|
||||
float endLength = 0.6f;
|
||||
|
||||
|
||||
float[] result = new float[samplesCount];
|
||||
|
||||
for (int i = 0; i < samplesCount; i++) {
|
||||
|
||||
if(i > 0) {
|
||||
float step = ((endLength - startLength) / (samplesCount - 1));
|
||||
result[i] = equation.Calc(startLength + step * i);
|
||||
} else {
|
||||
result[i] = equation.Calc(startLength);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private void OnDrawGizmos() {
|
||||
if (_equation == null) {
|
||||
var coeffs = new SellmeierEquation.Coefficients(
|
||||
new float[] { 0.99654f, 0.18964f, 0.00411f },
|
||||
new float[] { 0.00787f, 0.02191f, 3.85727f });
|
||||
_equation = new SellmeierEquation(coeffs);
|
||||
}
|
||||
|
||||
var samples = SamplePlot(_equation);
|
||||
|
||||
float minValue = samples.Min();
|
||||
float maxValue = samples.Max();
|
||||
|
||||
|
||||
float n365 = _equation.Calc(0.365f);
|
||||
float n395 = _equation.Calc(0.395f);
|
||||
float n405 = _equation.Calc(0.405f);
|
||||
|
||||
Debug.Log($"n365 = {n365}, n395 = {n395}, n405 = {n405}");
|
||||
|
||||
for (int i = 0; i < samples.Length - 1; i++) {
|
||||
var n1 = samples[i];
|
||||
var n2 = samples[i + 1];
|
||||
|
||||
float n1Scaled = (n1 - minValue) / (maxValue - minValue);
|
||||
float n2Scaled = (n2 - minValue) / (maxValue - minValue);
|
||||
|
||||
Gizmos.DrawLine(transform.position + Vector3.right * (i / (float)samples.Length) + Vector3.up * n1Scaled, transform.position + Vector3.right * ((i + 1) / (float)samples.Length) + Vector3.up * n2Scaled);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
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@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
|
||||
guid: f017d192c43f1284c86c136425fcadb1
|
||||
@@ -0,0 +1,52 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SellmeierEquation
|
||||
{
|
||||
public class Coefficients {
|
||||
public float[] B { get; private set; }
|
||||
public float[] C { get; private set; }
|
||||
|
||||
public Coefficients(float[] b, float[] c) {
|
||||
B = b;
|
||||
C = c;
|
||||
|
||||
if (b == null || c == null) {
|
||||
throw new System.Exception("Invalid args");
|
||||
}
|
||||
|
||||
if (b.Length == 0 || c.Length == 0) {
|
||||
throw new System.Exception("Invalid args");
|
||||
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|
||||
|
||||
if (b.Length != c.Length) {
|
||||
throw new System.Exception("Invalid args");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private Coefficients _coeffs;
|
||||
|
||||
public SellmeierEquation(Coefficients coeffs) {
|
||||
_coeffs = coeffs;
|
||||
}
|
||||
|
||||
public float Calc(float wavelength) {
|
||||
return Calc(_coeffs, wavelength);
|
||||
}
|
||||
|
||||
public static float Calc(Coefficients coeffs, float wavelength) {
|
||||
float lSquare = wavelength * wavelength;
|
||||
float resultSquared = 1.0f;
|
||||
|
||||
for (int i = 0; i < coeffs.B.Length; i++) {
|
||||
float bi = coeffs.B[i];
|
||||
float ci = coeffs.C[i];
|
||||
resultSquared += (bi * lSquare) / (lSquare - ci);
|
||||
}
|
||||
|
||||
return Mathf.Sqrt(resultSquared);
|
||||
}
|
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Reference in New Issue
Block a user