Source code for lsurf.surfaces.gpu.plane

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"""
Plane Surface (GPU-Capable)

Implements an infinite plane surface with GPU acceleration support.
Can be used as DETECTOR, OPTICAL, or ABSORBER.
"""

from __future__ import annotations

from dataclasses import dataclass, field
from typing import TYPE_CHECKING, Any

import numpy as np
import numpy.typing as npt

from ..protocol import Surface, SurfaceRole
from ..registry import register_surface_type

if TYPE_CHECKING:
    from ...propagation.kernels.registry import IntersectionKernelID


[docs] @dataclass class PlaneSurface(Surface): """ Infinite plane surface with GPU acceleration. The plane is defined by a point and a normal vector. Signed distance from point p to plane: dot(p - point, normal) Parameters ---------- point : tuple of float A point (px, py, pz) on the plane. normal : tuple of float Unit normal vector (nx, ny, nz) pointing "outward" (front side). role : SurfaceRole What happens when a ray hits (DETECTOR, OPTICAL, or ABSORBER). name : str Human-readable name. material_front : MaterialField, optional Material on front side (where normal points). Required for OPTICAL. material_back : MaterialField, optional Material on back side. Required for OPTICAL. Examples -------- >>> # Detection plane at 35 km altitude >>> detector = PlaneSurface( ... point=(0, 0, 35000), ... normal=(0, 0, 1), ... role=SurfaceRole.DETECTOR, ... name="altitude_detector", ... ) >>> >>> # Glass-air interface >>> interface = PlaneSurface( ... point=(0, 0, 0), ... normal=(0, 0, -1), ... role=SurfaceRole.OPTICAL, ... material_front=glass, ... material_back=air, ... name="glass_exit", ... ) """ point: tuple[float, float, float] normal: tuple[float, float, float] role: SurfaceRole name: str = "plane" material_front: Any = None material_back: Any = None # GPU capability _gpu_capable: bool = field(default=True, init=False, repr=False) _geometry_id: int = field(default=1, init=False, repr=False) # plane = 1 # Internal normalized normal (set in __post_init__) _normal: tuple[float, float, float] = field( default=(0, 0, 1), init=False, repr=False ) # Kernel ID for this instance (set in __post_init__) _kernel_id: IntersectionKernelID | None = field( default=None, init=False, repr=False ) @classmethod def _get_supported_kernels(cls) -> list[IntersectionKernelID]: """Get supported intersection kernels (lazy initialization).""" from ...propagation.kernels.registry import IntersectionKernelID return [IntersectionKernelID.PLANE_ANALYTICAL] @classmethod def _get_default_kernel(cls) -> IntersectionKernelID: """Get default intersection kernel.""" from ...propagation.kernels.registry import IntersectionKernelID return IntersectionKernelID.PLANE_ANALYTICAL
[docs] @classmethod def supported_kernels(cls) -> list[IntersectionKernelID]: """Return list of intersection kernels supported by this surface type.""" return cls._get_supported_kernels()
[docs] @classmethod def default_kernel(cls) -> IntersectionKernelID: """Return the default intersection kernel for this surface type.""" return cls._get_default_kernel()
def __post_init__(self) -> None: # Normalize the normal vector n = np.array(self.normal, dtype=np.float64) norm = np.linalg.norm(n) if norm < 1e-12: raise ValueError("Normal vector cannot be zero") self._normal = tuple((n / norm).tolist()) # Set default kernel self._kernel_id = self._get_default_kernel() @property def gpu_capable(self) -> bool: """This surface supports GPU acceleration.""" return True @property def geometry_id(self) -> int: """GPU geometry type ID (plane = 1).""" return 1
[docs] def get_gpu_parameters(self) -> tuple: """ Return parameters for GPU kernel. Returns ------- tuple (normal_x, normal_y, normal_z, point_x, point_y, point_z) """ return ( self._normal[0], self._normal[1], self._normal[2], self.point[0], self.point[1], self.point[2], )
[docs] def get_materials(self) -> tuple | None: """ Return (material_front, material_back) for Fresnel calculation. Returns ------- tuple or None (material_front, material_back) or None if not OPTICAL """ if self.role == SurfaceRole.OPTICAL: return (self.material_front, self.material_back) return None
[docs] def signed_distance( self, positions: npt.NDArray[np.float32], ) -> npt.NDArray[np.float32]: """ Compute signed distance from positions to plane. Parameters ---------- positions : ndarray, shape (N, 3) Points to compute distance for Returns ------- ndarray, shape (N,) Signed distance (positive on normal side, negative on back side) """ normal = np.array(self._normal, dtype=np.float32) point = np.array(self.point, dtype=np.float32) # d = dot(p - point, normal) diff = positions - point return np.dot(diff, normal)
[docs] def intersect( self, origins: npt.NDArray[np.float32], directions: npt.NDArray[np.float32], min_distance: float = 1e-6, ) -> tuple[npt.NDArray[np.float32], npt.NDArray[np.bool_]]: """ Compute ray-plane intersection. Parameters ---------- origins : ndarray, shape (N, 3) Ray origins directions : ndarray, shape (N, 3) Ray directions (normalized) min_distance : float Minimum valid intersection distance Returns ------- distances : ndarray, shape (N,) Distance to intersection (inf if no hit) hit_mask : ndarray, shape (N,) Boolean mask of valid intersections """ normal = np.array(self._normal, dtype=np.float32) point = np.array(self.point, dtype=np.float32) # t = dot(point - origin, normal) / dot(direction, normal) denom = np.dot(directions, normal) # Parallel rays don't intersect parallel_mask = np.abs(denom) < 1e-10 diff = point - origins t = np.dot(diff, normal) / np.where(parallel_mask, 1.0, denom) # Valid intersection: not parallel, t >= min_distance hit_mask = (~parallel_mask) & (t >= min_distance) distances = np.where(hit_mask, t, np.inf) return distances.astype(np.float32), hit_mask
[docs] def normal_at( self, positions: npt.NDArray[np.float32], incoming_directions: npt.NDArray[np.float32] | None = None, ) -> npt.NDArray[np.float32]: """ Compute surface normal at positions. For a plane, normal is constant everywhere. Parameters ---------- positions : ndarray, shape (N, 3) Points on the surface incoming_directions : ndarray, shape (N, 3), optional Ray directions (used to flip normal if needed) Returns ------- ndarray, shape (N, 3) Normal vectors at each position """ n = len(positions) normals = np.tile(np.array(self._normal, dtype=np.float32), (n, 1)) # Optionally flip normals to face incoming rays if incoming_directions is not None: dot = np.sum(normals * incoming_directions, axis=1) flip_mask = dot > 0 # Normal facing same direction as ray normals[flip_mask] = -normals[flip_mask] return normals
# Register class with registry register_surface_type("plane", "gpu", 1, PlaneSurface)