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Classes_Materials.cs
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Classes_Materials.cs
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//'Pachyderm-Acoustic: Geometrical Acoustics for Rhinoceros (GPL) by Arthur van der Harten
//'
//'This file is part of Pachyderm-Acoustic.
//'
//'Copyright (c) 2008-2015, Arthur van der Harten
//'Pachyderm-Acoustic is free software; you can redistribute it and/or modify
//'it under the terms of the GNU General Public License as published
//'by the Free Software Foundation; either version 3 of the License, or
//'(at your option) any later version.
//'Pachyderm-Acoustic is distributed in the hope that it will be useful,
//'but WITHOUT ANY WARRANTY; without even the implied warranty of
//'MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//'GNU General Public License for more details.
//'
//'You should have received a copy of the GNU General Public
//'License along with Pachyderm-Acoustic; if not, write to the Free Software
//'Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Pachyderm_Acoustic
{
namespace Environment
{
public abstract class Material
{
public abstract void Absorb(ref OctaveRay Ray, Hare.Geometry.Vector Normal);
public abstract void Absorb(ref BroadRay Ray, Hare.Geometry.Vector Normal);
public abstract void Absorb(ref OctaveRay Ray, out double cos_theta, Hare.Geometry.Vector Normal);
public abstract void Absorb(ref BroadRay Ray, out double cos_theta, Hare.Geometry.Vector Normal);
public abstract System.Numerics.Complex Reflection_Narrow(double frequency);
public abstract System.Numerics.Complex Reflection_Narrow(double frequency, Hare.Geometry.Vector Dir, Hare.Geometry.Vector Normal);
public abstract double Coefficient_A_Broad(int Octave);
public abstract double[] Coefficient_A_Broad();
public abstract System.Numerics.Complex[] Reflection_Spectrum(int sample_frequency, int length, Hare.Geometry.Vector Normal, Hare.Geometry.Vector Dir, int threadid);
}
public abstract class Scattering
{
public abstract double Coefficient(int octave);
public abstract double[] Coefficient();
public abstract void Scatter_Early(ref BroadRay Ray, ref Queue<OctaveRay> Rays, ref Random rand, Hare.Geometry.Vector Normal, double Cos_Theta);
public abstract void Scatter_Late(ref OctaveRay Ray, ref Queue<OctaveRay> Rays, ref Random rand, Hare.Geometry.Vector Normal, double Cos_Theta);
public abstract void Scatter_VeryLate(ref OctaveRay Ray, ref Random rand, Hare.Geometry.Vector Normal, double Cos_Theta);
}
public class Basic_Material : Material
{
double[] Abs = new double[8];
double[] Ref = new double[8];
double[] PD = new double[8];
MathNet.Numerics.Interpolation.CubicSpline Transfer_Function;
public Basic_Material(double[] ABS, double[] Phase_Delay)
{
Abs = ABS;
PD = Phase_Delay;
for (int i = 0; i < ABS.Length; i++) Ref[i] = 1 - ABS[i];
//Interpolate a transfer function... this will probably be clumsy at first...
double rt2 = Math.Sqrt(2);
List<double> f = new List<double>();
f.Add(0);
f.Add(31.25 * rt2);
for (int oct = 0; oct < 9; oct++)
{
f.Add(62.5 * Math.Pow(2, oct));
f.Add(rt2 * 62.5 * Math.Pow(2, oct));
}
f.Add(24000);
List<double> pr = new List<double>();
pr.Add(0);
pr.Add(Math.Sqrt(1 - Abs[0]));
for (int oct = 0; oct < 7; oct++)
{
pr.Add(Math.Sqrt(1 - Abs[oct]));
pr.Add(Math.Sqrt((2 - Abs[oct] - Abs[oct + 1]) / 2));
}
if (pr.Count < f.Count) pr.Add(Math.Sqrt(1 - Abs[7]));//8k
if (pr.Count < f.Count) pr.Add(Math.Sqrt((1 - Abs[7] + (1 - Abs[7])) / 2));//10k
if (pr.Count < f.Count) pr.Add(Math.Sqrt(1 - Abs[7]));//12k
if (pr.Count < f.Count) pr.Add(Math.Sqrt(1 - Abs[7]));//16k
while (pr.Count < f.Count) pr.Add(1 - Abs[7]);
Transfer_Function = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkimaSorted(f.ToArray(), pr.ToArray());
}
public override System.Numerics.Complex[] Reflection_Spectrum(int sample_frequency, int length, Hare.Geometry.Vector Normal, Hare.Geometry.Vector Dir, int threadid)
{
System.Numerics.Complex[] Ref_trns = new System.Numerics.Complex[length];
for (int j = 0; j < length; j++)
{
Ref_trns[j] = new System.Numerics.Complex(Transfer_Function.Interpolate(j * (sample_frequency / 2) / length), 0);
}
return Ref_trns;
}
public override void Absorb(ref OctaveRay Ray, Hare.Geometry.Vector Normal)
{
Ray.Intensity *= (Ref[Ray.Octave]);
Ray.phase += PD[Ray.Octave];
}
public override void Absorb(ref OctaveRay Ray, out double cos_theta, Hare.Geometry.Vector Normal)
{
cos_theta = Hare.Geometry.Hare_math.Dot(Normal, Ray.direction);
Ray.Intensity *= (Ref[Ray.Octave]);
Ray.phase += PD[Ray.Octave];
}
public override void Absorb(ref BroadRay Ray, out double cos_theta, Hare.Geometry.Vector Normal)
{
cos_theta = Hare.Geometry.Hare_math.Dot(Normal, Ray.direction);
Ray.Energy[0] *= (Ref[0]);
Ray.phase[0] += PD[0];
Ray.Energy[1] *= (Ref[1]);
Ray.phase[1] += PD[1];
Ray.Energy[2] *= (Ref[2]);
Ray.phase[2] += PD[2];
Ray.Energy[3] *= (Ref[3]);
Ray.phase[3] += PD[3];
Ray.Energy[4] *= (Ref[4]);
Ray.phase[4] += PD[4];
Ray.Energy[5] *= (Ref[5]);
Ray.phase[5] += PD[5];
Ray.Energy[6] *= (Ref[6]);
Ray.phase[6] += PD[6];
Ray.Energy[7] *= (Ref[7]);
Ray.phase[7] += PD[7];
}
public override void Absorb(ref BroadRay Ray, Hare.Geometry.Vector Normal)
{
Ray.Energy[0] *= (Ref[0]);
Ray.phase[0] += PD[0];
Ray.Energy[1] *= (Ref[1]);
Ray.phase[1] += PD[1];
Ray.Energy[2] *= (Ref[2]);
Ray.phase[2] += PD[2];
Ray.Energy[3] *= (Ref[3]);
Ray.phase[3] += PD[3];
Ray.Energy[4] *= (Ref[4]);
Ray.phase[4] += PD[4];
Ray.Energy[5] *= (Ref[5]);
Ray.phase[5] += PD[5];
Ray.Energy[6] *= (Ref[6]);
Ray.phase[6] += PD[6];
Ray.Energy[7] *= (Ref[7]);
Ray.phase[7] += PD[7];
}
public override double[] Coefficient_A_Broad()
{
return Abs;
}
public override double Coefficient_A_Broad(int Octave)
{
return Abs[Octave];
}
public override System.Numerics.Complex Reflection_Narrow(double frequency)
{
return new System.Numerics.Complex(Transfer_Function.Interpolate(frequency), 0);
}
public override System.Numerics.Complex Reflection_Narrow(double frequency, Hare.Geometry.Vector Dir, Hare.Geometry.Vector Normal)
{
return new System.Numerics.Complex(Transfer_Function.Interpolate(frequency), 0);
}
}
public class Finite_Material : Material
{
double[][][] alpha;
double[] Azimuth;
double[] Altitude;
Smart_Material Inf_Mat;
public Finite_Material(Smart_Material Mat, Rhino.Geometry.Brep Br, Rhino.Geometry.Mesh M, int face_id, Medium_Properties med)
{
//Strictly for the flat X,Y case - oversimplified for now.
Inf_Mat = Mat;
Azimuth = new double[36];
Altitude = new double[Mat.Angles.Length/2];
alpha = new double[Altitude.Length][][];
for(int i = 0; i < Altitude.Length; i++) Altitude[i] = Mat.Angles[i].Magnitude;
for(int i = 0; i < Azimuth.Length; i++) Azimuth[i] = i * 360f / Azimuth.Length;
//Set up a frequency interpolated Zr for each direction individually.
Rhino.Geometry.Point3d pt = M.Faces.GetFaceCenter(face_id);
double[][][] ZrR = new double[Altitude.Length][][], ZrI = new double[Altitude.Length][][];
double[] fr = new double[9];
for (int k = 0; k < Altitude.Length; k++)
{
ZrR[k] = new double[Azimuth.Length][];
ZrI[k] = new double[Azimuth.Length][];
alpha[k] = new double[Azimuth.Length][];
for (int j = 0; j < Azimuth.Length; j++)
{
ZrR[k][j] = new double[9];
ZrI[k][j] = new double[9];
alpha[k][j] = new double[8];
}
}
for (int oct = 0; oct < 9; oct++)
{
fr[oct] = 62.5 * Math.Pow(2, oct) / Utilities.Numerics.rt2;
System.Numerics.Complex[][] Zr = AbsorptionModels.Operations.Finite_Radiation_Impedance_Rect_Longhand(pt.X, pt.Y, Br, fr[oct], Altitude, Azimuth, med.Sound_Speed(pt));
for (int k = 0; k < Zr.Length; k++)
{
for (int j = 0; j < Zr[k].Length; j++)
{
ZrR[k][j][oct] = Zr[k][j].Real;
ZrI[k][j][oct] = Zr[k][j].Imaginary;
}
}
}
MathNet.Numerics.Interpolation.CubicSpline[][] Zr_r = new MathNet.Numerics.Interpolation.CubicSpline[Altitude.Length][];
MathNet.Numerics.Interpolation.CubicSpline[][] Zr_i = new MathNet.Numerics.Interpolation.CubicSpline[Altitude.Length][];
for (int k = 0; k < Zr_r.Length; k++)
{
Zr_r[k] = new MathNet.Numerics.Interpolation.CubicSpline[Azimuth.Length];
Zr_i[k] = new MathNet.Numerics.Interpolation.CubicSpline[Azimuth.Length];
for (int j = 0; j < Zr_r[k].Length; j++)
{
//Interpolate over curve real and imaginary Zr here...
Zr_r[k][j] = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(fr, ZrR[k][j]);
Zr_i[k][j] = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(fr, ZrI[k][j]);
}
}
for (int k = 0; k < Zr_r.Length; k++)
{
for (int j = 0; j < Zr_r[k].Length; j++)
{
List<double> freq = new List<double>();
List<double> alpha_interp = new List<double>();
for (int l = 0; l < Mat.frequency.Length; l++)
{
if (Mat.frequency[l] > 10000) break;
freq.Add(Mat.frequency[l]);
alpha_interp.Add(AbsorptionModels.Operations.Finite_Unit_Absorption_Coefficient(Mat.Z[k][j], new System.Numerics.Complex(Zr_r[k][j].Interpolate(Mat.frequency[l]), Zr_i[k][j].Interpolate(Mat.frequency[l])), med.Rho(Utilities.PachTools.RPttoHPt(pt)), med.Sound_Speed(pt)));
}
MathNet.Numerics.Interpolation.CubicSpline a = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(freq, alpha_interp);
for (int oct = 0; oct < 8; oct++)
{
alpha[k][j][oct] = 1 - a.Integrate(fr[oct], fr[oct + 1]) / (fr[oct + 1] - fr[oct]);
}
}
}
}
public override void Absorb(ref BroadRay Ray, Hare.Geometry.Vector Normal)
{
//Simplified for sample laid on floor...
Ray.direction.Normalize();
int Alt = (int)Math.Floor((Math.Acos(Hare.Geometry.Hare_math.Dot(Ray.direction, new Hare.Geometry.Vector(0, 0, -1))) * Altitude.Length) / (Math.PI / 2));
if (Alt >= Altitude.Length / 2) Alt = Altitude.Length - 1;
int Azi = (int)Math.Round((Math.Atan2(Ray.direction.y, Ray.direction.x) * Azimuth.Length) / Math.PI);
if (Ray.direction.y < 0 && Azi < Azimuth.Length / 2) Azi = Azimuth.Length - Math.Abs(Azi);
for (int oct = 0; oct < 8; oct++) Ray.Energy[oct] *= alpha[Alt][Azi][oct];
}
public override void Absorb(ref BroadRay Ray, out double cos_theta, Hare.Geometry.Vector Normal)
{
Ray.direction.Normalize();
cos_theta = Math.Acos(Hare.Geometry.Hare_math.Dot(Ray.direction, new Hare.Geometry.Vector(0, 0, -1)));
int Alt = (int)Math.Floor((cos_theta * Altitude.Length) / (Math.PI / 2));
if (Alt >= Altitude.Length / 2) Alt = Altitude.Length - 1;
int Azi = (int)Math.Round((Math.Atan2(Ray.direction.y, Ray.direction.x) * Azimuth.Length) / Math.PI);
if (Ray.direction.y < 0 && Azi < Azimuth.Length / 2) Azi = Azimuth.Length - Math.Abs(Azi);
for (int oct = 0; oct < 8; oct++) Ray.Energy[oct] *= alpha[Alt][Azi][oct];
}
public override void Absorb(ref OctaveRay Ray, Hare.Geometry.Vector Normal)
{
Ray.direction.Normalize();
int Alt = (int)Math.Floor((Math.Acos(Hare.Geometry.Hare_math.Dot(Ray.direction, new Hare.Geometry.Vector(0, 0, -1))) * Altitude.Length) / (Math.PI / 2));
if (Alt >= Altitude.Length / 2) Alt = Altitude.Length - 1;
int Azi = (int)Math.Round((Math.Atan2(Ray.direction.y, Ray.direction.x) * Azimuth.Length) / Math.PI);
if (Ray.direction.y < 0 && Azi < Azimuth.Length / 2) Azi = Azimuth.Length - Math.Abs(Azi);
Ray.Intensity *= alpha[Alt][Azi][Ray.Octave];
}
public override void Absorb(ref OctaveRay Ray, out double cos_theta, Hare.Geometry.Vector Normal)
{
Ray.direction.Normalize();
cos_theta = Math.Acos(Hare.Geometry.Hare_math.Dot(Ray.direction, new Hare.Geometry.Vector(0, 0, -1)));
int Alt = (int)Math.Floor((cos_theta * Altitude.Length) / (Math.PI / 2));
if (Alt >= Altitude.Length / 2) Alt = Altitude.Length - 1;
int Azi = (int)Math.Round((Math.Atan2(Ray.direction.y, Ray.direction.x) * Azimuth.Length) / Math.PI / 2);
if (Ray.direction.y < 0 && Azi < Azimuth.Length / 2) Azi = Azimuth.Length - Math.Abs(Azi);
if (Azi == Azimuth.Length) Azi = 0;
Ray.Intensity *= alpha[Alt][Azi][Ray.Octave];
}
public override double[] Coefficient_A_Broad()
{
return Inf_Mat.Coefficient_A_Broad();
}
public override double Coefficient_A_Broad(int Octave)
{
return Inf_Mat.Coefficient_A_Broad(Octave);
}
public override System.Numerics.Complex Reflection_Narrow(double frequency)
{
return Inf_Mat.Reflection_Narrow(frequency);
}
public override System.Numerics.Complex Reflection_Narrow(double frequency, Hare.Geometry.Vector Dir, Hare.Geometry.Vector Normal)
{
return Inf_Mat.Reflection_Narrow(frequency, Dir, Normal);
}
public override System.Numerics.Complex[] Reflection_Spectrum(int sample_frequency, int length, Hare.Geometry.Vector Normal, Hare.Geometry.Vector Dir, int threadid)
{
return Inf_Mat.Reflection_Spectrum(sample_frequency, length, Normal, Dir, threadid);
}
}
public class Smart_Material : Material
{
List<AbsorptionModels.ABS_Layer> Buildup;
int Fs;
double rho;
double c;
public double[] frequency = null;
public System.Numerics.Complex[] Angles = null;
public System.Numerics.Complex[][] Z;
public MathNet.Numerics.Interpolation.CubicSpline[] Transfer_FunctionR;
public MathNet.Numerics.Interpolation.CubicSpline[] Transfer_FunctionI;
public System.Numerics.Complex[][] Reflection_Coefficient;
public double[] NI_Coef;
public double[][] Ang_Coef_Oct;//[oct][angle]
public double[] RI_Coef = new double[8];
private double angle_incr;
public Smart_Material(List<AbsorptionModels.ABS_Layer> Layers, int Samplefreq, double Air_Density, double SoundSpeed, Finite_Field_Impedance Zr, double step, int Averaging_Choice, int Zf_incorp_Choice)
{
Buildup = Layers;
Fs = Samplefreq;
rho = Air_Density;
c = SoundSpeed;
int min_freq = Samplefreq / 4096;
if (Layers.Count < 1) return;
//the current version...
Z = AbsorptionModels.Operations.Recursive_Transfer_Matrix(false, 10000, 343, Layers, ref frequency, ref Angles);
//the goal...
//Z = AbsorptionModels.Operations.Transfer_Matrix_Explicit_Alpha(false, true, 44100, 343, Layers, ref frequency, ref Angles);
//////////////////Radiation Impedance///////////////////////
double[] a_real = new double[Angles.Length]; //prop;
for (int i = 0; i < Angles.Length; i++) a_real[i] = Angles[i].Real;
double[][] Angular_Absorption;
System.Numerics.Complex [][] Zr_interp = Zr.Interpolate(frequency);
if (Zf_incorp_Choice == 0)
{
Reflection_Coefficient = Pachyderm_Acoustic.AbsorptionModels.Operations.Reflection_Coef(Z, Air_Density, SoundSpeed); //No defined way to build a complex finite reflection coefficient.
Angular_Absorption = Pachyderm_Acoustic.AbsorptionModels.Operations.Finite_Unit_Absorption_Coefficient(Zr_interp, Z, a_real, rho, 343);
}
else if (Zf_incorp_Choice == 1)
{
Reflection_Coefficient = Pachyderm_Acoustic.AbsorptionModels.Operations.Reflection_Coef(Z, Zr_interp, Air_Density, SoundSpeed); //No defined way to build a complex finite reflection coefficient.
Angular_Absorption = Pachyderm_Acoustic.AbsorptionModels.Operations.Absorption_Coef(Reflection_Coefficient);
}
else throw new Exception("Field Impedance Incorporation choice not valid or not implemented...");
Transfer_FunctionR = new MathNet.Numerics.Interpolation.CubicSpline[Angles.Length / 2];
Transfer_FunctionI = new MathNet.Numerics.Interpolation.CubicSpline[Angles.Length / 2];
for( int i = 0; i < Reflection_Coefficient.Length / 2; i++)
{
List<double> real = new List<double>(), imag = new List<double>();
for(int j = 0; j < Reflection_Coefficient[i].Length; j++)
{
real.Add(Reflection_Coefficient[i][j].Real);
imag.Add(Reflection_Coefficient[i][j].Imaginary);
}
Transfer_FunctionR[Angles.Length/2 - i - 1] = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(frequency, real);
Transfer_FunctionI[Angles.Length/2 - i - 1] = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(frequency, imag);
}
double[] RI_Averages;
if (Averaging_Choice == 0)
if (Zf_incorp_Choice == 0) RI_Averages = AbsorptionModels.Operations.Random_Incidence_Paris(Angular_Absorption, Zr_interp, SoundSpeed*Air_Density);
else RI_Averages = AbsorptionModels.Operations.Random_Incidence_Paris_Finite(Angular_Absorption);
else if(Averaging_Choice == 1)
if (Zf_incorp_Choice == 0) RI_Averages = AbsorptionModels.Operations.Random_Incidence_0_78(Angular_Absorption, Zr_interp, SoundSpeed * Air_Density);
else RI_Averages = AbsorptionModels.Operations.Random_Incidence_0_78(Angular_Absorption);
else if (Averaging_Choice == 2)
if (Zf_incorp_Choice == 0) RI_Averages = AbsorptionModels.Operations.Random_Incidence_NoWeights(Angular_Absorption, Zr_interp, SoundSpeed * Air_Density);
else RI_Averages = AbsorptionModels.Operations.Random_Incidence_NoWeights(Angular_Absorption);
else throw new Exception("Averaging choice not valid or not implemented...");
NI_Coef = Angular_Absorption[18];
Ang_Coef_Oct = new double[8][];
//5 degree increments, in radians...
angle_incr = 5 * Math.PI / 180;
double root2 = Math.Sqrt(2);
int f = -1;
for (int oct = 0; oct < 8; oct++)
{
double f_center = 62.5 * Math.Pow(2, oct);
double f_lower = (int)((Math.Floor(f_center / root2)));// - min_freq)/df);
double f_upper = (int)((Math.Floor(f_center * root2)));// - min_freq)/df);
int f_id_l = 0;//(int)Math.Floor((double)((f_lower) / 5));
for(int i = 0; i < frequency.Length; i++)
{
if (frequency[i] < f_lower) f_id_l = i;
else break;
}
int f_id_u;//(int)Math.Floor((double)((f_upper) / 5));
for (f_id_u = f_id_l; f_id_u < frequency.Length; f_id_u++)
{
if (frequency[f_id_u] > f_upper) break;
}
int count = 0;
int RI_count = 0;
Ang_Coef_Oct[oct] = new double[Angles.Length];
int[] fct = new int[Angular_Absorption.Length];
do
{
f++;
RI_count++;
if (f < f_id_l) { f++; continue; }
if (f >= frequency.Length) break;
RI_Coef[oct] += RI_Averages[f];
for (int a = 0; a < 19; a++)
{
if (double.IsNaN(Angular_Absorption[a][f])) continue;
fct[a]++;
count++;
Ang_Coef_Oct[oct][a] += Angular_Absorption[a][f];
}
for (int a = 19; a < Angles.Length; a++)
{
if (double.IsNaN(Angular_Absorption[35 - a][f])) continue;
fct[a]++;
count++;
Ang_Coef_Oct[oct][a] += Angular_Absorption[35 - a][f];
}
} while (frequency[f] < f_upper);
for (int a = 0; a < Angles.Length; a++) Ang_Coef_Oct[oct][a] /= fct[a];
RI_Coef[oct] /=RI_count;
}
}
public Smart_Material(List<AbsorptionModels.ABS_Layer> Layers, int Samplefreq, double Air_Density, double SoundSpeed, int Averaging_Choice)
{
Buildup = Layers;
Fs = Samplefreq;
rho = Air_Density;
c = SoundSpeed;
int min_freq = Samplefreq / 4096;
int max_freq = Samplefreq / 2;
if (Layers.Count < 1) return;
//the current version...
Z = AbsorptionModels.Operations.Recursive_Transfer_Matrix(false, Samplefreq, 343, Layers, ref frequency, ref Angles);
//the goal...
//Z = AbsorptionModels.Operations.Transfer_Matrix_Explicit_Alpha(false, true, Samplefreq, 343, Layers, ref frequency, ref Angles);
Reflection_Coefficient = Pachyderm_Acoustic.AbsorptionModels.Operations.Reflection_Coef(Z, Air_Density, SoundSpeed);
Transfer_FunctionR = new MathNet.Numerics.Interpolation.CubicSpline[Angles.Length / 2];
Transfer_FunctionI = new MathNet.Numerics.Interpolation.CubicSpline[Angles.Length / 2];
for (int i = 0; i < Reflection_Coefficient.Length / 2; i++)
{
List<double> real = new List<double>(), imag = new List<double>();
for (int j = 0; j < Reflection_Coefficient[i].Length; j++)
{
real.Add(Reflection_Coefficient[i][j].Real);
imag.Add(Reflection_Coefficient[i][j].Imaginary);
}
Transfer_FunctionR[Angles.Length/2 - i - 1] = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(frequency, real);
Transfer_FunctionI[Angles.Length/2 - i - 1] = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(frequency, imag);
}
double[][] Angular_Absorption = Pachyderm_Acoustic.AbsorptionModels.Operations.Absorption_Coef(Reflection_Coefficient);
NI_Coef = Angular_Absorption[18];
double[] RI_Averages;
if (Averaging_Choice == 0) RI_Averages = AbsorptionModels.Operations.Random_Incidence_Paris(Angular_Absorption);
else if (Averaging_Choice == 1) RI_Averages = AbsorptionModels.Operations.Random_Incidence_0_78(Angular_Absorption);
else if (Averaging_Choice == 2) RI_Averages = AbsorptionModels.Operations.Random_Incidence_NoWeights(Angular_Absorption);
else throw new Exception("Averaging choice not valid or not implemented...");
Ang_Coef_Oct = new double[8][];
//5 degree increments, in radians...
angle_incr = 5 * Math.PI / 180;
double root2 = Math.Sqrt(2);
for (int oct = 0; oct < 8; oct++)
{
double f_center = 62.5 * Math.Pow(2, oct);
int f_lower = (int)Math.Floor(f_center / root2) - min_freq;
int f_upper = (int)Math.Floor(f_center * root2) - min_freq;
int f_id_l = (int)Math.Floor((double)((f_lower) / 5));
int f_id_u = (int)Math.Floor((double)((f_upper) / 5));
int count = 0;
int RI_count = 0;
Ang_Coef_Oct[oct] = new double[Angles.Length];
int[] fct = new int[Angular_Absorption.Length];
int f = 0;
do
{
RI_Coef[oct] += RI_Averages[f];
RI_count++;
for (int a = 0; a < 19; a++)
{
if (double.IsNaN(Angular_Absorption[a][f])) continue;
fct[a]++;
count++;
Ang_Coef_Oct[oct][a] += Angular_Absorption[a][f];
}
for (int a = 19; a < Angles.Length; a++)
{
if (double.IsNaN(Angular_Absorption[35 - a][f])) continue;
fct[a]++;
count++;
Ang_Coef_Oct[oct][a] += Angular_Absorption[35 - a][f];
}
f++;
} while (frequency[f] < f_upper);
for (int a = 0; a < Angles.Length; a++) Ang_Coef_Oct[oct][a] /= fct[a];
RI_Coef[oct] /= RI_count;
}
}
public override double[] Coefficient_A_Broad()
{
return RI_Coef;
}
public override void Absorb(ref BroadRay Ray, Hare.Geometry.Vector Normal)
{
double cos_theta = Hare.Geometry.Hare_math.Dot(Ray.direction, Normal);
int index = 18 - (int)Math.Round(Math.Acos(Math.Abs(cos_theta)) / angle_incr);
for(int oct = 0; oct < 8; oct++) Ray.Energy[oct] *= (1 - Ang_Coef_Oct[oct][index]);
}
public override void Absorb(ref BroadRay Ray, out double cos_theta, Hare.Geometry.Vector Normal)
{
cos_theta = Hare.Geometry.Hare_math.Dot(Ray.direction, Normal);
int index = 18 - (int)Math.Round(Math.Acos(Math.Abs(cos_theta)) / angle_incr);
for (int oct = 0; oct < 8; oct++) Ray.Energy[oct] *= (1 - Ang_Coef_Oct[oct][index]);
}
public override void Absorb(ref OctaveRay Ray, Hare.Geometry.Vector Normal)
{
double cos_theta = Hare.Geometry.Hare_math.Dot(Ray.direction, Normal);
int index = 18 - (int)Math.Round(Math.Acos(Math.Abs(cos_theta)) / angle_incr);
Ray.Intensity *= (1 - Ang_Coef_Oct[Ray.Octave][index]);
}
public override void Absorb(ref OctaveRay Ray, out double cos_theta, Hare.Geometry.Vector Normal)
{
cos_theta = Hare.Geometry.Hare_math.Dot(Ray.direction, Normal);
int index = 18 - (int)Math.Round(Math.Acos(Math.Abs(cos_theta)) / angle_incr);
Ray.Intensity *= (1 - Ang_Coef_Oct[Ray.Octave][index]);
}
public override double Coefficient_A_Broad(int Octave)
{
return RI_Coef[Octave];
}
public override System.Numerics.Complex Reflection_Narrow(double frequency)
{
System.Numerics.Complex alpha = 0;
for(int a = 0; a < Transfer_FunctionR.Length; a++) alpha += new System.Numerics.Complex(Transfer_FunctionR[a].Interpolate(frequency), Transfer_FunctionI[a].Interpolate(frequency));
alpha /= Transfer_FunctionR.Length;
return alpha;
}
public override System.Numerics.Complex Reflection_Narrow(double frequency, Hare.Geometry.Vector Dir, Hare.Geometry.Vector Normal)
{
int a = (int)(Math.Abs(Hare.Geometry.Hare_math.Dot(Dir, Normal))*180/Math.PI / 18);
return new System.Numerics.Complex(Transfer_FunctionR[a].Interpolate(frequency), Transfer_FunctionI[a].Interpolate(frequency));
}
public class Finite_Field_Impedance
{
MathNet.Numerics.Interpolation.CubicSpline[] Zr_Curves_R;
MathNet.Numerics.Interpolation.CubicSpline[] Zr_Curves_I;
public Finite_Field_Impedance(double Xdim, double Ydim, double freq_limit, double c_sound, double air_density)
{
List<double> freq = new List<double>();
double f = 15.625;
int ct = 1;
while (f < freq_limit)
{
ct++;
f = 15.625 * Math.Pow(2, (double)ct / 3f);
freq.Add(f);
}
double[] anglesdeg = new double[(int)(180 / 5)];
anglesdeg[0] = -87.5;
for (int i = 1; i < anglesdeg.Length; i++) anglesdeg[i] = anglesdeg[i-1] + 5;
System.Numerics.Complex[][] Zr = AbsorptionModels.Operations.Finite_Radiation_Impedance_Atalla_Rect(Xdim, Ydim, freq.ToArray(), anglesdeg, c_sound, air_density);
Zr_Curves_R = new MathNet.Numerics.Interpolation.CubicSpline[Zr[0].Length];
Zr_Curves_I = new MathNet.Numerics.Interpolation.CubicSpline[Zr[0].Length];
for (int a = 0; a < Zr_Curves_R.Length; a++)
{
double[] ZR = new double[freq.Count];
double[] ZI = new double[freq.Count];
for (int fr = 0; fr < freq.Count; fr++)
{
ZR[fr] = Zr[fr][a].Real;
ZI[fr] = Zr[fr][a].Imaginary;
}
Zr_Curves_R[a] = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(freq, ZR);
Zr_Curves_I[a] = MathNet.Numerics.Interpolation.CubicSpline.InterpolateAkima(freq, ZI);
}
}
public System.Numerics.Complex[][] Interpolate(double[] freq)
{
System.Numerics.Complex[][] Zr = new System.Numerics.Complex[freq.Length][];
for (int f = 0; f < freq.Length; f++)
{
Zr[f] = new System.Numerics.Complex[Zr_Curves_R.Length];
for (int a = 0; a < Zr_Curves_R.Length; a++)
{
Zr[f][a] = new System.Numerics.Complex(Zr_Curves_R[a].Interpolate(freq[f]), Zr_Curves_I[a].Interpolate(freq[f]));
}
}
return Zr;
}
}
public System.Numerics.Complex Admittance (double frequency)
{
System.Numerics.Complex R = new System.Numerics.Complex (Transfer_FunctionR[17].Interpolate(frequency), Transfer_FunctionI[17].Interpolate(frequency));
return (1 - R) / (rho * c * (1 + R));
}
public override System.Numerics.Complex[] Reflection_Spectrum(int sample_frequency, int length, Hare.Geometry.Vector Normal, Hare.Geometry.Vector Dir, int threadid)
{
int a = (int)(Math.Abs(Hare.Geometry.Hare_math.Dot(Dir, Normal))*180/Math.PI / 18);
System.Numerics.Complex[] Ref_trns = new System.Numerics.Complex[length];
for (int j = 0; j < length; j++)
{
double freq = j * (sample_frequency / 2) / length;
Ref_trns[j] = new System.Numerics.Complex(Transfer_FunctionR[a].Interpolate(freq), Transfer_FunctionI[a].Interpolate(freq));
}
return Ref_trns;
}
}
public class Lambert_Scattering : Scattering
{
double[,] Scattering_Coefficient;
public Lambert_Scattering(double[] Scattering, double SplitRatio)
{
Scattering_Coefficient = new double[8, 3];
for (int oct = 0; oct < 8; oct++)
{
double Mod = ((Scattering[oct] < (1 - Scattering[oct])) ? (Scattering[oct] * SplitRatio / 2) : ((1 - Scattering[oct]) * SplitRatio / 2));
Scattering_Coefficient[oct, 1] = Scattering[oct];
Scattering_Coefficient[oct, 0] = Scattering_Coefficient[oct, 1] - Mod;
Scattering_Coefficient[oct, 2] = Scattering_Coefficient[oct, 1] + Mod;
}
}
public override double[] Coefficient()
{
double[] Scat = new double[8];
for (int oct = 0; oct < 8; oct++) Scat[oct] = Scattering_Coefficient[oct, 1];
return Scat;
}
public override double Coefficient(int octave)
{
return Scattering_Coefficient[octave, 1];
}
public override void Scatter_Early(ref BroadRay Ray, ref Queue<OctaveRay> Rays, ref Random rand, Hare.Geometry.Vector Normal, double Cos_Theta)
{
double roughness_chance = rand.NextDouble();
if (Cos_Theta > 0)
{
Normal *= -1;
Cos_Theta *= -1;
}
foreach (int oct in Ray.Octaves)
{
// 3. Apply Scattering.
//// a. Create new source for scattered energy (E * Scattering).
//// b. Modify E (E * 1 - Scattering).
OctaveRay R = Ray.SplitRay(oct, Scattering_Coefficient[oct, 1]);
Hare.Geometry.Vector diffx;
Hare.Geometry.Vector diffy;
Hare.Geometry.Vector diffz;
double proj;
//Check that the ray and the normal are both on the same side...
diffz = Normal;
diffx = new Hare.Geometry.Vector(0, 0, 1);
proj = Math.Abs(Hare.Geometry.Hare_math.Dot(diffz, diffx));
if (0.99 < proj && 1.01 > proj) diffx = new Hare.Geometry.Vector(1, 0, 0);
diffy = Hare.Geometry.Hare_math.Cross(diffz, diffx);
diffx = Hare.Geometry.Hare_math.Cross(diffy, diffz);
diffx.Normalize();
diffy.Normalize();
diffz.Normalize();
double u1;
double u2;
double x;
double y;
double z;
Hare.Geometry.Vector vect;
u1 = 2.0 * Math.PI * rand.NextDouble();
// random azimuth
double Scat_Mod = rand.NextDouble();
u2 = Math.Acos(Scat_Mod);
// random zenith (elevation)
x = Math.Cos(u1) * Math.Sin(u2);
y = Math.Sin(u1) * Math.Sin(u2);
z = Math.Cos(u2);
vect = (diffx * x) + (diffy * y) + (diffz * z);
vect.Normalize();
//Return the new direction
R.direction = vect;
if (R.t_sum == 0)
{
Rhino.RhinoApp.Write("Something's up!");
}
Rays.Enqueue(R);
}
Ray.direction -= Normal * Cos_Theta * 2;
}
public override void Scatter_VeryLate(ref OctaveRay Ray, ref Random rand, Hare.Geometry.Vector Normal, double Cos_Theta)
{
if (rand.NextDouble() < Scattering_Coefficient[Ray.Octave, 1])
{
Hare.Geometry.Vector diffx;
Hare.Geometry.Vector diffy;
Hare.Geometry.Vector diffz;
double proj;
//Check that the ray and the normal are both on the same side...
if (Cos_Theta > 0) Normal *= -1;
diffz = Normal;
diffx = new Hare.Geometry.Vector(0, 0, 1);
proj = Math.Abs(Hare.Geometry.Hare_math.Dot(diffz, diffx));
if (0.99 < proj && 1.01 > proj) diffx = new Hare.Geometry.Vector(1, 0, 0);
diffy = Hare.Geometry.Hare_math.Cross(diffz, diffx);
diffx = Hare.Geometry.Hare_math.Cross(diffy, diffz);
diffx.Normalize();
diffy.Normalize();
diffz.Normalize();
double u1;
double u2;
double x;
double y;
double z;
Hare.Geometry.Vector vect;
u1 = 2.0 * Math.PI * rand.NextDouble();
// random azimuth
double Scat_Mod = rand.NextDouble();
u2 = Math.Acos(Scat_Mod);
// random zenith (elevation)
x = Math.Cos(u1) * Math.Sin(u2);
y = Math.Sin(u1) * Math.Sin(u2);
z = Math.Cos(u2);
vect = (diffx * x) + (diffy * y) + (diffz * z);
vect.Normalize();
//Return the new direction
Ray.direction = vect;
}
else
{
//Specular Reflection
Ray.direction -= Normal * Cos_Theta * 2;
}
}
public override void Scatter_Late(ref OctaveRay Ray, ref Queue<OctaveRay> Rays, ref Random rand, Hare.Geometry.Vector Normal, double Cos_Theta)
{
double scat_sel = rand.NextDouble();
if (scat_sel > Scattering_Coefficient[Ray.Octave, 2])
{
// Specular Reflection
Ray.direction -= Normal * Cos_Theta * 2;
return;
}
else if (scat_sel > Scattering_Coefficient[Ray.Octave, 0])
{
//Only for a certain portion of high benefit cases--
//// a. Create new source for scattered energy (E * Scattering).
//// b. Modify E (E * 1 - Scattering).
//Create a new ray...
OctaveRay tr = Ray.SplitRay(1 - Scattering_Coefficient[Ray.Octave,1]);
// this is the specular reflection. Save it for later.
tr.direction -= Normal * Cos_Theta * 2;
if (tr.t_sum == 0)
{
Rhino.RhinoApp.Write("Something's up!");
}
Rays.Enqueue(tr);
}
//If we are here, the original ray needs a scattered direction:
Hare.Geometry.Vector diffx;
Hare.Geometry.Vector diffy;
Hare.Geometry.Vector diffz;
double proj;
//Check that the ray and the normal are both on the same side...
if (Cos_Theta > 0) Normal *= -1;
diffz = Normal;
diffx = new Hare.Geometry.Vector(0, 0, 1);
proj = Math.Abs(Hare.Geometry.Hare_math.Dot(diffz, diffx));
if (0.99 < proj && 1.01 > proj) diffx = new Hare.Geometry.Vector(1, 0, 0);
diffy = Hare.Geometry.Hare_math.Cross(diffz, diffx);
diffx = Hare.Geometry.Hare_math.Cross(diffy, diffz);
diffx.Normalize();
diffy.Normalize();
diffz.Normalize();
double u1;
double u2;
double x;
double y;
double z;
Hare.Geometry.Vector vect;
u1 = 2.0 * Math.PI * rand.NextDouble();
// random azimuth
double Scat_Mod = rand.NextDouble();
u2 = Math.Acos(Scat_Mod);
// random zenith (elevation)
x = Math.Cos(u1) * Math.Sin(u2);
y = Math.Sin(u1) * Math.Sin(u2);
z = Math.Cos(u2);
vect = (diffx * x) + (diffy * y) + (diffz * z);
vect.Normalize();
//Return the new direction
Ray.direction = vect;
}
}
}
}