scax-engine 0.1.8 → 0.2.0-beta.2

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@@ -6737,119 +6737,6 @@ const _m = /*@__PURE__*/ new Matrix3();
6737
6737
 
6738
6738
  _m.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 );
6739
6739
 
6740
- /**
6741
- * 2D affine 왜곡 추정 전용 클래스입니다.
6742
- * [x'; y'] = [[a b c], [d e f]] * [x y 1]^T 형태를 최소자승으로 적합합니다.
6743
- */
6744
- class Affine {
6745
- constructor() {
6746
- this.lastResult = null;
6747
- this.lastPairs = [];
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- }
6749
- estimate(pairs) {
6750
- const inputPairs = Array.isArray(pairs) ? pairs : [];
6751
- this.lastPairs = inputPairs;
6752
- const affine = this.fitAffine2D(inputPairs);
6753
- if (!affine) {
6754
- this.lastResult = null;
6755
- return null;
6756
- }
6757
- let residualSumPct = 0;
6758
- let residualCount = 0;
6759
- let residualMaxPct = 0;
6760
- const residuals = [];
6761
- for (const pair of inputPairs) {
6762
- const px = affine.a * pair.sx + affine.b * pair.sy + affine.c;
6763
- const py = affine.d * pair.sx + affine.e * pair.sy + affine.f;
6764
- const rx = pair.tx - px;
6765
- const ry = pair.ty - py;
6766
- const magnitude = Math.hypot(rx, ry);
6767
- if (magnitude < 1e-4)
6768
- continue;
6769
- const radiusRef = Math.hypot(px, py);
6770
- const pct = (magnitude / Math.max(0.2, radiusRef)) * 100;
6771
- residualSumPct += pct;
6772
- residualCount += 1;
6773
- residualMaxPct = Math.max(residualMaxPct, pct);
6774
- residuals.push({ sx: pair.sx, sy: pair.sy, px, py, rx, ry, magnitude, pct });
6775
- }
6776
- const result = {
6777
- ...affine,
6778
- count: inputPairs.length,
6779
- residualAvgPct: residualCount ? residualSumPct / residualCount : 0,
6780
- residualMaxPct,
6781
- residuals,
6782
- };
6783
- this.lastResult = result;
6784
- return result;
6785
- }
6786
- /**
6787
- * 마지막 affine 추정 결과를 반환합니다.
6788
- */
6789
- getLastResult() {
6790
- return this.lastResult;
6791
- }
6792
- /**
6793
- * 마지막 affine 추정에 사용된 입력쌍을 반환합니다.
6794
- */
6795
- getLastPairs() {
6796
- return [...this.lastPairs];
6797
- }
6798
- fitAffine2D(pairs) {
6799
- if (!Array.isArray(pairs) || pairs.length < 4)
6800
- return null;
6801
- const ata = Array.from({ length: 6 }, () => Array(6).fill(0));
6802
- const atb = Array(6).fill(0);
6803
- const accumulate = (row, rhs) => {
6804
- for (let i = 0; i < 6; i += 1) {
6805
- atb[i] += row[i] * rhs;
6806
- for (let j = 0; j < 6; j += 1)
6807
- ata[i][j] += row[i] * row[j];
6808
- }
6809
- };
6810
- for (const pair of pairs) {
6811
- accumulate([pair.sx, pair.sy, 1, 0, 0, 0], pair.tx);
6812
- accumulate([0, 0, 0, pair.sx, pair.sy, 1], pair.ty);
6813
- }
6814
- const n = 6;
6815
- const aug = ata.map((row, index) => [...row, atb[index]]);
6816
- for (let col = 0; col < n; col += 1) {
6817
- let pivot = col;
6818
- for (let row = col + 1; row < n; row += 1) {
6819
- if (Math.abs(aug[row][col]) > Math.abs(aug[pivot][col]))
6820
- pivot = row;
6821
- }
6822
- if (Math.abs(aug[pivot][col]) < 1e-10)
6823
- return null;
6824
- if (pivot !== col) {
6825
- const temp = aug[col];
6826
- aug[col] = aug[pivot];
6827
- aug[pivot] = temp;
6828
- }
6829
- const divider = aug[col][col];
6830
- for (let j = col; j <= n; j += 1)
6831
- aug[col][j] /= divider;
6832
- for (let row = 0; row < n; row += 1) {
6833
- if (row === col)
6834
- continue;
6835
- const factor = aug[row][col];
6836
- if (Math.abs(factor) < 1e-12)
6837
- continue;
6838
- for (let j = col; j <= n; j += 1)
6839
- aug[row][j] -= factor * aug[col][j];
6840
- }
6841
- }
6842
- return {
6843
- a: aug[0][n],
6844
- b: aug[1][n],
6845
- c: aug[2][n],
6846
- d: aug[3][n],
6847
- e: aug[4][n],
6848
- f: aug[5][n],
6849
- };
6850
- }
6851
- }
6852
-
6853
6740
  /**
6854
6741
  * 프라운호퍼 파장과 색상
6855
6742
  */
@@ -7129,6 +7016,9 @@ class Ray {
7129
7016
  class LightSource {
7130
7017
  constructor() {
7131
7018
  this.rays = [];
7019
+ this.sourcePosition = new Vector3(0, 0, 0);
7020
+ this.sourceRotationQuaternion = new Quaternion();
7021
+ this.sourceRotationPivot = new Vector3(0, 0, 0);
7132
7022
  }
7133
7023
  directionFromVergence(origin, z, vergence) {
7134
7024
  if (!Number.isFinite(vergence) || Math.abs(vergence) < 1e-12) {
@@ -7163,13 +7053,62 @@ class LightSource {
7163
7053
  addRay(ray) {
7164
7054
  this.rays.push(ray.clone());
7165
7055
  }
7056
+ configurePose(pose, pivotZ = 0) {
7057
+ const position = pose?.position;
7058
+ const tilt = pose?.tilt;
7059
+ this.sourcePosition = new Vector3(this.toFiniteNumber(position?.x), this.toFiniteNumber(position?.y), this.toFiniteNumber(position?.z));
7060
+ const tiltXDeg = this.toFiniteNumber(tilt?.x);
7061
+ const tiltYDeg = this.toFiniteNumber(tilt?.y);
7062
+ this.sourceRotationQuaternion = new Quaternion().setFromEuler(new Euler((tiltXDeg * Math.PI) / 180, (tiltYDeg * Math.PI) / 180, 0, "XYZ"));
7063
+ this.sourceRotationPivot = new Vector3(0, 0, this.toFiniteNumber(pivotZ));
7064
+ }
7065
+ toFiniteNumber(value, fallback = 0) {
7066
+ const parsed = Number(value);
7067
+ return Number.isFinite(parsed) ? parsed : fallback;
7068
+ }
7069
+ getRayPoints(ray) {
7070
+ const state = ray;
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+ return Array.isArray(state.points) ? state.points : [];
7072
+ }
7073
+ rotatePointAroundPivot(point, pivot) {
7074
+ return point.clone().sub(pivot).applyQuaternion(this.sourceRotationQuaternion).add(pivot);
7075
+ }
7076
+ transformRayAroundPivot(ray) {
7077
+ const points = this.getRayPoints(ray);
7078
+ if (!points.length)
7079
+ return ray;
7080
+ const transformed = ray.clone();
7081
+ const transformedState = transformed;
7082
+ const nextPoints = points.map((point) => this.rotatePointAroundPivot(point, this.sourceRotationPivot));
7083
+ transformedState.points = nextPoints;
7084
+ transformedState.direction = ray.getDirection().clone().applyQuaternion(this.sourceRotationQuaternion).normalize();
7085
+ transformedState.origin = nextPoints[nextPoints.length - 1].clone();
7086
+ return transformed;
7087
+ }
7088
+ translateRay(ray) {
7089
+ if (this.sourcePosition.lengthSq() < 1e-12)
7090
+ return ray;
7091
+ const points = this.getRayPoints(ray);
7092
+ if (!points.length)
7093
+ return ray;
7094
+ const translated = ray.clone();
7095
+ const translatedState = translated;
7096
+ const nextPoints = points.map((point) => point.clone().add(this.sourcePosition));
7097
+ translatedState.points = nextPoints;
7098
+ translatedState.origin = nextPoints[nextPoints.length - 1].clone();
7099
+ return translated;
7100
+ }
7101
+ applyPoseToRay(ray) {
7102
+ const rotated = this.transformRayAroundPivot(ray.clone());
7103
+ return this.translateRay(rotated);
7104
+ }
7166
7105
  emitRays() {
7167
- return this.rays.map((ray) => ray.clone());
7106
+ return this.rays.map((ray) => this.applyPoseToRay(ray));
7168
7107
  }
7169
7108
  }
7170
7109
  class GridLightSource extends LightSource {
7171
7110
  constructor(props) {
7172
- const { width, height, division = 4, z, vergence = 0 } = props;
7111
+ const { width, height, division = 4, z, vergence = 0, position, tilt } = props;
7173
7112
  if (division < 4) {
7174
7113
  throw new Error("division must be greater than 4");
7175
7114
  }
@@ -7190,6 +7129,7 @@ class GridLightSource extends LightSource {
7190
7129
  this.division = division;
7191
7130
  this.z = z;
7192
7131
  this.vergence = vergence;
7132
+ this.configurePose({ position, tilt }, this.z);
7193
7133
  const xStep = this.division > 1 ? this.width / (this.division - 1) : 0;
7194
7134
  const yStep = this.division > 1 ? this.height / (this.division - 1) : 0;
7195
7135
  const xStart = -this.width / 2;
@@ -7206,7 +7146,7 @@ class GridLightSource extends LightSource {
7206
7146
  }
7207
7147
  class GridRGLightSource extends LightSource {
7208
7148
  constructor(props) {
7209
- const { width, height, division = 4, z, vergence = 0 } = props;
7149
+ const { width, height, division = 4, z, vergence = 0, position, tilt } = props;
7210
7150
  if (division < 4) {
7211
7151
  throw new Error("division must be greater than 4");
7212
7152
  }
@@ -7227,6 +7167,7 @@ class GridRGLightSource extends LightSource {
7227
7167
  this.division = division;
7228
7168
  this.z = z;
7229
7169
  this.vergence = vergence;
7170
+ this.configurePose({ position, tilt }, this.z);
7230
7171
  const xStep = this.division > 1 ? this.width / (this.division - 1) : 0;
7231
7172
  const yStep = this.division > 1 ? this.height / (this.division - 1) : 0;
7232
7173
  const xStart = -this.width / 2;
@@ -7244,7 +7185,7 @@ class GridRGLightSource extends LightSource {
7244
7185
  }
7245
7186
  class RadialLightSource extends LightSource {
7246
7187
  constructor(props) {
7247
- const { radius, division = 4, angle_division = 4, z, vergence = 0 } = props;
7188
+ const { radius, division = 4, angle_division = 4, z, vergence = 0, position, tilt } = props;
7248
7189
  if (radius < 0) {
7249
7190
  throw new Error("radius must be greater than or equal to 0");
7250
7191
  }
@@ -7268,6 +7209,7 @@ class RadialLightSource extends LightSource {
7268
7209
  this.angle_division = angle_division;
7269
7210
  this.z = z;
7270
7211
  this.vergence = vergence;
7212
+ this.configurePose({ position, tilt }, this.z);
7271
7213
  this.createRayFromPoint(new Vector3(0, 0, this.z), this.z, this.vergence);
7272
7214
  for (let ring = 1; ring <= this.division; ring += 1) {
7273
7215
  const ringRadius = (this.radius * ring) / this.division;
@@ -7282,28 +7224,6 @@ class RadialLightSource extends LightSource {
7282
7224
  }
7283
7225
  }
7284
7226
 
7285
- function isFiniteNumber(value) {
7286
- return typeof value === "number" && Number.isFinite(value);
7287
- }
7288
- function resolveRefractiveIndex(spec, line) {
7289
- if (isFiniteNumber(spec))
7290
- return spec;
7291
- const lineValue = spec[line];
7292
- if (isFiniteNumber(lineValue))
7293
- return lineValue;
7294
- const dValue = spec.d;
7295
- if (isFiniteNumber(dValue))
7296
- return dValue;
7297
- return 1.0;
7298
- }
7299
- function normalizeRefractiveIndexSpec(spec) {
7300
- if (!isFiniteNumber(spec))
7301
- return spec;
7302
- const entries = Object.values(FRAUNHOFER_REFRACTIVE_INDICES);
7303
- const matched = entries.find((item) => isFiniteNumber(item.d) && Math.abs(item.d - spec) < 1e-6);
7304
- return matched ?? spec;
7305
- }
7306
-
7307
7227
  class Surface {
7308
7228
  constructor(props) {
7309
7229
  this.type = "";
@@ -7323,47 +7243,344 @@ class Surface {
7323
7243
  this.incidentRays = [];
7324
7244
  this.refractedRays = [];
7325
7245
  }
7246
+ getWorldPosition() {
7247
+ return this.position.clone();
7248
+ }
7249
+ setPositionAndTilt(position, tiltXDeg, tiltYDeg) {
7250
+ this.position.copy(position);
7251
+ this.tilt.set(tiltXDeg, tiltYDeg);
7252
+ }
7253
+ /**
7254
+ * 안질 tilt가 0인 표면을 전제로, pivot 기준 강체 회전 후 동일 Euler(XYZ) tilt를 부여합니다.
7255
+ */
7256
+ applyRigidRotationAboutPivot(pivot, rotation) {
7257
+ const p1 = pivot.clone().add(new Vector3().subVectors(this.position, pivot).applyQuaternion(rotation));
7258
+ const euler = new Euler().setFromQuaternion(rotation, "XYZ");
7259
+ this.position.copy(p1);
7260
+ this.tilt.set((euler.x * 180) / Math.PI, (euler.y * 180) / Math.PI);
7261
+ }
7326
7262
  }
7327
7263
 
7328
- class AsphericalSurface extends Surface {
7329
- constructor(props) {
7330
- super({ type: "aspherical", name: props.name, position: props.position, tilt: props.tilt });
7331
- this.r = 0;
7332
- this.conic = 0;
7333
- this.n_before = 1.0;
7334
- this.n_after = 1.0;
7335
- const { r, conic = -1, n_before = 1.0, n_after = 1.0 } = props;
7336
- this.r = r;
7337
- this.conic = conic;
7338
- this.n_before = normalizeRefractiveIndexSpec(n_before);
7339
- this.n_after = normalizeRefractiveIndexSpec(n_after);
7264
+ /**
7265
+ * 2D affine 왜곡 추정 전용 클래스입니다.
7266
+ * [x'; y'] = [[a b c], [d e f]] * [x y 1]^T 형태를 최소자승으로 적합합니다.
7267
+ */
7268
+ class Affine {
7269
+ constructor() {
7270
+ this.lastResult = null;
7271
+ this.lastPairs = [];
7340
7272
  }
7341
- refractiveIndicesForRay(ray) {
7342
- const line = ray.getFraunhoferLine();
7343
- return {
7344
- nBefore: resolveRefractiveIndex(this.n_before, line),
7345
- nAfter: resolveRefractiveIndex(this.n_after, line),
7273
+ estimate(pairs) {
7274
+ const inputPairs = Array.isArray(pairs) ? pairs : [];
7275
+ this.lastPairs = inputPairs;
7276
+ const affine = this.fitAffine2D(inputPairs);
7277
+ if (!affine) {
7278
+ this.lastResult = null;
7279
+ return null;
7280
+ }
7281
+ let residualSumPct = 0;
7282
+ let residualCount = 0;
7283
+ let residualMaxPct = 0;
7284
+ const residuals = [];
7285
+ for (const pair of inputPairs) {
7286
+ const px = affine.a * pair.sx + affine.b * pair.sy + affine.c;
7287
+ const py = affine.d * pair.sx + affine.e * pair.sy + affine.f;
7288
+ const rx = pair.tx - px;
7289
+ const ry = pair.ty - py;
7290
+ const magnitude = Math.hypot(rx, ry);
7291
+ if (magnitude < 1e-4)
7292
+ continue;
7293
+ const radiusRef = Math.hypot(px, py);
7294
+ const pct = (magnitude / Math.max(0.2, radiusRef)) * 100;
7295
+ residualSumPct += pct;
7296
+ residualCount += 1;
7297
+ residualMaxPct = Math.max(residualMaxPct, pct);
7298
+ residuals.push({ sx: pair.sx, sy: pair.sy, px, py, rx, ry, magnitude, pct });
7299
+ }
7300
+ const result = {
7301
+ ...affine,
7302
+ count: inputPairs.length,
7303
+ residualAvgPct: residualCount ? residualSumPct / residualCount : 0,
7304
+ residualMaxPct,
7305
+ residuals,
7346
7306
  };
7307
+ this.lastResult = result;
7308
+ return result;
7347
7309
  }
7348
7310
  /**
7349
- * 비구면 사그(sag)와 기울기(미분)를 계산합니다.
7350
- *
7351
- * 회전대칭 비구면 식:
7352
- * z = c*rho^2 / (1 + sqrt(1 - (1+k)*c^2*rho^2))
7353
- * - c = 1 / R (곡률)
7354
- * - k = conic constant
7355
- * - rho^2 = x^2 + y^2
7356
- *
7357
- * 반환값:
7358
- * - sag: 꼭지점 기준 z 변위(mm)
7359
- * - dzdx, dzdy: 표면 기울기 (법선 계산과 뉴턴법 미분에 사용)
7311
+ * 마지막 affine 추정 결과를 반환합니다.
7360
7312
  */
7361
- geometryAtXY(x, y) {
7362
- if (!Number.isFinite(this.r) || Math.abs(this.r) < EPSILON)
7313
+ getLastResult() {
7314
+ return this.lastResult;
7315
+ }
7316
+ /**
7317
+ * 마지막 affine 추정에 사용된 입력쌍을 반환합니다.
7318
+ */
7319
+ getLastPairs() {
7320
+ return [...this.lastPairs];
7321
+ }
7322
+ fitAffine2D(pairs) {
7323
+ if (!Array.isArray(pairs) || pairs.length < 4)
7363
7324
  return null;
7364
- const curvature = 1 / this.r;
7365
- const rho2 = x * x + y * y;
7366
- const onePlusConic = 1 + this.conic;
7325
+ const ata = Array.from({ length: 6 }, () => Array(6).fill(0));
7326
+ const atb = Array(6).fill(0);
7327
+ const accumulate = (row, rhs) => {
7328
+ for (let i = 0; i < 6; i += 1) {
7329
+ atb[i] += row[i] * rhs;
7330
+ for (let j = 0; j < 6; j += 1)
7331
+ ata[i][j] += row[i] * row[j];
7332
+ }
7333
+ };
7334
+ for (const pair of pairs) {
7335
+ accumulate([pair.sx, pair.sy, 1, 0, 0, 0], pair.tx);
7336
+ accumulate([0, 0, 0, pair.sx, pair.sy, 1], pair.ty);
7337
+ }
7338
+ const n = 6;
7339
+ const aug = ata.map((row, index) => [...row, atb[index]]);
7340
+ for (let col = 0; col < n; col += 1) {
7341
+ let pivot = col;
7342
+ for (let row = col + 1; row < n; row += 1) {
7343
+ if (Math.abs(aug[row][col]) > Math.abs(aug[pivot][col]))
7344
+ pivot = row;
7345
+ }
7346
+ if (Math.abs(aug[pivot][col]) < 1e-10)
7347
+ return null;
7348
+ if (pivot !== col) {
7349
+ const temp = aug[col];
7350
+ aug[col] = aug[pivot];
7351
+ aug[pivot] = temp;
7352
+ }
7353
+ const divider = aug[col][col];
7354
+ for (let j = col; j <= n; j += 1)
7355
+ aug[col][j] /= divider;
7356
+ for (let row = 0; row < n; row += 1) {
7357
+ if (row === col)
7358
+ continue;
7359
+ const factor = aug[row][col];
7360
+ if (Math.abs(factor) < 1e-12)
7361
+ continue;
7362
+ for (let j = col; j <= n; j += 1)
7363
+ aug[row][j] -= factor * aug[col][j];
7364
+ }
7365
+ }
7366
+ return {
7367
+ a: aug[0][n],
7368
+ b: aug[1][n],
7369
+ c: aug[2][n],
7370
+ d: aug[3][n],
7371
+ e: aug[4][n],
7372
+ f: aug[5][n],
7373
+ };
7374
+ }
7375
+ }
7376
+
7377
+ /** 각막 기준 안구 회전점 z(mm). `SCAXEngineCore`와 동일. */
7378
+ const EYE_ROTATION_PIVOT_FROM_CORNEA_MM = 13;
7379
+ function normalizePrismAmount$2(value) {
7380
+ const p = Number(value ?? 0);
7381
+ return Number.isFinite(p) ? Math.max(0, p) : 0;
7382
+ }
7383
+ function normalizeAngle360$2(value) {
7384
+ const d = Number(value ?? 0);
7385
+ if (!Number.isFinite(d))
7386
+ return 0;
7387
+ return ((d % 360) + 360) % 360;
7388
+ }
7389
+ function prismVectorFromBase(prismDiopter, baseAngleDeg) {
7390
+ const p = normalizePrismAmount$2(prismDiopter);
7391
+ const baseAngle = normalizeAngle360$2(baseAngleDeg);
7392
+ const deviationAngle = normalizeAngle360$2(baseAngle + 180);
7393
+ const rad = (-deviationAngle * Math.PI) / 180;
7394
+ return {
7395
+ x: p * Math.cos(rad),
7396
+ y: p * Math.sin(rad),
7397
+ };
7398
+ }
7399
+ function prismComponentToAngleDeg(componentPrism) {
7400
+ const c = Number(componentPrism);
7401
+ if (!Number.isFinite(c))
7402
+ return 0;
7403
+ return (Math.atan(c / 100) * 180) / Math.PI;
7404
+ }
7405
+ /** eye 처방(Base) → 실제 안구 편향에 쓰는 역벡터(내부 x/y, Δ). */
7406
+ function eyePrismEffectVectorFromPrescription(p, p_ax) {
7407
+ const eyeRx = prismVectorFromBase(normalizePrismAmount$2(p), normalizeAngle360$2(p_ax));
7408
+ return { x: -eyeRx.x, y: -eyeRx.y };
7409
+ }
7410
+ /**
7411
+ * eye.p / eye.p_ax(임상 Base) 및 eye.tilt(°)로부터
7412
+ * 안구 강체 회전 쿼터니언(Euler XYZ, z=0). 기존 configure 광선 피벗 회전과 동일.
7413
+ */
7414
+ function eyePrismAndTiltToQuaternion(p, p_ax, tiltDeg) {
7415
+ const { x, y } = eyePrismEffectVectorFromPrescription(p, p_ax);
7416
+ const eyeRotXDeg = prismComponentToAngleDeg(x);
7417
+ const eyeRotYDeg = prismComponentToAngleDeg(y);
7418
+ const eyeEulerXDeg = eyeRotYDeg + tiltDeg.x;
7419
+ const eyeEulerYDeg = (-eyeRotXDeg) + tiltDeg.y;
7420
+ return new Quaternion().setFromEuler(new Euler((eyeEulerXDeg * Math.PI) / 180, (eyeEulerYDeg * Math.PI) / 180, 0, "XYZ"));
7421
+ }
7422
+ function eyeRotationPivot() {
7423
+ return new Vector3(0, 0, EYE_ROTATION_PIVOT_FROM_CORNEA_MM);
7424
+ }
7425
+ /** eye prism/tilt를 반영한 렌더용 각도(°). */
7426
+ function eyeRotationForRenderDegrees(p, p_ax, tiltDeg) {
7427
+ const { x, y } = eyePrismEffectVectorFromPrescription(p, p_ax);
7428
+ const eyeRotXDeg = prismComponentToAngleDeg(x);
7429
+ const eyeRotYDeg = prismComponentToAngleDeg(y);
7430
+ const eyeEulerXDeg = eyeRotYDeg + tiltDeg.x;
7431
+ const eyeEulerYDeg = (-eyeRotXDeg) + tiltDeg.y;
7432
+ const xDeg = eyeEulerYDeg;
7433
+ const yDeg = -eyeEulerXDeg;
7434
+ return {
7435
+ x_deg: xDeg,
7436
+ y_deg: yDeg,
7437
+ magnitude_deg: Math.hypot(xDeg, yDeg),
7438
+ };
7439
+ }
7440
+ /**
7441
+ * 안구 회전점 기준 강체 회전을 각 표면의 world `position` / `tilt`에 반영합니다.
7442
+ */
7443
+ function applyRigidEyePoseToSurfaces(surfaces, pivot, rotation) {
7444
+ for (const surface of surfaces) {
7445
+ surface.applyRigidRotationAboutPivot(pivot, rotation);
7446
+ }
7447
+ }
7448
+
7449
+ class ApertureStopSurface extends Surface {
7450
+ constructor(props) {
7451
+ super({
7452
+ type: "aperture_stop",
7453
+ name: props.name,
7454
+ position: props.position,
7455
+ tilt: props.tilt,
7456
+ });
7457
+ this.shape = props.shape;
7458
+ this.radius = Math.max(0, Number(props.radius ?? 0));
7459
+ this.width = Math.max(0, Number(props.width ?? 0));
7460
+ this.height = Math.max(0, Number(props.height ?? 0));
7461
+ }
7462
+ worldQuaternion() {
7463
+ const tiltXRad = (this.tilt.x * Math.PI) / 180;
7464
+ const tiltYRad = (this.tilt.y * Math.PI) / 180;
7465
+ return new Quaternion().setFromEuler(new Euler(tiltXRad, tiltYRad, 0, "XYZ"));
7466
+ }
7467
+ localPointFromWorld(worldPoint) {
7468
+ const inverse = this.worldQuaternion().invert();
7469
+ return worldPoint
7470
+ .clone()
7471
+ .sub(this.position)
7472
+ .applyQuaternion(inverse);
7473
+ }
7474
+ surfaceNormalWorld() {
7475
+ return new Vector3(0, 0, 1).applyQuaternion(this.worldQuaternion()).normalize();
7476
+ }
7477
+ intersectForward(origin, direction) {
7478
+ const normal = this.surfaceNormalWorld();
7479
+ const denom = normal.dot(direction);
7480
+ if (Math.abs(denom) < EPSILON)
7481
+ return null;
7482
+ const t = normal.dot(this.position.clone().sub(origin)) / denom;
7483
+ if (!Number.isFinite(t) || t <= 1e-6)
7484
+ return null;
7485
+ return origin.clone().addScaledVector(direction, t);
7486
+ }
7487
+ isInsideAperture(hitPointWorld) {
7488
+ const local = this.localPointFromWorld(hitPointWorld);
7489
+ if (this.shape === "circle") {
7490
+ if (this.radius <= 0)
7491
+ return false;
7492
+ return Math.hypot(local.x, local.y) <= this.radius + 1e-9;
7493
+ }
7494
+ if (this.width <= 0 || this.height <= 0)
7495
+ return false;
7496
+ return (Math.abs(local.x) <= (this.width / 2) + 1e-9
7497
+ && Math.abs(local.y) <= (this.height / 2) + 1e-9);
7498
+ }
7499
+ incident(ray) {
7500
+ const origin = ray.endPoint();
7501
+ const direction = ray.getDirection().normalize();
7502
+ const hitPoint = this.intersectForward(origin, direction);
7503
+ if (!hitPoint)
7504
+ return null;
7505
+ if (!this.isInsideAperture(hitPoint))
7506
+ return null;
7507
+ this.incidentRays.push(ray.clone());
7508
+ return hitPoint;
7509
+ }
7510
+ refract(ray) {
7511
+ const hitPoint = this.incident(ray);
7512
+ if (!hitPoint)
7513
+ return null;
7514
+ const direction = ray.getDirection().normalize();
7515
+ const passedRay = ray.clone();
7516
+ passedRay.appendPoint(hitPoint);
7517
+ passedRay.continueFrom(hitPoint.clone().addScaledVector(direction, RAY_SURFACE_ESCAPE_MM), direction);
7518
+ this.refractedRays.push(passedRay.clone());
7519
+ return passedRay;
7520
+ }
7521
+ }
7522
+
7523
+ function isFiniteNumber(value) {
7524
+ return typeof value === "number" && Number.isFinite(value);
7525
+ }
7526
+ function resolveRefractiveIndex(spec, line) {
7527
+ if (isFiniteNumber(spec))
7528
+ return spec;
7529
+ const lineValue = spec[line];
7530
+ if (isFiniteNumber(lineValue))
7531
+ return lineValue;
7532
+ const dValue = spec.d;
7533
+ if (isFiniteNumber(dValue))
7534
+ return dValue;
7535
+ return 1.0;
7536
+ }
7537
+ function normalizeRefractiveIndexSpec(spec) {
7538
+ if (!isFiniteNumber(spec))
7539
+ return spec;
7540
+ const entries = Object.values(FRAUNHOFER_REFRACTIVE_INDICES);
7541
+ const matched = entries.find((item) => isFiniteNumber(item.d) && Math.abs(item.d - spec) < 1e-6);
7542
+ return matched ?? spec;
7543
+ }
7544
+
7545
+ class AsphericalSurface extends Surface {
7546
+ constructor(props) {
7547
+ super({ type: "aspherical", name: props.name, position: props.position, tilt: props.tilt });
7548
+ this.r = 0;
7549
+ this.conic = 0;
7550
+ this.n_before = 1.0;
7551
+ this.n_after = 1.0;
7552
+ const { r, conic = -1, n_before = 1.0, n_after = 1.0 } = props;
7553
+ this.r = r;
7554
+ this.conic = conic;
7555
+ this.n_before = normalizeRefractiveIndexSpec(n_before);
7556
+ this.n_after = normalizeRefractiveIndexSpec(n_after);
7557
+ }
7558
+ refractiveIndicesForRay(ray) {
7559
+ const line = ray.getFraunhoferLine();
7560
+ return {
7561
+ nBefore: resolveRefractiveIndex(this.n_before, line),
7562
+ nAfter: resolveRefractiveIndex(this.n_after, line),
7563
+ };
7564
+ }
7565
+ /**
7566
+ * 비구면 사그(sag)와 그 기울기(미분)를 계산합니다.
7567
+ *
7568
+ * 회전대칭 비구면 식:
7569
+ * z = c*rho^2 / (1 + sqrt(1 - (1+k)*c^2*rho^2))
7570
+ * - c = 1 / R (곡률)
7571
+ * - k = conic constant
7572
+ * - rho^2 = x^2 + y^2
7573
+ *
7574
+ * 반환값:
7575
+ * - sag: 꼭지점 기준 z 변위(mm)
7576
+ * - dzdx, dzdy: 표면 기울기 (법선 계산과 뉴턴법 미분에 사용)
7577
+ */
7578
+ geometryAtXY(x, y) {
7579
+ if (!Number.isFinite(this.r) || Math.abs(this.r) < EPSILON)
7580
+ return null;
7581
+ const curvature = 1 / this.r;
7582
+ const rho2 = x * x + y * y;
7583
+ const onePlusConic = 1 + this.conic;
7367
7584
  const b = 1 - onePlusConic * curvature * curvature * rho2;
7368
7585
  // 루트 내부가 큰 음수면 이 좌표는 표면 정의역 밖입니다.
7369
7586
  if (b < -1e-3)
@@ -7851,860 +8068,313 @@ class SphericalSurface extends Surface {
7851
8068
  }
7852
8069
  }
7853
8070
 
7854
- class EyeModelParameter {
7855
- constructor(parameter) {
7856
- this.parameter = parameter;
7857
- }
7858
- createSurface() {
7859
- return this.parameter.surfaces.map((surface) => {
7860
- if (surface.type === "spherical") {
7861
- return new SphericalSurface({
7862
- type: "spherical",
7863
- name: surface.name,
7864
- r: surface.radius,
7865
- position: { x: 0, y: 0, z: surface.z },
7866
- tilt: { x: 0, y: 0 },
7867
- n_before: surface.n_before,
7868
- n_after: surface.n_after,
7869
- });
7870
- }
7871
- if (surface.type === "aspherical") {
7872
- return new AsphericalSurface({
7873
- type: "aspherical",
7874
- name: surface.name,
7875
- position: { x: 0, y: 0, z: surface.z },
7876
- tilt: { x: 0, y: 0 },
7877
- r: surface.radius,
7878
- conic: surface.conic,
7879
- n_before: surface.n_before,
7880
- n_after: surface.n_after,
7881
- });
7882
- }
7883
- if (surface.type === "spherical-image") {
7884
- return new SphericalImageSurface({
7885
- type: "spherical-image",
7886
- name: surface.name,
7887
- r: surface.radius,
7888
- position: { x: 0, y: 0, z: surface.z },
7889
- tilt: { x: 0, y: 0 },
7890
- retina_extra_after: true,
7891
- });
7892
- }
7893
- throw new Error(`Unsupported surface type: ${surface.type}`);
7894
- });
7895
- }
8071
+ function normalizePrismDiopters(value) {
8072
+ const p = Number(value ?? 0);
8073
+ return Number.isFinite(p) ? Math.max(0, p) : 0;
7896
8074
  }
7897
-
7898
- class GullstrandParameter extends EyeModelParameter {
7899
- constructor() {
7900
- super(GullstrandParameter.parameter);
7901
- }
8075
+ function normalizeAngle360Degrees(value) {
8076
+ const d = Number(value ?? 0);
8077
+ if (!Number.isFinite(d))
8078
+ return 0;
8079
+ return ((d % 360) + 360) % 360;
7902
8080
  }
7903
- GullstrandParameter.parameter = {
7904
- unit: "mm",
7905
- axis: "optical_axis_z",
7906
- origin: "cornea_anterior_vertex",
7907
- surfaces: [
7908
- {
7909
- type: "spherical",
7910
- name: "cornea_anterior",
7911
- z: 0.0,
7912
- radius: 7.7,
7913
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
7914
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
7915
- },
7916
- {
7917
- type: "spherical",
7918
- name: "cornea_posterior",
7919
- z: 0.5,
7920
- radius: 6.8,
7921
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
7922
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
7923
- },
7924
- {
7925
- type: "spherical",
7926
- name: "lens_anterior",
7927
- z: 3.6,
7928
- radius: 10.0,
7929
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
7930
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_anterior,
7931
- },
7932
- {
7933
- type: "spherical",
7934
- name: "lens_nucleus_anterior",
7935
- z: 4.146,
7936
- radius: 7.911,
7937
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_anterior,
7938
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_anterior,
7939
- },
7940
- {
7941
- type: "spherical",
7942
- name: "lens_nucleus_posterior",
7943
- z: 6.565,
7944
- radius: -5.76,
7945
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_anterior,
7946
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_posterior,
7947
- },
7948
- {
7949
- type: "spherical",
7950
- name: "lens_posterior",
7951
- z: 7.2,
7952
- radius: -6,
7953
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_posterior,
7954
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.vitreous,
7955
- },
7956
- {
7957
- type: "spherical-image",
7958
- name: "retina",
7959
- radius: -12, // mm (대략적인 망막 곡률)
7960
- z: 24.0 // 중심 위치
7961
- }
7962
- ],
7963
- };
7964
-
7965
- class NavarroParameter extends EyeModelParameter {
7966
- constructor() {
7967
- super(NavarroParameter.parameter);
7968
- }
8081
+ /**
8082
+ * 임상 프리즘 Base(Δ, 렌즈→각막 시점 °)를 내부 x/y 프리즘 벡터(Δ)로 변환합니다.
8083
+ * `SCAXEngineCore`와 동일한 관례입니다.
8084
+ */
8085
+ function prismVectorFromClinicalBase(prismDiopter, baseAngleDeg) {
8086
+ const p = normalizePrismDiopters(prismDiopter);
8087
+ const baseAngle = normalizeAngle360Degrees(baseAngleDeg);
8088
+ const deviationAngle = normalizeAngle360Degrees(baseAngle + 180);
8089
+ const rad = (-deviationAngle * Math.PI) / 180;
8090
+ return {
8091
+ x: p * Math.cos(rad),
8092
+ y: p * Math.sin(rad),
8093
+ };
7969
8094
  }
7970
- NavarroParameter.parameter = {
7971
- unit: "mm",
7972
- axis: "optical_axis_z",
7973
- surfaces: [
7974
- {
7975
- type: "aspherical",
7976
- name: "cornea_anterior",
7977
- z: 0.0,
7978
- radius: 7.72,
7979
- conic: -0.26,
7980
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
7981
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
7982
- },
7983
- {
7984
- type: "aspherical",
7985
- name: "cornea_posterior",
7986
- z: 0.55,
7987
- radius: 6.5,
7988
- conic: 0.0,
7989
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
7990
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
7991
- },
7992
- {
7993
- type: "aspherical",
7994
- name: "lens_anterior",
7995
- z: 0.55 + 3.05,
7996
- radius: 10.2,
7997
- conic: -3.13,
7998
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
7999
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_navarro,
8000
- },
8001
- {
8002
- type: "aspherical",
8003
- name: "lens_posterior",
8004
- z: 0.55 + 3.05 + 4.0,
8005
- radius: -6,
8006
- conic: -1,
8007
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_navarro,
8008
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.vitreous,
8009
- },
8010
- {
8011
- type: "spherical-image",
8012
- name: "retina",
8013
- radius: -12, // mm (대략적인 망막 곡률)
8014
- z: 24.04 // 중심 위치
8015
- }
8016
- ],
8017
- };
8018
-
8019
8095
  /**
8020
- * Sturm 계산 전용 클래스입니다.
8021
- * - traced ray 집합에서 z-scan slice를 생성하고
8022
- * - 평탄도/최소타원/근사중심을 계산해 분석 결과를 반환합니다.
8096
+ * 굴절 직후 광선에 프리즘 편향(소각 근사)을 적용합니다.
8023
8097
  */
8024
- class Sturm {
8025
- constructor() {
8026
- this.lastResult = null;
8027
- this.lineOrder = ["g", "F", "e", "d", "C", "r"];
8098
+ function applyPrismVectorToRay(ray, prism) {
8099
+ const px = Number(prism?.x ?? 0);
8100
+ const py = Number(prism?.y ?? 0);
8101
+ if (!Number.isFinite(px)
8102
+ || !Number.isFinite(py)
8103
+ || (Math.abs(px) < 1e-12 && Math.abs(py) < 1e-12)) {
8104
+ return ray;
8105
+ }
8106
+ const direction = ray.getDirection();
8107
+ const dz = Number(direction.z);
8108
+ if (!Number.isFinite(dz) || Math.abs(dz) < 1e-12)
8109
+ return ray;
8110
+ const tx = (direction.x / dz) + (px / 100);
8111
+ const ty = (direction.y / dz) + (py / 100);
8112
+ const signZ = dz >= 0 ? 1 : -1;
8113
+ const newDirection = new Vector3(tx * signZ, ty * signZ, signZ).normalize();
8114
+ if (!Number.isFinite(newDirection.x) || !Number.isFinite(newDirection.y) || !Number.isFinite(newDirection.z)) {
8115
+ return ray;
8116
+ }
8117
+ const updated = ray.clone();
8118
+ const origin = updated.endPoint();
8119
+ updated.continueFrom(origin.clone().addScaledVector(newDirection, RAY_SURFACE_ESCAPE_MM), newDirection);
8120
+ return updated;
8121
+ }
8122
+
8123
+ const DegToTABO = (degree) => {
8124
+ const d = Number(degree);
8125
+ if (!Number.isFinite(d))
8126
+ return 0;
8127
+ return (((180 - d) % 180) + 180) % 180;
8128
+ };
8129
+
8130
+ class ToricSurface extends Surface {
8131
+ constructor(props) {
8132
+ super({ type: "toric", name: props.name, position: props.position, tilt: props.tilt });
8133
+ this.r_axis = 0;
8134
+ this.r_perp = 0;
8135
+ this.n_before = 1.0;
8136
+ this.n_after = 1.0;
8137
+ this.axisDeg = 0;
8138
+ const { r_axis, r_perp, axis_deg = 0, n_before = 1.0, n_after = 1.0 } = props;
8139
+ this.r_axis = r_axis;
8140
+ this.r_perp = r_perp;
8141
+ this.axisDeg = axis_deg;
8142
+ this.n_before = normalizeRefractiveIndexSpec(n_before);
8143
+ this.n_after = normalizeRefractiveIndexSpec(n_after);
8028
8144
  }
8029
- calculate(rays, effectiveCylinderD, axisReferenceRays, profileWorldZBounds) {
8030
- const frame = this.analysisFrameFromRays(axisReferenceRays?.length ? axisReferenceRays : rays);
8031
- const depthRange = this.depthRangeFromRays(rays, frame);
8032
- const sturmSlices = this.collectSturmSlices(rays, frame, depthRange, DEFAULT_STURM_STEP_MM);
8033
- const groupedByLine = this.groupByFraunhoferLine(rays);
8034
- const sturmInfo = groupedByLine.map((group) => {
8035
- const groupFrame = this.analysisFrameFromRays(group.rays, frame);
8036
- const groupDepthRange = this.depthRangeFromRays(group.rays, groupFrame);
8037
- const slices = this.collectSturmSlices(group.rays, groupFrame, groupDepthRange, DEFAULT_STURM_STEP_MM);
8038
- const analysis = this.analyzeSturmSlices(slices, effectiveCylinderD, profileWorldZBounds);
8039
- return {
8040
- line: group.line,
8041
- wavelength_nm: group.wavelength_nm,
8042
- color: group.color,
8043
- ray_count: group.rays.length,
8044
- analysis_axis: {
8045
- x: groupFrame.axis.x,
8046
- y: groupFrame.axis.y,
8047
- z: groupFrame.axis.z,
8048
- },
8049
- ...analysis,
8050
- };
8051
- });
8052
- const result = {
8053
- slices_info: {
8054
- count: sturmSlices.length,
8055
- slices: sturmSlices,
8056
- },
8057
- sturm_info: sturmInfo,
8145
+ refractiveIndicesForRay(ray) {
8146
+ const line = ray.getFraunhoferLine();
8147
+ return {
8148
+ nBefore: resolveRefractiveIndex(this.n_before, line),
8149
+ nAfter: resolveRefractiveIndex(this.n_after, line),
8058
8150
  };
8059
- this.lastResult = result;
8060
- return result;
8061
8151
  }
8062
8152
  /**
8063
- * 마지막 Sturm 계산 결과를 반환합니다.
8153
+ * Toric 면의 축(meridian) 회전을 위해 사용하는 삼각함수 값입니다.
8154
+ * 축(axis) 회전은 axisDeg(도 단위)를 사용합니다.
8064
8155
  */
8065
- getLastResult() {
8066
- return this.lastResult;
8156
+ axisTrig() {
8157
+ const rad = (this.axisDeg * Math.PI) / 180;
8158
+ return { c: Math.cos(rad), s: Math.sin(rad) };
8067
8159
  }
8068
- getRayPoints(ray) {
8069
- const points = ray.points;
8070
- return Array.isArray(points) ? points : [];
8160
+ worldQuaternion() {
8161
+ const tiltXRad = (this.tilt.x * Math.PI) / 180;
8162
+ const tiltYRad = (this.tilt.y * Math.PI) / 180;
8163
+ return new Quaternion().setFromEuler(new Euler(tiltXRad, tiltYRad, 0, "XYZ"));
8071
8164
  }
8072
- analysisFrameFromRays(rays, fallback) {
8073
- const axis = new Vector3();
8074
- for (const ray of rays ?? [])
8075
- axis.add(ray.getDirection());
8076
- if (axis.lengthSq() < 1e-12) {
8077
- if (fallback)
8078
- return fallback;
8079
- axis.set(0, 0, 1);
8080
- }
8081
- else {
8082
- axis.normalize();
8083
- }
8084
- const origin = new Vector3(0, 0, 0);
8085
- let helper = new Vector3(0, 1, 0);
8086
- if (Math.abs(helper.dot(axis)) > 0.95)
8087
- helper = new Vector3(1, 0, 0);
8088
- const u = helper.clone().cross(axis).normalize();
8089
- const v = axis.clone().cross(u).normalize();
8090
- return { origin, axis, u, v };
8165
+ worldPointToLocal(worldPoint) {
8166
+ const inverse = this.worldQuaternion().invert();
8167
+ return worldPoint.clone().sub(this.position).applyQuaternion(inverse);
8091
8168
  }
8092
- sampleRayPointAtDepth(ray, frame, depth) {
8093
- const points = this.getRayPoints(ray);
8094
- for (let i = 0; i < points.length - 1; i += 1) {
8095
- const a = points[i];
8096
- const b = points[i + 1];
8097
- const da = a.clone().sub(frame.origin).dot(frame.axis);
8098
- const db = b.clone().sub(frame.origin).dot(frame.axis);
8099
- if ((da <= depth && depth <= db) || (db <= depth && depth <= da)) {
8100
- const denom = db - da;
8101
- if (Math.abs(denom) < 1e-10)
8102
- return null;
8103
- return a.clone().lerp(b, (depth - da) / denom);
8104
- }
8105
- }
8106
- return null;
8169
+ localPointToWorld(localPoint) {
8170
+ return localPoint.clone().applyQuaternion(this.worldQuaternion()).add(this.position);
8107
8171
  }
8108
- depthRangeFromRays(rays, frame) {
8109
- let depthMin = Number.POSITIVE_INFINITY;
8110
- let depthMax = Number.NEGATIVE_INFINITY;
8111
- for (const ray of rays ?? []) {
8112
- for (const point of this.getRayPoints(ray)) {
8113
- const d = point.clone().sub(frame.origin).dot(frame.axis);
8114
- depthMin = Math.min(depthMin, d);
8115
- depthMax = Math.max(depthMax, d);
8116
- }
8117
- }
8118
- if (!Number.isFinite(depthMin) || !Number.isFinite(depthMax) || depthMax <= depthMin)
8119
- return null;
8120
- return { depthMin, depthMax };
8172
+ worldDirToLocal(worldDirection) {
8173
+ const inverse = this.worldQuaternion().invert();
8174
+ return worldDirection.clone().applyQuaternion(inverse).normalize();
8121
8175
  }
8122
- secondMomentProfileAtDepth(rays, frame, depth) {
8123
- const points = [];
8124
- for (const ray of rays) {
8125
- const point = this.sampleRayPointAtDepth(ray, frame, depth);
8126
- if (point)
8127
- points.push(point);
8128
- }
8129
- if (points.length < 4)
8130
- return null;
8131
- let cxWorld = 0;
8132
- let cyWorld = 0;
8133
- let czWorld = 0;
8134
- let cx = 0;
8135
- let cy = 0;
8136
- for (const p of points) {
8137
- cxWorld += p.x;
8138
- cyWorld += p.y;
8139
- czWorld += p.z;
8140
- const delta = p.clone().sub(frame.origin);
8141
- cx += delta.dot(frame.u);
8142
- cy += delta.dot(frame.v);
8143
- }
8144
- cxWorld /= points.length;
8145
- cyWorld /= points.length;
8146
- czWorld /= points.length;
8147
- cx /= points.length;
8148
- cy /= points.length;
8149
- let sxx = 0;
8150
- let syy = 0;
8151
- let sxy = 0;
8152
- for (const p of points) {
8153
- const delta = p.clone().sub(frame.origin);
8154
- const x = delta.dot(frame.u);
8155
- const y = delta.dot(frame.v);
8156
- const dx = x - cx;
8157
- const dy = y - cy;
8158
- sxx += dx * dx;
8159
- syy += dy * dy;
8160
- sxy += dx * dy;
8161
- }
8162
- sxx /= points.length;
8163
- syy /= points.length;
8164
- sxy /= points.length;
8165
- const trace = sxx + syy;
8166
- const halfDiff = (sxx - syy) / 2;
8167
- const root = Math.sqrt(Math.max(0, halfDiff * halfDiff + sxy * sxy));
8168
- const lambdaMajor = Math.max(0, trace / 2 + root);
8169
- const lambdaMinor = Math.max(0, trace / 2 - root);
8170
- const thetaRad = 0.5 * Math.atan2(2 * sxy, sxx - syy);
8171
- const angleMajorDeg = ((thetaRad * 180) / Math.PI + 360) % 180;
8172
- const twoThetaRad = 2 * thetaRad;
8173
- const j0 = Math.cos(twoThetaRad);
8174
- const j45 = Math.sin(twoThetaRad);
8175
- const majorDirection = frame.u.clone().multiplyScalar(Math.cos(thetaRad))
8176
- .add(frame.v.clone().multiplyScalar(Math.sin(thetaRad)))
8177
- .normalize();
8178
- const minorDirection = frame.axis.clone().cross(majorDirection).normalize();
8176
+ localDirToWorld(localDirection) {
8177
+ return localDirection.clone().applyQuaternion(this.worldQuaternion()).normalize();
8178
+ }
8179
+ /**
8180
+ * 월드 좌표계 (x, y)를 토릭 로컬 좌표계 (u, v)로 변환합니다.
8181
+ * - u: 축 방향 meridian
8182
+ * - v: 축에 수직인 meridian
8183
+ */
8184
+ toLocalUV(x, y) {
8185
+ const { c, s } = this.axisTrig();
8179
8186
  return {
8180
- at: { x: cxWorld, y: cyWorld, z: czWorld },
8181
- wMajor: Math.sqrt(lambdaMajor),
8182
- wMinor: Math.sqrt(lambdaMinor),
8183
- angleMajorDeg,
8184
- j0,
8185
- j45,
8186
- angleMinorDeg: (angleMajorDeg + 90) % 180,
8187
- majorDirection: {
8188
- x: majorDirection.x,
8189
- y: majorDirection.y,
8190
- z: majorDirection.z,
8191
- },
8192
- minorDirection: {
8193
- x: minorDirection.x,
8194
- y: minorDirection.y,
8195
- z: minorDirection.z,
8196
- },
8187
+ u: c * x + s * y,
8188
+ v: -s * x + c * y,
8197
8189
  };
8198
8190
  }
8199
- collectSturmSlices(rays, frame, depthRange, stepMm) {
8200
- if (!depthRange)
8201
- return [];
8202
- const out = [];
8203
- for (let depth = depthRange.depthMin; depth <= depthRange.depthMax; depth += stepMm) {
8204
- const profile = this.secondMomentProfileAtDepth(rays, frame, depth);
8205
- if (!profile)
8206
- continue;
8207
- out.push({
8208
- // Keep z in world coordinates for backward-compatible consumers.
8209
- z: profile.at.z,
8210
- // Preserve analysis-axis depth for off-axis robust ranking/interval logic.
8211
- depth,
8212
- ratio: profile.wMinor / Math.max(profile.wMajor, 1e-9),
8213
- size: Math.hypot(profile.wMajor, profile.wMinor),
8214
- profile,
8215
- });
8216
- }
8217
- return out;
8218
- }
8219
- axisDiffDeg(a, b) {
8220
- const d = Math.abs((((a - b) % 180) + 180) % 180);
8221
- return Math.min(d, 180 - d);
8191
+ /**
8192
+ * 로컬 좌표계에서 계산한 sag 미분(dz/du, dz/dv)
8193
+ * 월드 좌표계의 기울기(dz/dx, dz/dy)로 다시 매핑합니다.
8194
+ */
8195
+ localDerivativesToWorld(dZdu, dZdv) {
8196
+ const { c, s } = this.axisTrig();
8197
+ return {
8198
+ dzdx: dZdu * c - dZdv * s,
8199
+ dzdy: dZdu * s + dZdv * c,
8200
+ };
8222
8201
  }
8223
- phasorDot(p, q) {
8224
- return p.j0 * q.j0 + p.j45 * q.j45;
8202
+ /**
8203
+ * 반경으로부터 곡률(1/R)을 계산합니다.
8204
+ * - 반경이 너무 크거나 무한대면 평면으로 간주하여 0 반환
8205
+ * - 반경이 0에 너무 가까우면 비정상 값으로 NaN 반환
8206
+ */
8207
+ curvature(radius) {
8208
+ if (!Number.isFinite(radius) || Math.abs(radius) > 1e12)
8209
+ return 0;
8210
+ if (Math.abs(radius) < EPSILON)
8211
+ return Number.NaN;
8212
+ return 1 / radius;
8225
8213
  }
8226
8214
  /**
8227
- * 평탄도 순으로 정렬된 슬라이스에서 선초점 쌍(직교 주경선)에 해당하는 Top2를 고른다.
8228
- * 주경선 대신 이각 phasor (cos 2θ, sin 2θ)로 직교를 판정하고, 실패 시 각도·전역 검색·깊이 폴백을 사용한다.
8215
+ * 주어진 XY에서 토릭면의 기하정보를 계산합니다.
8216
+ * - sag: 꼭지점 대비 z 높이
8217
+ * - dzdx/dzdy: 면 기울기
8218
+ * - normal: 2번째 매질 방향을 만들 때 사용할 기본 법선
8229
8219
  */
8230
- pickFlattestSturmPair(sortedByFlatness, top2MinGapMm, allSlices) {
8231
- if (sortedByFlatness.length === 0)
8232
- return [];
8233
- const first = sortedByFlatness[0];
8234
- const top2MinAngleGapDeg = DEFAULT_STURM_TOP2_MIN_ANGLE_GAP_DEG;
8235
- const phasorStrict = DEFAULT_STURM_TOP2_PHASOR_OPPOSITION_MAX_DOT;
8236
- const phasorLoose = DEFAULT_STURM_TOP2_PHASOR_FALLBACK_MAX_DOT;
8237
- const lastResortMinDeg = DEFAULT_STURM_TOP2_AXIS_LAST_RESORT_MIN_GAP_DEG;
8238
- const depthOk = (c) => Math.abs(c.depth - first.depth) >= top2MinGapMm;
8239
- const byPhasor = (pool, maxDot) => pool.find((c) => (c !== first
8240
- && depthOk(c)
8241
- && this.phasorDot(first.profile, c.profile) <= maxDot));
8242
- let second = byPhasor(sortedByFlatness, phasorStrict)
8243
- ?? byPhasor(sortedByFlatness, phasorLoose);
8244
- if (!second) {
8245
- second = sortedByFlatness.find((c) => (c !== first
8246
- && depthOk(c)
8247
- && this.axisDiffDeg(c.profile.angleMajorDeg, first.profile.angleMajorDeg) >= top2MinAngleGapDeg));
8248
- }
8249
- if (!second) {
8250
- let best = null;
8251
- let bestAxDiff = -1;
8252
- for (const c of sortedByFlatness) {
8253
- if (c === first || !depthOk(c))
8254
- continue;
8255
- const axd = this.axisDiffDeg(c.profile.angleMajorDeg, first.profile.angleMajorDeg);
8256
- if (axd > bestAxDiff) {
8257
- bestAxDiff = axd;
8258
- best = c;
8259
- }
8220
+ geometryAtXY(x, y) {
8221
+ const { u, v } = this.toLocalUV(x, y);
8222
+ const cu = this.curvature(this.r_axis);
8223
+ const cv = this.curvature(this.r_perp);
8224
+ if (!Number.isFinite(cu) || !Number.isFinite(cv))
8225
+ return null;
8226
+ // biconic(conic=0) sag 식
8227
+ const a = cu * u * u + cv * v * v;
8228
+ const b = 1 - cu * cu * u * u - cv * cv * v * v;
8229
+ if (b < -1e-6)
8230
+ return null; // 루트 내부가 음수면 정의역 밖
8231
+ const sqrtB = Math.sqrt(Math.max(0, b));
8232
+ const den = 1 + sqrtB;
8233
+ if (Math.abs(den) < EPSILON || Math.abs(sqrtB) < EPSILON)
8234
+ return null;
8235
+ const sag = a / den;
8236
+ // sag 미분 계산
8237
+ const dAdu = 2 * cu * u;
8238
+ const dAdv = 2 * cv * v;
8239
+ const dSqrtBdu = (-(cu * cu) * u) / sqrtB;
8240
+ const dSqrtBdv = (-(cv * cv) * v) / sqrtB;
8241
+ const denSq = den * den;
8242
+ const dZdu = (dAdu * den - a * dSqrtBdu) / denSq;
8243
+ const dZdv = (dAdv * den - a * dSqrtBdv) / denSq;
8244
+ const { dzdx, dzdy } = this.localDerivativesToWorld(dZdu, dZdv);
8245
+ const normal = new Vector3(-dzdx, -dzdy, 1).normalize();
8246
+ return { sag, dzdx, dzdy, normal };
8247
+ }
8248
+ incident(ray) {
8249
+ const origin = this.worldPointToLocal(ray.endPoint());
8250
+ const direction = this.worldDirToLocal(ray.getDirection().normalize());
8251
+ // 시작점이 이미 표면 위라면 재계산 없이 바로 반환합니다.
8252
+ const geometryAtOrigin = this.geometryAtXY(origin.x, origin.y);
8253
+ if (geometryAtOrigin) {
8254
+ const f0 = origin.z - geometryAtOrigin.sag;
8255
+ if (Math.abs(f0) <= TORIC_ON_SURFACE_TOL_MM) {
8256
+ this.incidentRays.push(ray.clone());
8257
+ return origin.clone();
8258
+ }
8259
+ // 동일 z 근처의 연속 표면에서 앞면이 origin을 약간 밀어냈을 때를 허용합니다.
8260
+ if (f0 > 0
8261
+ && f0 <= TORIC_COINCIDENT_SURFACE_TOL_MM
8262
+ && direction.z > 0
8263
+ && 0 <= origin.z + TORIC_COINCIDENT_SURFACE_TOL_MM) {
8264
+ this.incidentRays.push(ray.clone());
8265
+ return origin.clone();
8260
8266
  }
8261
- if (best && bestAxDiff >= lastResortMinDeg)
8262
- second = best;
8263
8267
  }
8264
- // 평탄도 정렬 풀만으로는 같은 phasor만 연속으로 나오는 경우가 있어, 전 스캔에서 가장 반대인 phasor고른다.
8265
- if (!second) {
8266
- let best = null;
8267
- let bestDot = 1;
8268
- for (const c of allSlices) {
8269
- if (c === first || !depthOk(c))
8270
- continue;
8271
- const d = this.phasorDot(first.profile, c.profile);
8272
- if (d < bestDot) {
8273
- bestDot = d;
8274
- best = c;
8275
- }
8268
+ // z-plane 기준 초기 seed 이후 뉴턴법으로 교점 t수렴시킵니다.
8269
+ let t = Math.max(TORIC_MIN_T_MM, -origin.z);
8270
+ for (let i = 0; i < TORIC_MAX_ITERS; i++) {
8271
+ const p = origin.clone().addScaledVector(direction, t);
8272
+ const geometry = this.geometryAtXY(p.x, p.y);
8273
+ if (!geometry)
8274
+ return null;
8275
+ const f = p.z - geometry.sag;
8276
+ const df = direction.z - geometry.dzdx * direction.x - geometry.dzdy * direction.y;
8277
+ if (!Number.isFinite(df) || Math.abs(df) < EPSILON)
8278
+ return null;
8279
+ const dt = f / df;
8280
+ t -= dt;
8281
+ if (!Number.isFinite(t) || t < TORIC_MIN_T_MM)
8282
+ return null;
8283
+ if (Math.abs(dt) < 1e-8) {
8284
+ const hitPoint = this.localPointToWorld(origin.clone().addScaledVector(direction, t));
8285
+ this.incidentRays.push(ray.clone());
8286
+ return hitPoint;
8276
8287
  }
8277
- if (best && bestDot < -0.08)
8278
- second = best;
8279
8288
  }
8280
- // 마지막: 가장 납작한 슬라이스와 깊이 차가 가장 큰 “비교적 납작한” 슬라이스 (선초점이 z로 분리될 때)
8281
- if (!second) {
8282
- const flatThreshold = first.ratio * 1.5 + 1e-6;
8283
- let best = null;
8284
- let bestDepthSpan = -1;
8285
- for (const c of allSlices) {
8286
- if (c === first || !depthOk(c))
8287
- continue;
8288
- if (c.ratio > flatThreshold)
8289
- continue;
8290
- const span = Math.abs(c.depth - first.depth);
8291
- if (span > bestDepthSpan) {
8292
- bestDepthSpan = span;
8293
- best = c;
8294
- }
8295
- }
8296
- if (best)
8297
- second = best;
8298
- }
8299
- return second ? [first, second] : [first];
8300
- }
8301
- buildApproxCenter(flattestTop2, smallestEllipse, preferTop2Mid) {
8302
- if (flattestTop2.length <= 0)
8303
- return null;
8304
- if (preferTop2Mid && flattestTop2.length >= 2) {
8305
- const first = flattestTop2[0];
8306
- const second = flattestTop2[1];
8307
- return {
8308
- x: (first.profile.at.x + second.profile.at.x) / 2,
8309
- y: (first.profile.at.y + second.profile.at.y) / 2,
8310
- z: (first.z + second.z) / 2,
8311
- mode: "top2-mid",
8312
- };
8313
- }
8314
- if (smallestEllipse) {
8315
- return {
8316
- x: smallestEllipse.profile.at.x,
8317
- y: smallestEllipse.profile.at.y,
8318
- z: smallestEllipse.z,
8319
- mode: "min-size",
8320
- };
8321
- }
8322
- const first = flattestTop2[0];
8323
- return { x: first.profile.at.x, y: first.profile.at.y, z: first.z, mode: "top1-flat" };
8324
- }
8325
- slicesForSturmAnalysis(sturmSlices, bounds) {
8326
- if (!bounds)
8327
- return sturmSlices;
8328
- const zMin = bounds.zMin;
8329
- const zMax = bounds.zMax;
8330
- if (!Number.isFinite(zMin) || !Number.isFinite(zMax) || zMax < zMin)
8331
- return sturmSlices;
8332
- const bounded = sturmSlices.filter((s) => {
8333
- const z = s.profile?.at?.z;
8334
- return Number.isFinite(z) && z >= zMin && z <= zMax;
8335
- });
8336
- return bounded.length >= 2 ? bounded : sturmSlices;
8337
- }
8338
- groupByFraunhoferLine(rays) {
8339
- const groups = new Map();
8340
- for (const ray of rays) {
8341
- const line = ray.getFraunhoferLine();
8342
- const wavelength = ray.getWavelengthNm();
8343
- const color = Number(ray.displayColor);
8344
- if (!groups.has(line)) {
8345
- groups.set(line, {
8346
- line,
8347
- wavelength_nm: wavelength,
8348
- color: Number.isFinite(color) ? color : null,
8349
- rays: [],
8350
- });
8351
- }
8352
- const group = groups.get(line);
8353
- if (group)
8354
- group.rays.push(ray);
8355
- }
8356
- return [...groups.values()].sort((a, b) => this.lineOrder.indexOf(a.line) - this.lineOrder.indexOf(b.line));
8357
- }
8358
- analyzeSturmSlices(sturmSlices, effectiveCylinderD, profileWorldZBounds) {
8359
- const top2MinGapMm = DEFAULT_STURM_TOP2_MIN_GAP_MM;
8360
- const effectiveCylinderThresholdD = DEFAULT_EFFECTIVE_CYLINDER_THRESHOLD_D;
8361
- const preferTop2Mid = effectiveCylinderD >= effectiveCylinderThresholdD;
8362
- const slicesForAnalysis = this.slicesForSturmAnalysis(sturmSlices, profileWorldZBounds ?? null);
8363
- const sortedByFlatness = [...slicesForAnalysis].sort((a, b) => a.ratio - b.ratio);
8364
- const flattestTop2 = sortedByFlatness.length > 0
8365
- ? this.pickFlattestSturmPair(sortedByFlatness, top2MinGapMm, slicesForAnalysis)
8366
- : [];
8367
- let smallestEllipse = null;
8368
- for (const slice of slicesForAnalysis) {
8369
- if (!smallestEllipse || slice.size < smallestEllipse.size)
8370
- smallestEllipse = slice;
8371
- }
8372
- const approxCenter = this.buildApproxCenter(flattestTop2, smallestEllipse, preferTop2Mid);
8373
- const anterior = flattestTop2[0] ?? null;
8374
- const posterior = preferTop2Mid ? (flattestTop2[1] ?? null) : null;
8375
- return {
8376
- has_astigmatism: preferTop2Mid,
8377
- method: preferTop2Mid ? "sturm-interval-midpoint" : "minimum-ellipse",
8378
- anterior,
8379
- posterior,
8380
- approx_center: approxCenter,
8381
- };
8382
- }
8383
- }
8384
-
8385
- class ApertureStopSurface extends Surface {
8386
- constructor(props) {
8387
- super({
8388
- type: "aperture_stop",
8389
- name: props.name,
8390
- position: props.position,
8391
- tilt: props.tilt,
8392
- });
8393
- this.shape = props.shape;
8394
- this.radius = Math.max(0, Number(props.radius ?? 0));
8395
- this.width = Math.max(0, Number(props.width ?? 0));
8396
- this.height = Math.max(0, Number(props.height ?? 0));
8397
- }
8398
- worldQuaternion() {
8399
- const tiltXRad = (this.tilt.x * Math.PI) / 180;
8400
- const tiltYRad = (this.tilt.y * Math.PI) / 180;
8401
- return new Quaternion().setFromEuler(new Euler(tiltXRad, tiltYRad, 0, "XYZ"));
8402
- }
8403
- localPointFromWorld(worldPoint) {
8404
- const inverse = this.worldQuaternion().invert();
8405
- return worldPoint
8406
- .clone()
8407
- .sub(this.position)
8408
- .applyQuaternion(inverse);
8409
- }
8410
- surfaceNormalWorld() {
8411
- return new Vector3(0, 0, 1).applyQuaternion(this.worldQuaternion()).normalize();
8412
- }
8413
- intersectForward(origin, direction) {
8414
- const normal = this.surfaceNormalWorld();
8415
- const denom = normal.dot(direction);
8416
- if (Math.abs(denom) < EPSILON)
8417
- return null;
8418
- const t = normal.dot(this.position.clone().sub(origin)) / denom;
8419
- if (!Number.isFinite(t) || t <= 1e-6)
8420
- return null;
8421
- return origin.clone().addScaledVector(direction, t);
8422
- }
8423
- isInsideAperture(hitPointWorld) {
8424
- const local = this.localPointFromWorld(hitPointWorld);
8425
- if (this.shape === "circle") {
8426
- if (this.radius <= 0)
8427
- return false;
8428
- return Math.hypot(local.x, local.y) <= this.radius + 1e-9;
8429
- }
8430
- if (this.width <= 0 || this.height <= 0)
8431
- return false;
8432
- return (Math.abs(local.x) <= (this.width / 2) + 1e-9
8433
- && Math.abs(local.y) <= (this.height / 2) + 1e-9);
8434
- }
8435
- incident(ray) {
8436
- const origin = ray.endPoint();
8437
- const direction = ray.getDirection().normalize();
8438
- const hitPoint = this.intersectForward(origin, direction);
8439
- if (!hitPoint)
8440
- return null;
8441
- if (!this.isInsideAperture(hitPoint))
8442
- return null;
8443
- this.incidentRays.push(ray.clone());
8444
- return hitPoint;
8289
+ return null;
8445
8290
  }
8446
8291
  refract(ray) {
8447
8292
  const hitPoint = this.incident(ray);
8448
8293
  if (!hitPoint)
8449
8294
  return null;
8450
- const direction = ray.getDirection().normalize();
8451
- const passedRay = ray.clone();
8452
- passedRay.appendPoint(hitPoint);
8453
- passedRay.continueFrom(hitPoint.clone().addScaledVector(direction, RAY_SURFACE_ESCAPE_MM), direction);
8454
- this.refractedRays.push(passedRay.clone());
8455
- return passedRay;
8295
+ const geometry = this.geometryAtXY(hitPoint.x, hitPoint.y);
8296
+ if (!geometry)
8297
+ return null;
8298
+ // 스넬 굴절 벡터 계산
8299
+ const incidentDir = this.worldDirToLocal(ray.getDirection().normalize());
8300
+ const normalIntoSecond = geometry.normal.clone();
8301
+ // 법선을 입사방향과 같은 반공간으로 맞춰 2번째 매질 방향으로 정렬
8302
+ if (normalIntoSecond.dot(incidentDir) < 0) {
8303
+ normalIntoSecond.multiplyScalar(-1);
8304
+ }
8305
+ const cos1 = Math.max(-1, Math.min(1, normalIntoSecond.dot(incidentDir)));
8306
+ const sin1Sq = Math.max(0, 1 - cos1 * cos1);
8307
+ const { nBefore, nAfter } = this.refractiveIndicesForRay(ray);
8308
+ const sin2 = (nBefore / nAfter) * Math.sqrt(sin1Sq);
8309
+ // 전반사(TIR)
8310
+ if (sin2 > 1 + 1e-10)
8311
+ return null;
8312
+ const cos2 = Math.sqrt(Math.max(0, 1 - sin2 * sin2));
8313
+ const tangent = incidentDir.clone().sub(normalIntoSecond.clone().multiplyScalar(cos1));
8314
+ const outDirectionLocal = tangent.lengthSq() < 1e-12
8315
+ ? incidentDir.clone()
8316
+ : normalIntoSecond
8317
+ .clone()
8318
+ .multiplyScalar(cos2)
8319
+ .add(tangent.normalize().multiplyScalar(sin2))
8320
+ .normalize();
8321
+ const outDirection = this.localDirToWorld(outDirectionLocal);
8322
+ const refractedRay = ray.clone();
8323
+ refractedRay.appendPoint(hitPoint);
8324
+ refractedRay.continueFrom(hitPoint.clone().addScaledVector(outDirection, RAY_SURFACE_ESCAPE_MM), outDirection);
8325
+ this.refractedRays.push(refractedRay.clone());
8326
+ return refractedRay;
8456
8327
  }
8457
8328
  }
8458
8329
 
8459
- const DegToTABO = (degree) => {
8460
- const d = Number(degree);
8461
- if (!Number.isFinite(d))
8462
- return 0;
8463
- return (((180 - d) % 180) + 180) % 180;
8464
- };
8465
-
8466
- class ToricSurface extends Surface {
8330
+ class STSurface extends Surface {
8467
8331
  constructor(props) {
8468
- super({ type: "toric", name: props.name, position: props.position, tilt: props.tilt });
8469
- this.r_axis = 0;
8470
- this.r_perp = 0;
8332
+ super({ type: "compound", name: props.name, position: props.position, tilt: props.tilt });
8333
+ this.s = 0;
8334
+ this.c = 0;
8335
+ this.ax = 0;
8471
8336
  this.n_before = 1.0;
8337
+ this.n = 1.0;
8472
8338
  this.n_after = 1.0;
8473
- this.axisDeg = 0;
8474
- const { r_axis, r_perp, axis_deg = 0, n_before = 1.0, n_after = 1.0 } = props;
8475
- this.r_axis = r_axis;
8476
- this.r_perp = r_perp;
8477
- this.axisDeg = axis_deg;
8339
+ this.thickness = 0;
8340
+ this.sphericalRadiusMm = Number.POSITIVE_INFINITY;
8341
+ this.toricRadiusPerpMm = Number.POSITIVE_INFINITY;
8342
+ const { s, c, ax, n_before = 1.0, n = 1.0, n_after = n_before, referencePoint, thickness = ST_DEFAULT_THICKNESS_MM, } = props;
8343
+ this.s = s;
8344
+ this.c = c;
8345
+ // paraxial-surface와 동일: 처방 축은 TABO(°), 굴절/기하에는 수학 좌표 각(0~180)로 변환해 저장한다.
8346
+ this.ax = DegToTABO(ax);
8478
8347
  this.n_before = normalizeRefractiveIndexSpec(n_before);
8348
+ this.n = normalizeRefractiveIndexSpec(n);
8479
8349
  this.n_after = normalizeRefractiveIndexSpec(n_after);
8350
+ const hasToric = Math.abs(this.c) >= ST_POWER_EPS_D;
8351
+ // Radius must be computed with the same media pair that each sub-surface actually uses.
8352
+ // - toric: n_before -> n
8353
+ // - spherical: n -> n_after when toric exists, else n_before -> n
8354
+ this.toricRadiusPerpMm = this.radiusFromPower(this.c, this.refractiveIndexAtD(this.n_before), this.refractiveIndexAtD(this.n));
8355
+ this.sphericalRadiusMm = this.radiusFromPower(this.s, hasToric ? this.refractiveIndexAtD(this.n) : this.refractiveIndexAtD(this.n_before), hasToric ? this.refractiveIndexAtD(this.n_after) : this.refractiveIndexAtD(this.n));
8356
+ const requestedThickness = Math.max(0, thickness);
8357
+ this.thickness = requestedThickness === 0
8358
+ ? this.optimizeThickness(0)
8359
+ : requestedThickness;
8360
+ this.position.z = this.optimizeToricVertexZFromReference(this.position.z, referencePoint?.z, this.thickness);
8361
+ // 복합면: 작은 z에 토릭, 큰 z에 구면(+z 광축 기준 토릭 → 구면 순).
8362
+ this.sphericalSurface = this.buildSphericalSurface();
8363
+ this.toricSurface = this.buildToricSurface();
8364
+ this.prismVector = prismVectorFromClinicalBase(props.p, props.p_ax);
8480
8365
  }
8481
- refractiveIndicesForRay(ray) {
8482
- const line = ray.getFraunhoferLine();
8483
- return {
8484
- nBefore: resolveRefractiveIndex(this.n_before, line),
8485
- nAfter: resolveRefractiveIndex(this.n_after, line),
8486
- };
8366
+ pushRefractedWithPrism(ray) {
8367
+ const out = applyPrismVectorToRay(ray, this.prismVector);
8368
+ this.refractedRays.push(out.clone());
8369
+ return out;
8487
8370
  }
8488
8371
  /**
8489
- * Toric 면의 축(meridian) 회전을 위해 사용하는 삼각함수 값입니다.
8490
- * 축(axis) 회전은 axisDeg(도 단위)를 사용합니다.
8491
- */
8492
- axisTrig() {
8493
- const rad = (this.axisDeg * Math.PI) / 180;
8494
- return { c: Math.cos(rad), s: Math.sin(rad) };
8495
- }
8496
- worldQuaternion() {
8497
- const tiltXRad = (this.tilt.x * Math.PI) / 180;
8498
- const tiltYRad = (this.tilt.y * Math.PI) / 180;
8499
- return new Quaternion().setFromEuler(new Euler(tiltXRad, tiltYRad, 0, "XYZ"));
8500
- }
8501
- worldPointToLocal(worldPoint) {
8502
- const inverse = this.worldQuaternion().invert();
8503
- return worldPoint.clone().sub(this.position).applyQuaternion(inverse);
8504
- }
8505
- localPointToWorld(localPoint) {
8506
- return localPoint.clone().applyQuaternion(this.worldQuaternion()).add(this.position);
8507
- }
8508
- worldDirToLocal(worldDirection) {
8509
- const inverse = this.worldQuaternion().invert();
8510
- return worldDirection.clone().applyQuaternion(inverse).normalize();
8511
- }
8512
- localDirToWorld(localDirection) {
8513
- return localDirection.clone().applyQuaternion(this.worldQuaternion()).normalize();
8514
- }
8515
- /**
8516
- * 월드 좌표계 (x, y)를 토릭 로컬 좌표계 (u, v)로 변환합니다.
8517
- * - u: 축 방향 meridian
8518
- * - v: 축에 수직인 meridian
8519
- */
8520
- toLocalUV(x, y) {
8521
- const { c, s } = this.axisTrig();
8522
- return {
8523
- u: c * x + s * y,
8524
- v: -s * x + c * y,
8525
- };
8526
- }
8527
- /**
8528
- * 로컬 좌표계에서 계산한 sag 미분(dz/du, dz/dv)을
8529
- * 월드 좌표계의 기울기(dz/dx, dz/dy)로 다시 매핑합니다.
8530
- */
8531
- localDerivativesToWorld(dZdu, dZdv) {
8532
- const { c, s } = this.axisTrig();
8533
- return {
8534
- dzdx: dZdu * c - dZdv * s,
8535
- dzdy: dZdu * s + dZdv * c,
8536
- };
8537
- }
8538
- /**
8539
- * 반경으로부터 곡률(1/R)을 계산합니다.
8540
- * - 반경이 너무 크거나 무한대면 평면으로 간주하여 0 반환
8541
- * - 반경이 0에 너무 가까우면 비정상 값으로 NaN 반환
8542
- */
8543
- curvature(radius) {
8544
- if (!Number.isFinite(radius) || Math.abs(radius) > 1e12)
8545
- return 0;
8546
- if (Math.abs(radius) < EPSILON)
8547
- return Number.NaN;
8548
- return 1 / radius;
8549
- }
8550
- /**
8551
- * 주어진 XY에서 토릭면의 기하정보를 계산합니다.
8552
- * - sag: 꼭지점 대비 z 높이
8553
- * - dzdx/dzdy: 면 기울기
8554
- * - normal: 2번째 매질 방향을 만들 때 사용할 기본 법선
8555
- */
8556
- geometryAtXY(x, y) {
8557
- const { u, v } = this.toLocalUV(x, y);
8558
- const cu = this.curvature(this.r_axis);
8559
- const cv = this.curvature(this.r_perp);
8560
- if (!Number.isFinite(cu) || !Number.isFinite(cv))
8561
- return null;
8562
- // biconic(conic=0) sag 식
8563
- const a = cu * u * u + cv * v * v;
8564
- const b = 1 - cu * cu * u * u - cv * cv * v * v;
8565
- if (b < -1e-6)
8566
- return null; // 루트 내부가 음수면 정의역 밖
8567
- const sqrtB = Math.sqrt(Math.max(0, b));
8568
- const den = 1 + sqrtB;
8569
- if (Math.abs(den) < EPSILON || Math.abs(sqrtB) < EPSILON)
8570
- return null;
8571
- const sag = a / den;
8572
- // sag 미분 계산
8573
- const dAdu = 2 * cu * u;
8574
- const dAdv = 2 * cv * v;
8575
- const dSqrtBdu = (-(cu * cu) * u) / sqrtB;
8576
- const dSqrtBdv = (-(cv * cv) * v) / sqrtB;
8577
- const denSq = den * den;
8578
- const dZdu = (dAdu * den - a * dSqrtBdu) / denSq;
8579
- const dZdv = (dAdv * den - a * dSqrtBdv) / denSq;
8580
- const { dzdx, dzdy } = this.localDerivativesToWorld(dZdu, dZdv);
8581
- const normal = new Vector3(-dzdx, -dzdy, 1).normalize();
8582
- return { sag, dzdx, dzdy, normal };
8583
- }
8584
- incident(ray) {
8585
- const origin = this.worldPointToLocal(ray.endPoint());
8586
- const direction = this.worldDirToLocal(ray.getDirection().normalize());
8587
- // 시작점이 이미 표면 위라면 재계산 없이 바로 반환합니다.
8588
- const geometryAtOrigin = this.geometryAtXY(origin.x, origin.y);
8589
- if (geometryAtOrigin) {
8590
- const f0 = origin.z - geometryAtOrigin.sag;
8591
- if (Math.abs(f0) <= TORIC_ON_SURFACE_TOL_MM) {
8592
- this.incidentRays.push(ray.clone());
8593
- return origin.clone();
8594
- }
8595
- // 동일 z 근처의 연속 표면에서 앞면이 origin을 약간 밀어냈을 때를 허용합니다.
8596
- if (f0 > 0
8597
- && f0 <= TORIC_COINCIDENT_SURFACE_TOL_MM
8598
- && direction.z > 0
8599
- && 0 <= origin.z + TORIC_COINCIDENT_SURFACE_TOL_MM) {
8600
- this.incidentRays.push(ray.clone());
8601
- return origin.clone();
8602
- }
8603
- }
8604
- // z-plane 기준 초기 seed 이후 뉴턴법으로 교점 t를 수렴시킵니다.
8605
- let t = Math.max(TORIC_MIN_T_MM, -origin.z);
8606
- for (let i = 0; i < TORIC_MAX_ITERS; i++) {
8607
- const p = origin.clone().addScaledVector(direction, t);
8608
- const geometry = this.geometryAtXY(p.x, p.y);
8609
- if (!geometry)
8610
- return null;
8611
- const f = p.z - geometry.sag;
8612
- const df = direction.z - geometry.dzdx * direction.x - geometry.dzdy * direction.y;
8613
- if (!Number.isFinite(df) || Math.abs(df) < EPSILON)
8614
- return null;
8615
- const dt = f / df;
8616
- t -= dt;
8617
- if (!Number.isFinite(t) || t < TORIC_MIN_T_MM)
8618
- return null;
8619
- if (Math.abs(dt) < 1e-8) {
8620
- const hitPoint = this.localPointToWorld(origin.clone().addScaledVector(direction, t));
8621
- this.incidentRays.push(ray.clone());
8622
- return hitPoint;
8623
- }
8624
- }
8625
- return null;
8626
- }
8627
- refract(ray) {
8628
- const hitPoint = this.incident(ray);
8629
- if (!hitPoint)
8630
- return null;
8631
- const geometry = this.geometryAtXY(hitPoint.x, hitPoint.y);
8632
- if (!geometry)
8633
- return null;
8634
- // 스넬 굴절 벡터 계산
8635
- const incidentDir = this.worldDirToLocal(ray.getDirection().normalize());
8636
- const normalIntoSecond = geometry.normal.clone();
8637
- // 법선을 입사방향과 같은 반공간으로 맞춰 2번째 매질 방향으로 정렬
8638
- if (normalIntoSecond.dot(incidentDir) < 0) {
8639
- normalIntoSecond.multiplyScalar(-1);
8640
- }
8641
- const cos1 = Math.max(-1, Math.min(1, normalIntoSecond.dot(incidentDir)));
8642
- const sin1Sq = Math.max(0, 1 - cos1 * cos1);
8643
- const { nBefore, nAfter } = this.refractiveIndicesForRay(ray);
8644
- const sin2 = (nBefore / nAfter) * Math.sqrt(sin1Sq);
8645
- // 전반사(TIR)
8646
- if (sin2 > 1 + 1e-10)
8647
- return null;
8648
- const cos2 = Math.sqrt(Math.max(0, 1 - sin2 * sin2));
8649
- const tangent = incidentDir.clone().sub(normalIntoSecond.clone().multiplyScalar(cos1));
8650
- const outDirectionLocal = tangent.lengthSq() < 1e-12
8651
- ? incidentDir.clone()
8652
- : normalIntoSecond
8653
- .clone()
8654
- .multiplyScalar(cos2)
8655
- .add(tangent.normalize().multiplyScalar(sin2))
8656
- .normalize();
8657
- const outDirection = this.localDirToWorld(outDirectionLocal);
8658
- const refractedRay = ray.clone();
8659
- refractedRay.appendPoint(hitPoint);
8660
- refractedRay.continueFrom(hitPoint.clone().addScaledVector(outDirection, RAY_SURFACE_ESCAPE_MM), outDirection);
8661
- this.refractedRays.push(refractedRay.clone());
8662
- return refractedRay;
8663
- }
8664
- }
8665
-
8666
- class STSurface extends Surface {
8667
- constructor(props) {
8668
- super({ type: "compound", name: props.name, position: props.position, tilt: props.tilt });
8669
- this.s = 0;
8670
- this.c = 0;
8671
- this.ax = 0;
8672
- this.n_before = 1.0;
8673
- this.n = 1.0;
8674
- this.n_after = 1.0;
8675
- this.thickness = 0;
8676
- this.sphericalRadiusMm = Number.POSITIVE_INFINITY;
8677
- this.toricRadiusPerpMm = Number.POSITIVE_INFINITY;
8678
- const { s, c, ax, n_before = 1.0, n = 1.0, n_after = n_before, referencePoint, thickness = ST_DEFAULT_THICKNESS_MM, } = props;
8679
- this.s = s;
8680
- this.c = c;
8681
- // paraxial-surface와 동일: 처방 축은 TABO(°), 굴절/기하에는 수학 좌표 각(0~180)로 변환해 저장한다.
8682
- this.ax = DegToTABO(ax);
8683
- this.n_before = normalizeRefractiveIndexSpec(n_before);
8684
- this.n = normalizeRefractiveIndexSpec(n);
8685
- this.n_after = normalizeRefractiveIndexSpec(n_after);
8686
- const hasToric = Math.abs(this.c) >= ST_POWER_EPS_D;
8687
- // Radius must be computed with the same media pair that each sub-surface actually uses.
8688
- // - toric: n_before -> n
8689
- // - spherical: n -> n_after when toric exists, else n_before -> n
8690
- this.toricRadiusPerpMm = this.radiusFromPower(this.c, this.refractiveIndexAtD(this.n_before), this.refractiveIndexAtD(this.n));
8691
- this.sphericalRadiusMm = this.radiusFromPower(this.s, hasToric ? this.refractiveIndexAtD(this.n) : this.refractiveIndexAtD(this.n_before), hasToric ? this.refractiveIndexAtD(this.n_after) : this.refractiveIndexAtD(this.n));
8692
- const requestedThickness = Math.max(0, thickness);
8693
- this.thickness = requestedThickness === 0
8694
- ? this.optimizeThickness(0)
8695
- : requestedThickness;
8696
- this.position.z = this.optimizeToricVertexZFromReference(this.position.z, referencePoint?.z, this.thickness);
8697
- // 복합면: 작은 z에 토릭, 큰 z에 구면(+z 광축 기준 토릭 → 구면 순).
8698
- this.sphericalSurface = this.buildSphericalSurface();
8699
- this.toricSurface = this.buildToricSurface();
8700
- }
8701
- /**
8702
- * 디옵터(D)로부터 반경(mm)을 계산합니다.
8703
- *
8704
- * power(D) = (n2 - n1) / R(m)
8705
- * -> R(mm) = 1000 * (n2 - n1) / power(D)
8706
- *
8707
- * 굴절력이 사실상 0이면 평면으로 간주하기 위해 +Infinity를 반환합니다.
8372
+ * 디옵터(D)로부터 반경(mm) 계산합니다.
8373
+ *
8374
+ * power(D) = (n2 - n1) / R(m)
8375
+ * -> R(mm) = 1000 * (n2 - n1) / power(D)
8376
+ *
8377
+ * 굴절력이 사실상 0이면 평면으로 간주하기 위해 +Infinity를 반환합니다.
8708
8378
  */
8709
8379
  radiusFromPower(powerD, nBefore, nAfter) {
8710
8380
  if (!Number.isFinite(powerD)
@@ -8752,182 +8422,869 @@ class STSurface extends Surface {
8752
8422
  y: this.position.y,
8753
8423
  z: this.position.z,
8754
8424
  },
8755
- tilt: { x: this.tilt.x, y: this.tilt.y },
8756
- r_axis: Number.POSITIVE_INFINITY,
8757
- r_perp: this.toricRadiusPerpMm,
8758
- axis_deg: this.ax,
8759
- n_before: this.n_before,
8760
- n_after: this.n,
8425
+ tilt: { x: this.tilt.x, y: this.tilt.y },
8426
+ r_axis: Number.POSITIVE_INFINITY,
8427
+ r_perp: this.toricRadiusPerpMm,
8428
+ axis_deg: this.ax,
8429
+ n_before: this.n_before,
8430
+ n_after: this.n,
8431
+ };
8432
+ return new ToricSurface(props);
8433
+ }
8434
+ applyChromaticIndicesToSubSurfaces(ray) {
8435
+ const line = ray.getFraunhoferLine();
8436
+ const nBefore = resolveRefractiveIndex(this.n_before, line);
8437
+ const n = resolveRefractiveIndex(this.n, line);
8438
+ const nAfter = resolveRefractiveIndex(this.n_after, line);
8439
+ const sphericalState = this.sphericalSurface;
8440
+ if (this.toricSurface) {
8441
+ sphericalState.n_before = n;
8442
+ sphericalState.n_after = nAfter;
8443
+ const toricState = this.toricSurface;
8444
+ toricState.n_before = nBefore;
8445
+ toricState.n_after = n;
8446
+ return;
8447
+ }
8448
+ sphericalState.n_before = nBefore;
8449
+ sphericalState.n_after = n;
8450
+ }
8451
+ /**
8452
+ * 구면/토릭 곡면의 z 교차(토릭이 구면을 관통) 방지를 위해
8453
+ * 샘플링 영역에서 필요한 최소 중심두께를 계산합니다.
8454
+ */
8455
+ optimizeThickness(requestedThickness) {
8456
+ if (Math.abs(this.c) < ST_POWER_EPS_D)
8457
+ return requestedThickness;
8458
+ const sampleRadius = this.samplingRadiusMm();
8459
+ if (!Number.isFinite(sampleRadius) || sampleRadius <= 0)
8460
+ return requestedThickness;
8461
+ const samplesPerAxis = 49;
8462
+ let requiredThickness = requestedThickness;
8463
+ const safetyMargin = Math.max(0.05, 2 * RAY_SURFACE_ESCAPE_MM);
8464
+ for (let iy = 0; iy < samplesPerAxis; iy++) {
8465
+ const y = -sampleRadius + (2 * sampleRadius * iy) / (samplesPerAxis - 1);
8466
+ for (let ix = 0; ix < samplesPerAxis; ix++) {
8467
+ const x = -sampleRadius + (2 * sampleRadius * ix) / (samplesPerAxis - 1);
8468
+ if ((x * x + y * y) > sampleRadius * sampleRadius)
8469
+ continue;
8470
+ const sphericalSag = this.sphericalSagAtXY(x, y);
8471
+ const toricSag = this.toricSagAtXY(x, y);
8472
+ if (!Number.isFinite(sphericalSag) || !Number.isFinite(toricSag))
8473
+ continue;
8474
+ const localRequired = (sphericalSag - toricSag) + safetyMargin;
8475
+ if (localRequired > requiredThickness)
8476
+ requiredThickness = localRequired;
8477
+ }
8478
+ }
8479
+ return Math.max(0, requiredThickness);
8480
+ }
8481
+ /**
8482
+ * 기준점(referencePoint.z)으로부터 토릭 꼭지(z)까지의 최소 간격을 확보합니다.
8483
+ * - 기준점과 반대 방향으로 현재 토릭 꼭지가 놓인 쪽(sign)을 유지합니다.
8484
+ * - 최소 간격은 "토릭–구면 거리(thickness) + 안전여유"입니다.
8485
+ */
8486
+ optimizeToricVertexZFromReference(toricVertexZ, referenceZ, thicknessMm = this.thickness) {
8487
+ if (!Number.isFinite(referenceZ))
8488
+ return toricVertexZ;
8489
+ const safetyMargin = Math.max(0.05, 2 * RAY_SURFACE_ESCAPE_MM);
8490
+ const minGap = Math.max(EYE_ST_SURFACE_OFFSET_MM, Math.max(0, thicknessMm) + safetyMargin);
8491
+ const delta = toricVertexZ - referenceZ;
8492
+ const side = Math.abs(delta) < 1e-12 ? -1 : Math.sign(delta);
8493
+ const currentGap = Math.abs(delta);
8494
+ if (currentGap >= minGap)
8495
+ return toricVertexZ;
8496
+ return referenceZ + side * minGap;
8497
+ }
8498
+ samplingRadiusMm() {
8499
+ const defaultRadius = 12;
8500
+ const finiteRadii = [this.sphericalRadiusMm, this.toricRadiusPerpMm]
8501
+ .filter((r) => Number.isFinite(r) && Math.abs(r) > 1e-6)
8502
+ .map((r) => Math.abs(r));
8503
+ if (!finiteRadii.length)
8504
+ return defaultRadius;
8505
+ return Math.max(1.0, Math.min(defaultRadius, 0.98 * Math.min(...finiteRadii)));
8506
+ }
8507
+ /**
8508
+ * 구면 측 꼭지점 기준 sag(mm)
8509
+ */
8510
+ sphericalSagAtXY(x, y) {
8511
+ const rhoSq = x * x + y * y;
8512
+ const r = this.sphericalRadiusMm;
8513
+ if (!Number.isFinite(r) || Math.abs(r) > 1e12)
8514
+ return 0;
8515
+ const rr = r * r;
8516
+ if (rhoSq > rr)
8517
+ return Number.NaN;
8518
+ const root = Math.sqrt(Math.max(0, rr - rhoSq));
8519
+ return r > 0 ? r - root : r + root;
8520
+ }
8521
+ /**
8522
+ * 토릭 측 꼭지점 기준 sag(mm)
8523
+ */
8524
+ toricSagAtXY(x, y) {
8525
+ const axisRad = (this.ax * Math.PI) / 180;
8526
+ const cAxis = Math.cos(axisRad);
8527
+ const sAxis = Math.sin(axisRad);
8528
+ const u = cAxis * x + sAxis * y;
8529
+ const v = -sAxis * x + cAxis * y;
8530
+ const cu = 0; // r_axis = Infinity
8531
+ const cv = (!Number.isFinite(this.toricRadiusPerpMm) || Math.abs(this.toricRadiusPerpMm) > 1e12)
8532
+ ? 0
8533
+ : 1 / this.toricRadiusPerpMm;
8534
+ const a = cu * u * u + cv * v * v;
8535
+ const b = 1 - cu * cu * u * u - cv * cv * v * v;
8536
+ if (b < 0)
8537
+ return Number.NaN;
8538
+ const den = 1 + Math.sqrt(Math.max(0, b));
8539
+ if (Math.abs(den) < 1e-12)
8540
+ return Number.NaN;
8541
+ return a / den;
8542
+ }
8543
+ isOpticallyNeutral() {
8544
+ return (Math.abs(Number(this.s) || 0) < STSurface.POWER_EPS_D
8545
+ && Math.abs(Number(this.c) || 0) < STSurface.POWER_EPS_D);
8546
+ }
8547
+ refract(ray) {
8548
+ // 무도수 ST면은 기하(면 위치/경사)는 유지하되 굴절력은 0으로 취급하여 직진 통과시킵니다.
8549
+ if (this.isOpticallyNeutral()) {
8550
+ const direction = ray.getDirection().normalize();
8551
+ const passthrough = ray.clone();
8552
+ const hitPoint = this.sphericalSurface.incident(ray);
8553
+ if (hitPoint) {
8554
+ passthrough.appendPoint(hitPoint);
8555
+ passthrough.continueFrom(hitPoint.clone().addScaledVector(direction, RAY_SURFACE_ESCAPE_MM), direction);
8556
+ }
8557
+ return this.pushRefractedWithPrism(passthrough);
8558
+ }
8559
+ this.applyChromaticIndicesToSubSurfaces(ray);
8560
+ // 원통 성분이 없으면 단일(구면)면으로 처리합니다.
8561
+ if (!this.toricSurface) {
8562
+ const single = this.sphericalSurface.refract(ray);
8563
+ if (!single)
8564
+ return null;
8565
+ return this.pushRefractedWithPrism(single);
8566
+ }
8567
+ // +z 진행: 토릭(작은 z) → 구면(큰 z)
8568
+ const afterToric = this.toricSurface.refract(ray);
8569
+ if (!afterToric)
8570
+ return null;
8571
+ const afterSpherical = this.sphericalSurface.refract(afterToric);
8572
+ if (!afterSpherical)
8573
+ return null;
8574
+ return this.pushRefractedWithPrism(afterSpherical);
8575
+ }
8576
+ incident(ray) {
8577
+ // 복합면의 첫 hit: +z 기준 토릭이 앞서므로 toricSurface 우선.
8578
+ const primary = this.toricSurface ?? this.sphericalSurface;
8579
+ const hitPoint = primary.incident(ray);
8580
+ if (!hitPoint)
8581
+ return null;
8582
+ this.incidentRays.push(ray.clone());
8583
+ return hitPoint;
8584
+ }
8585
+ getOptimizedThicknessMm() {
8586
+ return this.thickness;
8587
+ }
8588
+ applyRigidRotationAboutPivot(pivot, rotation) {
8589
+ const move = (p0) => pivot.clone().add(new Vector3().subVectors(p0, pivot).applyQuaternion(rotation));
8590
+ const euler = new Euler().setFromQuaternion(rotation, "XYZ");
8591
+ const tx = (euler.x * 180) / Math.PI;
8592
+ const ty = (euler.y * 180) / Math.PI;
8593
+ const newTor = move(this.position.clone());
8594
+ const newSph = move(this.sphericalSurface.getWorldPosition());
8595
+ this.setPositionAndTilt(newTor, tx, ty);
8596
+ this.sphericalSurface.setPositionAndTilt(newSph, tx, ty);
8597
+ if (this.toricSurface) {
8598
+ this.toricSurface.setPositionAndTilt(newTor.clone(), tx, ty);
8599
+ }
8600
+ }
8601
+ }
8602
+ STSurface.POWER_EPS_D = ST_POWER_EPS_D;
8603
+
8604
+ function toFiniteNumber$1(value, fallback = 0) {
8605
+ const parsed = Number(value);
8606
+ return Number.isFinite(parsed) ? parsed : fallback;
8607
+ }
8608
+ function normalizePrismAmount$1(value) {
8609
+ const p = Number(value ?? 0);
8610
+ return Number.isFinite(p) ? Math.max(0, p) : 0;
8611
+ }
8612
+ function normalizeAngle360$1(value) {
8613
+ const d = Number(value ?? 0);
8614
+ if (!Number.isFinite(d))
8615
+ return 0;
8616
+ return ((d % 360) + 360) % 360;
8617
+ }
8618
+ class EyeModelParameter {
8619
+ constructor(parameter) {
8620
+ this.parameter = parameter;
8621
+ }
8622
+ /**
8623
+ * 동공(선택) → eye_st(ST 복합면) → 안구 모델 해부면 순으로 생성한 뒤,
8624
+ * `p`/`p_ax`/`tilt`를 안구 회전점 기준 강체 회전으로 반영합니다.
8625
+ */
8626
+ createSurface(eye) {
8627
+ const normalizedEyeSphere = toFiniteNumber$1(eye.s) + (eye.eyeModel === "gullstrand" ? -1 : 0);
8628
+ const eyePower = {
8629
+ s: -normalizedEyeSphere,
8630
+ c: -toFiniteNumber$1(eye.c),
8631
+ ax: toFiniteNumber$1(eye.ax),
8632
+ };
8633
+ const pNorm = normalizePrismAmount$1(eye.p);
8634
+ const pAxNorm = normalizeAngle360$1(eye.p_ax);
8635
+ const tiltDeg = {
8636
+ x: toFiniteNumber$1(eye.tilt?.x),
8637
+ y: toFiniteNumber$1(eye.tilt?.y),
8638
+ };
8639
+ const rotation = eyePrismAndTiltToQuaternion(pNorm, pAxNorm, tiltDeg);
8640
+ const eyeSt = new STSurface({
8641
+ type: "compound",
8642
+ name: "eye_st",
8643
+ position: { x: 0, y: 0, z: -EYE_ST_SURFACE_OFFSET_MM },
8644
+ referencePoint: { x: 0, y: 0, z: 0 },
8645
+ tilt: { x: 0, y: 0 },
8646
+ s: eyePower.s,
8647
+ c: eyePower.c,
8648
+ ax: eyePower.ax,
8649
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
8650
+ n: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8651
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8652
+ });
8653
+ const anatomical = this.parameter.surfaces.map((surface) => {
8654
+ if (surface.type === "spherical") {
8655
+ return new SphericalSurface({
8656
+ type: "spherical",
8657
+ name: surface.name,
8658
+ r: surface.radius,
8659
+ position: { x: 0, y: 0, z: surface.z },
8660
+ tilt: { x: 0, y: 0 },
8661
+ n_before: surface.n_before,
8662
+ n_after: surface.n_after,
8663
+ });
8664
+ }
8665
+ if (surface.type === "aspherical") {
8666
+ return new AsphericalSurface({
8667
+ type: "aspherical",
8668
+ name: surface.name,
8669
+ position: { x: 0, y: 0, z: surface.z },
8670
+ tilt: { x: 0, y: 0 },
8671
+ r: surface.radius,
8672
+ conic: surface.conic,
8673
+ n_before: surface.n_before,
8674
+ n_after: surface.n_after,
8675
+ });
8676
+ }
8677
+ if (surface.type === "spherical-image") {
8678
+ return new SphericalImageSurface({
8679
+ type: "spherical-image",
8680
+ name: surface.name,
8681
+ r: surface.radius,
8682
+ position: { x: 0, y: 0, z: surface.z },
8683
+ tilt: { x: 0, y: 0 },
8684
+ retina_extra_after: true,
8685
+ });
8686
+ }
8687
+ throw new Error(`Unsupported surface type: ${surface.type}`);
8688
+ });
8689
+ const surfaces = [eyeSt, ...anatomical];
8690
+ const pupilMm = toFiniteNumber$1(eye.pupilDiameterMm);
8691
+ if (Number.isFinite(pupilMm) && pupilMm > 0) {
8692
+ const pupilStop = new ApertureStopSurface({
8693
+ type: "aperture_stop",
8694
+ name: "pupil_stop",
8695
+ shape: "circle",
8696
+ radius: pupilMm / 2,
8697
+ position: {
8698
+ x: 0,
8699
+ y: 0,
8700
+ z: -EYE_ST_SURFACE_OFFSET_MM - (2 * RAY_SURFACE_ESCAPE_MM),
8701
+ },
8702
+ tilt: { x: 0, y: 0 },
8703
+ });
8704
+ surfaces.unshift(pupilStop);
8705
+ }
8706
+ applyRigidEyePoseToSurfaces(surfaces, eyeRotationPivot(), rotation);
8707
+ return surfaces;
8708
+ }
8709
+ }
8710
+
8711
+ class GullstrandParameter extends EyeModelParameter {
8712
+ constructor() {
8713
+ super(GullstrandParameter.parameter);
8714
+ }
8715
+ }
8716
+ GullstrandParameter.parameter = {
8717
+ unit: "mm",
8718
+ axis: "optical_axis_z",
8719
+ origin: "cornea_anterior_vertex",
8720
+ surfaces: [
8721
+ {
8722
+ type: "spherical",
8723
+ name: "cornea_anterior",
8724
+ z: 0.0,
8725
+ radius: 7.7,
8726
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
8727
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8728
+ },
8729
+ {
8730
+ type: "spherical",
8731
+ name: "cornea_posterior",
8732
+ z: 0.5,
8733
+ radius: 6.8,
8734
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8735
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8736
+ },
8737
+ {
8738
+ type: "spherical",
8739
+ name: "lens_anterior",
8740
+ z: 3.6,
8741
+ radius: 10.0,
8742
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8743
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_anterior,
8744
+ },
8745
+ {
8746
+ type: "spherical",
8747
+ name: "lens_nucleus_anterior",
8748
+ z: 4.146,
8749
+ radius: 7.911,
8750
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_anterior,
8751
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_anterior,
8752
+ },
8753
+ {
8754
+ type: "spherical",
8755
+ name: "lens_nucleus_posterior",
8756
+ z: 6.565,
8757
+ radius: -5.76,
8758
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_anterior,
8759
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_posterior,
8760
+ },
8761
+ {
8762
+ type: "spherical",
8763
+ name: "lens_posterior",
8764
+ z: 7.2,
8765
+ radius: -6,
8766
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_posterior,
8767
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.vitreous,
8768
+ },
8769
+ {
8770
+ type: "spherical-image",
8771
+ name: "retina",
8772
+ radius: -12, // mm (대략적인 망막 곡률)
8773
+ z: 24.0 // 중심 위치
8774
+ }
8775
+ ],
8776
+ };
8777
+
8778
+ class NavarroParameter extends EyeModelParameter {
8779
+ constructor() {
8780
+ super(NavarroParameter.parameter);
8781
+ }
8782
+ }
8783
+ NavarroParameter.parameter = {
8784
+ unit: "mm",
8785
+ axis: "optical_axis_z",
8786
+ surfaces: [
8787
+ {
8788
+ type: "aspherical",
8789
+ name: "cornea_anterior",
8790
+ z: 0.0,
8791
+ radius: 7.72,
8792
+ conic: -0.26,
8793
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
8794
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8795
+ },
8796
+ {
8797
+ type: "aspherical",
8798
+ name: "cornea_posterior",
8799
+ z: 0.55,
8800
+ radius: 6.5,
8801
+ conic: 0.0,
8802
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8803
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8804
+ },
8805
+ {
8806
+ type: "aspherical",
8807
+ name: "lens_anterior",
8808
+ z: 0.55 + 3.05,
8809
+ radius: 10.2,
8810
+ conic: -3.13,
8811
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8812
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_navarro,
8813
+ },
8814
+ {
8815
+ type: "aspherical",
8816
+ name: "lens_posterior",
8817
+ z: 0.55 + 3.05 + 4.0,
8818
+ radius: -6,
8819
+ conic: -1,
8820
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_navarro,
8821
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.vitreous,
8822
+ },
8823
+ {
8824
+ type: "spherical-image",
8825
+ name: "retina",
8826
+ radius: -12, // mm (대략적인 망막 곡률)
8827
+ z: 24.04 // 중심 위치
8828
+ }
8829
+ ],
8830
+ };
8831
+
8832
+ /**
8833
+ * Sturm 계산 전용 클래스입니다.
8834
+ * - traced ray 집합에서 z-scan slice를 생성하고
8835
+ * - 평탄도/최소타원/근사중심을 계산해 분석 결과를 반환합니다.
8836
+ */
8837
+ class Sturm {
8838
+ constructor() {
8839
+ this.lastResult = null;
8840
+ this.lineOrder = ["g", "F", "e", "d", "C", "r"];
8841
+ }
8842
+ calculate(rays, effectiveCylinderD, axisReferenceRays, profileWorldZBounds) {
8843
+ const frame = this.analysisFrameFromRays(axisReferenceRays?.length ? axisReferenceRays : rays);
8844
+ const depthRange = this.depthRangeFromRays(rays, frame);
8845
+ const sturmSlices = this.collectSturmSlices(rays, frame, depthRange, DEFAULT_STURM_STEP_MM);
8846
+ const groupedByLine = this.groupByFraunhoferLine(rays);
8847
+ const sturmInfo = groupedByLine.map((group) => {
8848
+ const groupFrame = this.analysisFrameFromRays(group.rays, frame);
8849
+ const groupDepthRange = this.depthRangeFromRays(group.rays, groupFrame);
8850
+ const slices = this.collectSturmSlices(group.rays, groupFrame, groupDepthRange, DEFAULT_STURM_STEP_MM);
8851
+ const analysis = this.analyzeSturmSlices(slices, effectiveCylinderD, profileWorldZBounds);
8852
+ return {
8853
+ line: group.line,
8854
+ wavelength_nm: group.wavelength_nm,
8855
+ color: group.color,
8856
+ ray_count: group.rays.length,
8857
+ analysis_axis: {
8858
+ x: groupFrame.axis.x,
8859
+ y: groupFrame.axis.y,
8860
+ z: groupFrame.axis.z,
8861
+ },
8862
+ ...analysis,
8863
+ };
8864
+ });
8865
+ const result = {
8866
+ slices_info: {
8867
+ count: sturmSlices.length,
8868
+ slices: sturmSlices,
8869
+ },
8870
+ sturm_info: sturmInfo,
8871
+ };
8872
+ this.lastResult = result;
8873
+ return result;
8874
+ }
8875
+ /**
8876
+ * 마지막 Sturm 계산 결과를 반환합니다.
8877
+ */
8878
+ getLastResult() {
8879
+ return this.lastResult;
8880
+ }
8881
+ getRayPoints(ray) {
8882
+ const points = ray.points;
8883
+ return Array.isArray(points) ? points : [];
8884
+ }
8885
+ analysisFrameFromRays(rays, fallback) {
8886
+ const axis = new Vector3();
8887
+ for (const ray of rays ?? [])
8888
+ axis.add(ray.getDirection());
8889
+ if (axis.lengthSq() < 1e-12) {
8890
+ if (fallback)
8891
+ return fallback;
8892
+ axis.set(0, 0, 1);
8893
+ }
8894
+ else {
8895
+ axis.normalize();
8896
+ }
8897
+ const origin = new Vector3(0, 0, 0);
8898
+ let helper = new Vector3(0, 1, 0);
8899
+ if (Math.abs(helper.dot(axis)) > 0.95)
8900
+ helper = new Vector3(1, 0, 0);
8901
+ const u = helper.clone().cross(axis).normalize();
8902
+ const v = axis.clone().cross(u).normalize();
8903
+ return { origin, axis, u, v };
8904
+ }
8905
+ sampleRayPointAtDepth(ray, frame, depth) {
8906
+ const points = this.getRayPoints(ray);
8907
+ for (let i = 0; i < points.length - 1; i += 1) {
8908
+ const a = points[i];
8909
+ const b = points[i + 1];
8910
+ const da = a.clone().sub(frame.origin).dot(frame.axis);
8911
+ const db = b.clone().sub(frame.origin).dot(frame.axis);
8912
+ if ((da <= depth && depth <= db) || (db <= depth && depth <= da)) {
8913
+ const denom = db - da;
8914
+ if (Math.abs(denom) < 1e-10)
8915
+ return null;
8916
+ return a.clone().lerp(b, (depth - da) / denom);
8917
+ }
8918
+ }
8919
+ return null;
8920
+ }
8921
+ depthRangeFromRays(rays, frame) {
8922
+ let depthMin = Number.POSITIVE_INFINITY;
8923
+ let depthMax = Number.NEGATIVE_INFINITY;
8924
+ for (const ray of rays ?? []) {
8925
+ for (const point of this.getRayPoints(ray)) {
8926
+ const d = point.clone().sub(frame.origin).dot(frame.axis);
8927
+ depthMin = Math.min(depthMin, d);
8928
+ depthMax = Math.max(depthMax, d);
8929
+ }
8930
+ }
8931
+ if (!Number.isFinite(depthMin) || !Number.isFinite(depthMax) || depthMax <= depthMin)
8932
+ return null;
8933
+ return { depthMin, depthMax };
8934
+ }
8935
+ secondMomentProfileAtDepth(rays, frame, depth) {
8936
+ const points = [];
8937
+ for (const ray of rays) {
8938
+ const point = this.sampleRayPointAtDepth(ray, frame, depth);
8939
+ if (point)
8940
+ points.push(point);
8941
+ }
8942
+ if (points.length < 4)
8943
+ return null;
8944
+ let cxWorld = 0;
8945
+ let cyWorld = 0;
8946
+ let czWorld = 0;
8947
+ let cx = 0;
8948
+ let cy = 0;
8949
+ for (const p of points) {
8950
+ cxWorld += p.x;
8951
+ cyWorld += p.y;
8952
+ czWorld += p.z;
8953
+ const delta = p.clone().sub(frame.origin);
8954
+ cx += delta.dot(frame.u);
8955
+ cy += delta.dot(frame.v);
8956
+ }
8957
+ cxWorld /= points.length;
8958
+ cyWorld /= points.length;
8959
+ czWorld /= points.length;
8960
+ cx /= points.length;
8961
+ cy /= points.length;
8962
+ let sxx = 0;
8963
+ let syy = 0;
8964
+ let sxy = 0;
8965
+ for (const p of points) {
8966
+ const delta = p.clone().sub(frame.origin);
8967
+ const x = delta.dot(frame.u);
8968
+ const y = delta.dot(frame.v);
8969
+ const dx = x - cx;
8970
+ const dy = y - cy;
8971
+ sxx += dx * dx;
8972
+ syy += dy * dy;
8973
+ sxy += dx * dy;
8974
+ }
8975
+ sxx /= points.length;
8976
+ syy /= points.length;
8977
+ sxy /= points.length;
8978
+ const trace = sxx + syy;
8979
+ const halfDiff = (sxx - syy) / 2;
8980
+ const root = Math.sqrt(Math.max(0, halfDiff * halfDiff + sxy * sxy));
8981
+ const lambdaMajor = Math.max(0, trace / 2 + root);
8982
+ const lambdaMinor = Math.max(0, trace / 2 - root);
8983
+ const thetaRad = 0.5 * Math.atan2(2 * sxy, sxx - syy);
8984
+ const angleMajorDeg = ((thetaRad * 180) / Math.PI + 360) % 180;
8985
+ const twoThetaRad = 2 * thetaRad;
8986
+ const j0 = Math.cos(twoThetaRad);
8987
+ const j45 = Math.sin(twoThetaRad);
8988
+ const majorDirection = frame.u.clone().multiplyScalar(Math.cos(thetaRad))
8989
+ .add(frame.v.clone().multiplyScalar(Math.sin(thetaRad)))
8990
+ .normalize();
8991
+ const minorDirection = frame.axis.clone().cross(majorDirection).normalize();
8992
+ return {
8993
+ at: { x: cxWorld, y: cyWorld, z: czWorld },
8994
+ wMajor: Math.sqrt(lambdaMajor),
8995
+ wMinor: Math.sqrt(lambdaMinor),
8996
+ angleMajorDeg,
8997
+ j0,
8998
+ j45,
8999
+ angleMinorDeg: (angleMajorDeg + 90) % 180,
9000
+ majorDirection: {
9001
+ x: majorDirection.x,
9002
+ y: majorDirection.y,
9003
+ z: majorDirection.z,
9004
+ },
9005
+ minorDirection: {
9006
+ x: minorDirection.x,
9007
+ y: minorDirection.y,
9008
+ z: minorDirection.z,
9009
+ },
8761
9010
  };
8762
- return new ToricSurface(props);
8763
9011
  }
8764
- applyChromaticIndicesToSubSurfaces(ray) {
8765
- const line = ray.getFraunhoferLine();
8766
- const nBefore = resolveRefractiveIndex(this.n_before, line);
8767
- const n = resolveRefractiveIndex(this.n, line);
8768
- const nAfter = resolveRefractiveIndex(this.n_after, line);
8769
- const sphericalState = this.sphericalSurface;
8770
- if (this.toricSurface) {
8771
- sphericalState.n_before = n;
8772
- sphericalState.n_after = nAfter;
8773
- const toricState = this.toricSurface;
8774
- toricState.n_before = nBefore;
8775
- toricState.n_after = n;
8776
- return;
9012
+ collectSturmSlices(rays, frame, depthRange, stepMm) {
9013
+ if (!depthRange)
9014
+ return [];
9015
+ const out = [];
9016
+ for (let depth = depthRange.depthMin; depth <= depthRange.depthMax; depth += stepMm) {
9017
+ const profile = this.secondMomentProfileAtDepth(rays, frame, depth);
9018
+ if (!profile)
9019
+ continue;
9020
+ out.push({
9021
+ // Keep z in world coordinates for backward-compatible consumers.
9022
+ z: profile.at.z,
9023
+ // Preserve analysis-axis depth for off-axis robust ranking/interval logic.
9024
+ depth,
9025
+ ratio: profile.wMinor / Math.max(profile.wMajor, 1e-9),
9026
+ size: Math.hypot(profile.wMajor, profile.wMinor),
9027
+ profile,
9028
+ });
8777
9029
  }
8778
- sphericalState.n_before = nBefore;
8779
- sphericalState.n_after = n;
9030
+ return out;
9031
+ }
9032
+ axisDiffDeg(a, b) {
9033
+ const d = Math.abs((((a - b) % 180) + 180) % 180);
9034
+ return Math.min(d, 180 - d);
9035
+ }
9036
+ phasorDot(p, q) {
9037
+ return p.j0 * q.j0 + p.j45 * q.j45;
8780
9038
  }
8781
9039
  /**
8782
- * 구면/토릭 곡면의 z 교차(토릭이 구면을 관통) 방지를 위해
8783
- * 샘플링 영역에서 필요한 최소 중심두께를 계산합니다.
9040
+ * 평탄도 순으로 정렬된 슬라이스에서 선초점 쌍(직교 주경선) 해당하는 Top2를 고른다.
9041
+ * 주경선 대신 이각 phasor (cos 2θ, sin 2θ)로 직교를 판정하고, 실패 시 각도·전역 검색·깊이 폴백을 사용한다.
8784
9042
  */
8785
- optimizeThickness(requestedThickness) {
8786
- if (Math.abs(this.c) < ST_POWER_EPS_D)
8787
- return requestedThickness;
8788
- const sampleRadius = this.samplingRadiusMm();
8789
- if (!Number.isFinite(sampleRadius) || sampleRadius <= 0)
8790
- return requestedThickness;
8791
- const samplesPerAxis = 49;
8792
- let requiredThickness = requestedThickness;
8793
- const safetyMargin = Math.max(0.05, 2 * RAY_SURFACE_ESCAPE_MM);
8794
- for (let iy = 0; iy < samplesPerAxis; iy++) {
8795
- const y = -sampleRadius + (2 * sampleRadius * iy) / (samplesPerAxis - 1);
8796
- for (let ix = 0; ix < samplesPerAxis; ix++) {
8797
- const x = -sampleRadius + (2 * sampleRadius * ix) / (samplesPerAxis - 1);
8798
- if ((x * x + y * y) > sampleRadius * sampleRadius)
9043
+ pickFlattestSturmPair(sortedByFlatness, top2MinGapMm, allSlices) {
9044
+ if (sortedByFlatness.length === 0)
9045
+ return [];
9046
+ const first = sortedByFlatness[0];
9047
+ const top2MinAngleGapDeg = DEFAULT_STURM_TOP2_MIN_ANGLE_GAP_DEG;
9048
+ const phasorStrict = DEFAULT_STURM_TOP2_PHASOR_OPPOSITION_MAX_DOT;
9049
+ const phasorLoose = DEFAULT_STURM_TOP2_PHASOR_FALLBACK_MAX_DOT;
9050
+ const lastResortMinDeg = DEFAULT_STURM_TOP2_AXIS_LAST_RESORT_MIN_GAP_DEG;
9051
+ const depthOk = (c) => Math.abs(c.depth - first.depth) >= top2MinGapMm;
9052
+ const byPhasor = (pool, maxDot) => pool.find((c) => (c !== first
9053
+ && depthOk(c)
9054
+ && this.phasorDot(first.profile, c.profile) <= maxDot));
9055
+ let second = byPhasor(sortedByFlatness, phasorStrict)
9056
+ ?? byPhasor(sortedByFlatness, phasorLoose);
9057
+ if (!second) {
9058
+ second = sortedByFlatness.find((c) => (c !== first
9059
+ && depthOk(c)
9060
+ && this.axisDiffDeg(c.profile.angleMajorDeg, first.profile.angleMajorDeg) >= top2MinAngleGapDeg));
9061
+ }
9062
+ if (!second) {
9063
+ let best = null;
9064
+ let bestAxDiff = -1;
9065
+ for (const c of sortedByFlatness) {
9066
+ if (c === first || !depthOk(c))
8799
9067
  continue;
8800
- const sphericalSag = this.sphericalSagAtXY(x, y);
8801
- const toricSag = this.toricSagAtXY(x, y);
8802
- if (!Number.isFinite(sphericalSag) || !Number.isFinite(toricSag))
9068
+ const axd = this.axisDiffDeg(c.profile.angleMajorDeg, first.profile.angleMajorDeg);
9069
+ if (axd > bestAxDiff) {
9070
+ bestAxDiff = axd;
9071
+ best = c;
9072
+ }
9073
+ }
9074
+ if (best && bestAxDiff >= lastResortMinDeg)
9075
+ second = best;
9076
+ }
9077
+ // 평탄도 정렬 풀만으로는 같은 phasor만 연속으로 나오는 경우가 있어, 전 스캔에서 가장 반대인 phasor를 고른다.
9078
+ if (!second) {
9079
+ let best = null;
9080
+ let bestDot = 1;
9081
+ for (const c of allSlices) {
9082
+ if (c === first || !depthOk(c))
8803
9083
  continue;
8804
- const localRequired = (sphericalSag - toricSag) + safetyMargin;
8805
- if (localRequired > requiredThickness)
8806
- requiredThickness = localRequired;
9084
+ const d = this.phasorDot(first.profile, c.profile);
9085
+ if (d < bestDot) {
9086
+ bestDot = d;
9087
+ best = c;
9088
+ }
8807
9089
  }
9090
+ if (best && bestDot < -0.08)
9091
+ second = best;
8808
9092
  }
8809
- return Math.max(0, requiredThickness);
8810
- }
8811
- /**
8812
- * 기준점(referencePoint.z)으로부터 토릭 꼭지(z)까지의 최소 간격을 확보합니다.
8813
- * - 기준점과 반대 방향으로 현재 토릭 꼭지가 놓인 쪽(sign)을 유지합니다.
8814
- * - 최소 간격은 "토릭–구면 거리(thickness) + 안전여유"입니다.
8815
- */
8816
- optimizeToricVertexZFromReference(toricVertexZ, referenceZ, thicknessMm = this.thickness) {
8817
- if (!Number.isFinite(referenceZ))
8818
- return toricVertexZ;
8819
- const safetyMargin = Math.max(0.05, 2 * RAY_SURFACE_ESCAPE_MM);
8820
- const minGap = Math.max(EYE_ST_SURFACE_OFFSET_MM, Math.max(0, thicknessMm) + safetyMargin);
8821
- const delta = toricVertexZ - referenceZ;
8822
- const side = Math.abs(delta) < 1e-12 ? -1 : Math.sign(delta);
8823
- const currentGap = Math.abs(delta);
8824
- if (currentGap >= minGap)
8825
- return toricVertexZ;
8826
- return referenceZ + side * minGap;
8827
- }
8828
- samplingRadiusMm() {
8829
- const defaultRadius = 12;
8830
- const finiteRadii = [this.sphericalRadiusMm, this.toricRadiusPerpMm]
8831
- .filter((r) => Number.isFinite(r) && Math.abs(r) > 1e-6)
8832
- .map((r) => Math.abs(r));
8833
- if (!finiteRadii.length)
8834
- return defaultRadius;
8835
- return Math.max(1.0, Math.min(defaultRadius, 0.98 * Math.min(...finiteRadii)));
8836
- }
8837
- /**
8838
- * 구면 측 꼭지점 기준 sag(mm)
8839
- */
8840
- sphericalSagAtXY(x, y) {
8841
- const rhoSq = x * x + y * y;
8842
- const r = this.sphericalRadiusMm;
8843
- if (!Number.isFinite(r) || Math.abs(r) > 1e12)
8844
- return 0;
8845
- const rr = r * r;
8846
- if (rhoSq > rr)
8847
- return Number.NaN;
8848
- const root = Math.sqrt(Math.max(0, rr - rhoSq));
8849
- return r > 0 ? r - root : r + root;
8850
- }
8851
- /**
8852
- * 토릭 측 꼭지점 기준 sag(mm)
8853
- */
8854
- toricSagAtXY(x, y) {
8855
- const axisRad = (this.ax * Math.PI) / 180;
8856
- const cAxis = Math.cos(axisRad);
8857
- const sAxis = Math.sin(axisRad);
8858
- const u = cAxis * x + sAxis * y;
8859
- const v = -sAxis * x + cAxis * y;
8860
- const cu = 0; // r_axis = Infinity
8861
- const cv = (!Number.isFinite(this.toricRadiusPerpMm) || Math.abs(this.toricRadiusPerpMm) > 1e12)
8862
- ? 0
8863
- : 1 / this.toricRadiusPerpMm;
8864
- const a = cu * u * u + cv * v * v;
8865
- const b = 1 - cu * cu * u * u - cv * cv * v * v;
8866
- if (b < 0)
8867
- return Number.NaN;
8868
- const den = 1 + Math.sqrt(Math.max(0, b));
8869
- if (Math.abs(den) < 1e-12)
8870
- return Number.NaN;
8871
- return a / den;
9093
+ // 마지막: 가장 납작한 슬라이스와 깊이 차가 가장 큰 “비교적 납작한” 슬라이스 (선초점이 z로 분리될 때)
9094
+ if (!second) {
9095
+ const flatThreshold = first.ratio * 1.5 + 1e-6;
9096
+ let best = null;
9097
+ let bestDepthSpan = -1;
9098
+ for (const c of allSlices) {
9099
+ if (c === first || !depthOk(c))
9100
+ continue;
9101
+ if (c.ratio > flatThreshold)
9102
+ continue;
9103
+ const span = Math.abs(c.depth - first.depth);
9104
+ if (span > bestDepthSpan) {
9105
+ bestDepthSpan = span;
9106
+ best = c;
9107
+ }
9108
+ }
9109
+ if (best)
9110
+ second = best;
9111
+ }
9112
+ return second ? [first, second] : [first];
8872
9113
  }
8873
- isOpticallyNeutral() {
8874
- return (Math.abs(Number(this.s) || 0) < STSurface.POWER_EPS_D
8875
- && Math.abs(Number(this.c) || 0) < STSurface.POWER_EPS_D);
9114
+ buildApproxCenter(flattestTop2, smallestEllipse, preferTop2Mid) {
9115
+ if (flattestTop2.length <= 0)
9116
+ return null;
9117
+ if (preferTop2Mid && flattestTop2.length >= 2) {
9118
+ const first = flattestTop2[0];
9119
+ const second = flattestTop2[1];
9120
+ return {
9121
+ x: (first.profile.at.x + second.profile.at.x) / 2,
9122
+ y: (first.profile.at.y + second.profile.at.y) / 2,
9123
+ z: (first.z + second.z) / 2,
9124
+ mode: "top2-mid",
9125
+ };
9126
+ }
9127
+ if (smallestEllipse) {
9128
+ return {
9129
+ x: smallestEllipse.profile.at.x,
9130
+ y: smallestEllipse.profile.at.y,
9131
+ z: smallestEllipse.z,
9132
+ mode: "min-size",
9133
+ };
9134
+ }
9135
+ const first = flattestTop2[0];
9136
+ return { x: first.profile.at.x, y: first.profile.at.y, z: first.z, mode: "top1-flat" };
8876
9137
  }
8877
- refract(ray) {
8878
- // 무도수 ST면은 기하(면 위치/경사)는 유지하되 굴절력은 0으로 취급하여 직진 통과시킵니다.
8879
- if (this.isOpticallyNeutral()) {
8880
- const direction = ray.getDirection().normalize();
8881
- const passthrough = ray.clone();
8882
- const hitPoint = this.sphericalSurface.incident(ray);
8883
- if (hitPoint) {
8884
- passthrough.appendPoint(hitPoint);
8885
- passthrough.continueFrom(hitPoint.clone().addScaledVector(direction, RAY_SURFACE_ESCAPE_MM), direction);
9138
+ slicesForSturmAnalysis(sturmSlices, bounds) {
9139
+ if (!bounds)
9140
+ return sturmSlices;
9141
+ const zMin = bounds.zMin;
9142
+ const zMax = bounds.zMax;
9143
+ if (!Number.isFinite(zMin) || !Number.isFinite(zMax) || zMax < zMin)
9144
+ return sturmSlices;
9145
+ const bounded = sturmSlices.filter((s) => {
9146
+ const z = s.profile?.at?.z;
9147
+ return Number.isFinite(z) && z >= zMin && z <= zMax;
9148
+ });
9149
+ return bounded.length >= 2 ? bounded : sturmSlices;
9150
+ }
9151
+ groupByFraunhoferLine(rays) {
9152
+ const groups = new Map();
9153
+ for (const ray of rays) {
9154
+ const line = ray.getFraunhoferLine();
9155
+ const wavelength = ray.getWavelengthNm();
9156
+ const color = Number(ray.displayColor);
9157
+ if (!groups.has(line)) {
9158
+ groups.set(line, {
9159
+ line,
9160
+ wavelength_nm: wavelength,
9161
+ color: Number.isFinite(color) ? color : null,
9162
+ rays: [],
9163
+ });
8886
9164
  }
8887
- this.refractedRays.push(passthrough.clone());
8888
- return passthrough;
8889
- }
8890
- this.applyChromaticIndicesToSubSurfaces(ray);
8891
- // 원통 성분이 없으면 단일(구면)면으로 처리합니다.
8892
- if (!this.toricSurface) {
8893
- const single = this.sphericalSurface.refract(ray);
8894
- if (!single)
8895
- return null;
8896
- this.refractedRays.push(single.clone());
8897
- return single;
9165
+ const group = groups.get(line);
9166
+ if (group)
9167
+ group.rays.push(ray);
8898
9168
  }
8899
- // +z 진행: 토릭(작은 z) 구면(큰 z)
8900
- const afterToric = this.toricSurface.refract(ray);
8901
- if (!afterToric)
8902
- return null;
8903
- const afterSpherical = this.sphericalSurface.refract(afterToric);
8904
- if (!afterSpherical)
8905
- return null;
8906
- this.refractedRays.push(afterSpherical.clone());
8907
- return afterSpherical;
8908
- }
8909
- incident(ray) {
8910
- // 복합면의 첫 hit: +z 기준 토릭이 앞서므로 toricSurface 우선.
8911
- const primary = this.toricSurface ?? this.sphericalSurface;
8912
- const hitPoint = primary.incident(ray);
8913
- if (!hitPoint)
8914
- return null;
8915
- this.incidentRays.push(ray.clone());
8916
- return hitPoint;
9169
+ return [...groups.values()].sort((a, b) => this.lineOrder.indexOf(a.line) - this.lineOrder.indexOf(b.line));
8917
9170
  }
8918
- getOptimizedThicknessMm() {
8919
- return this.thickness;
9171
+ analyzeSturmSlices(sturmSlices, effectiveCylinderD, profileWorldZBounds) {
9172
+ const top2MinGapMm = DEFAULT_STURM_TOP2_MIN_GAP_MM;
9173
+ const effectiveCylinderThresholdD = DEFAULT_EFFECTIVE_CYLINDER_THRESHOLD_D;
9174
+ const preferTop2Mid = effectiveCylinderD >= effectiveCylinderThresholdD;
9175
+ const slicesForAnalysis = this.slicesForSturmAnalysis(sturmSlices, profileWorldZBounds ?? null);
9176
+ const sortedByFlatness = [...slicesForAnalysis].sort((a, b) => a.ratio - b.ratio);
9177
+ const flattestTop2 = sortedByFlatness.length > 0
9178
+ ? this.pickFlattestSturmPair(sortedByFlatness, top2MinGapMm, slicesForAnalysis)
9179
+ : [];
9180
+ let smallestEllipse = null;
9181
+ for (const slice of slicesForAnalysis) {
9182
+ if (!smallestEllipse || slice.size < smallestEllipse.size)
9183
+ smallestEllipse = slice;
9184
+ }
9185
+ const approxCenter = this.buildApproxCenter(flattestTop2, smallestEllipse, preferTop2Mid);
9186
+ const anterior = flattestTop2[0] ?? null;
9187
+ const posterior = preferTop2Mid ? (flattestTop2[1] ?? null) : null;
9188
+ return {
9189
+ has_astigmatism: preferTop2Mid,
9190
+ method: preferTop2Mid ? "sturm-interval-midpoint" : "minimum-ellipse",
9191
+ anterior,
9192
+ posterior,
9193
+ approx_center: approxCenter,
9194
+ };
8920
9195
  }
8921
9196
  }
8922
- STSurface.POWER_EPS_D = ST_POWER_EPS_D;
8923
9197
 
8924
- const TABOToDeg = (TABOAngle) => {
8925
- const t = Number(TABOAngle);
8926
- if (!Number.isFinite(t))
8927
- return 0;
8928
- return (((180 - t) % 180) + 180) % 180;
9198
+ const DEFAULT_LIGHT_SOURCE_CONFIG = {
9199
+ type: "grid",
9200
+ width: 10,
9201
+ height: 10,
9202
+ division: 4,
9203
+ z: -10,
9204
+ vergence: 0,
8929
9205
  };
8930
-
9206
+ // ================ Helper functions ================
9207
+ function toFiniteNumber(value, fallback = 0) {
9208
+ const parsed = Number(value);
9209
+ return Number.isFinite(parsed) ? parsed : fallback;
9210
+ }
9211
+ function normalizePrismAmount(value) {
9212
+ const p = Number(value ?? 0);
9213
+ return Number.isFinite(p) ? Math.max(0, p) : 0;
9214
+ }
9215
+ function normalizeAngle360(value) {
9216
+ const d = Number(value ?? 0);
9217
+ if (!Number.isFinite(d))
9218
+ return 0;
9219
+ return ((d % 360) + 360) % 360;
9220
+ }
9221
+ function normalizeEyeTilt(value) {
9222
+ return {
9223
+ x: toFiniteNumber(value?.x),
9224
+ y: toFiniteNumber(value?.y),
9225
+ };
9226
+ }
9227
+ function normalizeLightSourcePose(value) {
9228
+ return {
9229
+ position: {
9230
+ x: toFiniteNumber(value?.position?.x),
9231
+ y: toFiniteNumber(value?.position?.y),
9232
+ z: toFiniteNumber(value?.position?.z),
9233
+ },
9234
+ tilt: {
9235
+ x: toFiniteNumber(value?.tilt?.x),
9236
+ y: toFiniteNumber(value?.tilt?.y),
9237
+ },
9238
+ };
9239
+ }
9240
+ function isNormalizedEngineConfig(config) {
9241
+ const candidate = config;
9242
+ return (candidate.eyeModel !== undefined
9243
+ && candidate.eye !== undefined
9244
+ && candidate.light_source !== undefined
9245
+ && candidate.pupil_type !== undefined
9246
+ && Array.isArray(candidate.lens));
9247
+ }
9248
+ function normalizeEngineProps(props = {}) {
9249
+ const eyeModel = props.eyeModel ?? "gullstrand";
9250
+ const eyeInput = props.eye ?? { s: 0, c: 0, ax: 0, p: 0, p_ax: 0 };
9251
+ const lensInput = Array.isArray(props.lens) ? props.lens : [];
9252
+ const lightSourceInput = props.light_source ?? DEFAULT_LIGHT_SOURCE_CONFIG;
9253
+ const normalizedLightSourcePose = normalizeLightSourcePose(lightSourceInput);
9254
+ return {
9255
+ eyeModel,
9256
+ eye: {
9257
+ s: toFiniteNumber(eyeInput?.s),
9258
+ c: toFiniteNumber(eyeInput?.c),
9259
+ ax: toFiniteNumber(eyeInput?.ax),
9260
+ p: normalizePrismAmount(eyeInput?.p),
9261
+ p_ax: normalizeAngle360(eyeInput?.p_ax),
9262
+ tilt: normalizeEyeTilt(eyeInput?.tilt),
9263
+ },
9264
+ lens: lensInput.map((spec) => ({
9265
+ s: toFiniteNumber(spec?.s),
9266
+ c: toFiniteNumber(spec?.c),
9267
+ ax: toFiniteNumber(spec?.ax),
9268
+ p: normalizePrismAmount(spec?.p),
9269
+ p_ax: normalizeAngle360(spec?.p_ax),
9270
+ position: {
9271
+ x: toFiniteNumber(spec?.position?.x),
9272
+ y: toFiniteNumber(spec?.position?.y),
9273
+ z: toFiniteNumber(spec?.position?.z, SPECTACLE_VERTEX_DISTANCE_MM),
9274
+ },
9275
+ tilt: {
9276
+ x: toFiniteNumber(spec?.tilt?.x),
9277
+ y: toFiniteNumber(spec?.tilt?.y),
9278
+ },
9279
+ })),
9280
+ light_source: {
9281
+ ...lightSourceInput,
9282
+ position: { ...normalizedLightSourcePose.position },
9283
+ tilt: { ...normalizedLightSourcePose.tilt },
9284
+ },
9285
+ pupil_type: props.pupil_type ?? "neutral",
9286
+ };
9287
+ }
8931
9288
  /**
8932
9289
  * legacy simulator.js를 TypeScript로 옮긴 핵심 시뮬레이터입니다.
8933
9290
  * - 광원 광선을 생성하고
@@ -8935,7 +9292,10 @@ const TABOToDeg = (TABOAngle) => {
8935
9292
  * - Sturm 분석까지 제공합니다.
8936
9293
  */
8937
9294
  class SCAXEngineCore {
8938
- constructor(props = {}) {
9295
+ get eyeModelParameter() {
9296
+ return this._eyeModelParameter;
9297
+ }
9298
+ constructor(config = {}) {
8939
9299
  this.tracedRays = [];
8940
9300
  this.lastSourceRaysForSturm = [];
8941
9301
  this.lastSturmGapAnalysis = null;
@@ -8944,14 +9304,14 @@ class SCAXEngineCore {
8944
9304
  this.sortedEyeSurfaces = [];
8945
9305
  this.sturm = new Sturm();
8946
9306
  this.affine = new Affine();
8947
- this.configure(props);
9307
+ this.configure(isNormalizedEngineConfig(config) ? config : normalizeEngineProps(config));
8948
9308
  }
8949
9309
  /**
8950
9310
  * 생성자와 동일한 기본값 규칙으로 광학 설정을 다시 적용합니다.
8951
9311
  * 생략한 최상위 필드는 매번 기본값으로 돌아갑니다(이전 값과 병합하지 않음).
8952
9312
  */
8953
- update(props = {}) {
8954
- this.configure(props);
9313
+ update(config = {}) {
9314
+ this.configure(isNormalizedEngineConfig(config) ? config : normalizeEngineProps(config));
8955
9315
  }
8956
9316
  dispose() {
8957
9317
  [...this.lens, ...this.surfaces].forEach((surface) => {
@@ -8966,141 +9326,40 @@ class SCAXEngineCore {
8966
9326
  this.sortedEyeSurfaces = [];
8967
9327
  this.sortedLensSurfaces = [];
8968
9328
  }
8969
- configure(props = {}) {
9329
+ configure(config) {
8970
9330
  this.lastSturmGapAnalysis = null;
8971
9331
  this.lastAffineAnalysis = null;
8972
- const { eyeModel = "gullstrand", eye = { s: 0, c: 0, ax: 0, p: 0, p_ax: 0 }, lens = [], light_source = { type: "grid", width: 10, height: 10, division: 4, z: -10, vergence: 0 }, pupil_type = "neutral", } = props;
8973
- this.eyeModel = eyeModel;
8974
- const normalizedEyeSphere = this.toFiniteNumber(eye?.s) + (eyeModel === "gullstrand" ? -1 : 0);
8975
- // eye 입력은 auto refractor(굴절오차) 기준이므로,
8976
- // 광학면에 적용할 때는 보정렌즈 파워 관점으로 부호를 반전합니다.
8977
- this.eyePower = {
8978
- s: -normalizedEyeSphere,
8979
- c: -this.toFiniteNumber(eye?.c),
8980
- ax: this.toFiniteNumber(eye?.ax),
8981
- };
8982
- this.eyePrismPrescription = {
8983
- p: this.normalizePrismAmount(eye?.p),
8984
- p_ax: this.normalizeAngle360(eye?.p_ax),
8985
- };
8986
- const eyeRx = this.prismVectorFromBase(this.eyePrismPrescription.p, this.eyePrismPrescription.p_ax);
8987
- // eye 입력은 "교정 필요량(처방값)"이므로 실제 안구 편위는 역벡터입니다.
8988
- this.eyePrismEffectVector = { x: -eyeRx.x, y: -eyeRx.y };
8989
- const eyeRotXDeg = this.prismComponentToAngleDeg(this.eyePrismEffectVector.x);
8990
- const eyeRotYDeg = this.prismComponentToAngleDeg(this.eyePrismEffectVector.y);
8991
- this.eyeTiltDeg = this.normalizeEyeTilt(eye?.tilt);
8992
- // Apply eye deviation in the opposite direction so a lens with the same
8993
- // prism/base prescription can optically compensate the eye deviation.
8994
- const eyeEulerXDeg = eyeRotYDeg + this.eyeTiltDeg.x;
8995
- const eyeEulerYDeg = (-eyeRotXDeg) + this.eyeTiltDeg.y;
8996
- this.eyeRotationQuaternion = new Quaternion().setFromEuler(new Euler((eyeEulerXDeg * Math.PI) / 180, (eyeEulerYDeg * Math.PI) / 180, 0, "XYZ"));
8997
- this.eyeRotationQuaternionInverse = this.eyeRotationQuaternion.clone().invert();
8998
- this.eyeRotationPivot = new Vector3(0, 0, SCAXEngineCore.EYE_ROTATION_PIVOT_FROM_CORNEA_MM);
8999
- const normalizedLightSourcePose = this.normalizeLightSourcePose(light_source);
9000
- this.lightSourcePosition = new Vector3(normalizedLightSourcePose.position.x, normalizedLightSourcePose.position.y, normalizedLightSourcePose.position.z);
9001
- this.lightSourceTiltDeg = { ...normalizedLightSourcePose.tilt };
9002
- this.lightSourceRotationQuaternion = new Quaternion().setFromEuler(new Euler((this.lightSourceTiltDeg.x * Math.PI) / 180, (this.lightSourceTiltDeg.y * Math.PI) / 180, 0, "XYZ"));
9003
- // Rotate around the light source local center plane (z), not world origin,
9004
- // so tilt changes orientation without unintentionally translating the source center.
9005
- this.lightSourceRotationPivot = new Vector3(0, 0, this.toFiniteNumber(light_source?.z));
9006
- this.lensConfigs = (Array.isArray(lens) ? lens : []).map((spec) => ({
9007
- s: this.toFiniteNumber(spec?.s),
9008
- c: this.toFiniteNumber(spec?.c),
9009
- ax: this.toFiniteNumber(spec?.ax),
9010
- p: this.normalizePrismAmount(spec?.p),
9011
- p_ax: this.normalizeAngle360(spec?.p_ax),
9332
+ const { eyeModel, eye, lens, light_source, pupil_type } = config;
9333
+ const lensConfigs = lens.map((spec) => ({
9334
+ s: spec.s,
9335
+ c: spec.c,
9336
+ ax: spec.ax,
9337
+ p: spec.p,
9338
+ p_ax: spec.p_ax,
9012
9339
  position: {
9013
- x: this.toFiniteNumber(spec?.position?.x),
9014
- y: this.toFiniteNumber(spec?.position?.y),
9015
- z: this.toFiniteNumber(spec?.position?.z, SPECTACLE_VERTEX_DISTANCE_MM),
9340
+ x: spec.position.x,
9341
+ y: spec.position.y,
9342
+ z: spec.position.z,
9016
9343
  },
9017
9344
  tilt: {
9018
- x: this.toFiniteNumber(spec?.tilt?.x),
9019
- y: this.toFiniteNumber(spec?.tilt?.y),
9020
- },
9021
- includeInAstigmatismSummary: spec?.includeInAstigmatismSummary !== false,
9022
- }));
9023
- this.currentProps = {
9024
- eyeModel,
9025
- eye: {
9026
- s: this.toFiniteNumber(eye?.s),
9027
- c: this.toFiniteNumber(eye?.c),
9028
- ax: this.toFiniteNumber(eye?.ax),
9029
- p: this.normalizePrismAmount(eye?.p),
9030
- p_ax: this.normalizeAngle360(eye?.p_ax),
9031
- tilt: this.normalizeEyeTilt(eye?.tilt),
9032
- },
9033
- lens: this.lensConfigs.map((spec) => ({
9034
- s: this.toFiniteNumber(spec.s),
9035
- c: this.toFiniteNumber(spec.c),
9036
- ax: this.toFiniteNumber(spec.ax),
9037
- p: this.normalizePrismAmount(spec.p),
9038
- p_ax: this.normalizeAngle360(spec.p_ax),
9039
- position: {
9040
- x: this.toFiniteNumber(spec.position?.x),
9041
- y: this.toFiniteNumber(spec.position?.y),
9042
- z: this.toFiniteNumber(spec.position?.z, SPECTACLE_VERTEX_DISTANCE_MM),
9043
- },
9044
- tilt: {
9045
- x: this.toFiniteNumber(spec.tilt?.x),
9046
- y: this.toFiniteNumber(spec.tilt?.y),
9047
- },
9048
- includeInAstigmatismSummary: spec.includeInAstigmatismSummary,
9049
- })),
9050
- light_source: {
9051
- ...light_source,
9052
- position: { ...normalizedLightSourcePose.position },
9053
- tilt: { ...normalizedLightSourcePose.tilt },
9345
+ x: spec.tilt.x,
9346
+ y: spec.tilt.y,
9054
9347
  },
9055
- pupil_type,
9056
- };
9057
- this.lensPowers = this.lensConfigs.map((spec) => ({
9058
- s: this.toFiniteNumber(spec?.s),
9059
- c: this.toFiniteNumber(spec?.c),
9060
- ax: this.toFiniteNumber(spec?.ax),
9061
9348
  }));
9062
- // eye/lens prism axis는 모두 임상 Base 방향(렌즈->각막 시점)으로 입력합니다.
9063
- // 내부 광선 편향 벡터는 Base의 반대방향(= +180° 변환)으로 계산합니다.
9064
- this.lensPrismVector = this.lensConfigs.reduce((acc, spec) => {
9065
- const v = this.prismVectorFromBase(spec.p ?? 0, spec.p_ax ?? 0);
9066
- return { x: acc.x + v.x, y: acc.y + v.y };
9067
- }, { x: 0, y: 0 });
9068
9349
  // "none"은 동공 제한을 완전히 비활성화합니다.
9069
- this.pupilDiameterMm = pupil_type === "none" ? 0 : Number(PUPIL_SIZE[pupil_type]);
9070
- this.eyeModelParameter = eyeModel === "gullstrand" ? new GullstrandParameter() : new NavarroParameter();
9071
- const eyeSt = new STSurface({
9072
- type: "compound",
9073
- name: "eye_st",
9074
- position: { x: 0, y: 0, z: -EYE_ST_SURFACE_OFFSET_MM },
9075
- referencePoint: { x: 0, y: 0, z: 0 },
9076
- tilt: { x: 0, y: 0 },
9077
- s: this.eyePower.s,
9078
- c: this.eyePower.c,
9079
- ax: this.eyePower.ax,
9080
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
9081
- n: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
9082
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
9350
+ const pupilMm = pupil_type === "none" ? 0 : Number(PUPIL_SIZE[pupil_type]);
9351
+ this._eyeModelParameter = eyeModel === "gullstrand" ? new GullstrandParameter() : new NavarroParameter();
9352
+ this.surfaces = this._eyeModelParameter.createSurface({
9353
+ eyeModel,
9354
+ s: eye.s,
9355
+ c: eye.c,
9356
+ ax: eye.ax,
9357
+ p: eye.p,
9358
+ p_ax: eye.p_ax,
9359
+ tilt: eye.tilt,
9360
+ pupilDiameterMm: pupilMm,
9083
9361
  });
9084
- this.surfaces = [eyeSt, ...this.eyeModelParameter.createSurface()];
9085
- this.hasPupilStop = false;
9086
- if (Number.isFinite(this.pupilDiameterMm) && this.pupilDiameterMm > 0) {
9087
- const pupilStop = new ApertureStopSurface({
9088
- type: "aperture_stop",
9089
- name: "pupil_stop",
9090
- shape: "circle",
9091
- radius: this.pupilDiameterMm / 2,
9092
- // eye_st(눈 굴절력 surface)의 첫 굴절면(back vertex) 바로 앞에서 차단/통과를 판정합니다.
9093
- position: {
9094
- x: 0,
9095
- y: 0,
9096
- z: -EYE_ST_SURFACE_OFFSET_MM - (2 * RAY_SURFACE_ESCAPE_MM),
9097
- },
9098
- tilt: { x: 0, y: 0 },
9099
- });
9100
- this.surfaces = [pupilStop, ...this.surfaces];
9101
- this.hasPupilStop = true;
9102
- }
9103
- this.lens = this.lensConfigs.map((spec, index) => new STSurface({
9362
+ this.lens = lensConfigs.map((spec, index) => new STSurface({
9104
9363
  type: "compound",
9105
9364
  name: `lens_st_${index + 1}`,
9106
9365
  position: {
@@ -9113,12 +9372,14 @@ class SCAXEngineCore {
9113
9372
  // 1) back surface is fixed at vertex distance(position.z)
9114
9373
  // 2) back-front gap is optimized (thickness=0 => auto)
9115
9374
  thickness: 0,
9116
- s: this.toFiniteNumber(spec?.s),
9117
- c: this.toFiniteNumber(spec?.c),
9118
- ax: this.toFiniteNumber(spec?.ax),
9375
+ s: spec.s,
9376
+ c: spec.c,
9377
+ ax: spec.ax,
9119
9378
  n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
9120
9379
  n: FRAUNHOFER_REFRACTIVE_INDICES.crown_glass,
9121
9380
  n_after: FRAUNHOFER_REFRACTIVE_INDICES.air,
9381
+ p: spec.p,
9382
+ p_ax: spec.p_ax,
9122
9383
  }));
9123
9384
  this.light_source = light_source.type === "radial"
9124
9385
  ? new RadialLightSource(light_source)
@@ -9134,52 +9395,7 @@ class SCAXEngineCore {
9134
9395
  simulate() {
9135
9396
  const tracedRays = this.rayTracing();
9136
9397
  this.sturmCalculation(tracedRays);
9137
- const lightDeviation = this.calculateLightDeviation();
9138
- return {
9139
- traced_rays: tracedRays,
9140
- info: {
9141
- astigmatism: {
9142
- eye: this.principalMeridiansFromPowers([this.eyePower]),
9143
- lens: this.principalMeridiansFromPowers(this.astigmatismSummaryLensPowers()),
9144
- combined: this.principalMeridiansFromPowers([
9145
- this.eyePower,
9146
- ...this.lensPowers,
9147
- ]),
9148
- },
9149
- prism: {
9150
- eye: this.toPrismSummaryItem(lightDeviation.eye_prism_effect),
9151
- lens: this.toPrismSummaryItem(lightDeviation.lens_prism_total),
9152
- combined: this.toPrismSummaryItem(lightDeviation.net_prism),
9153
- },
9154
- },
9155
- };
9156
- }
9157
- /**
9158
- * eye.p / eye.p_ax(처방값)를 기준으로, 렌더링에서 바로 쓸 눈 회전량을 반환합니다.
9159
- * - x_deg/y_deg는 프리즘 회전량에 eye.tilt를 합산한 최종 렌더 회전량입니다.
9160
- */
9161
- getEyeRotation() {
9162
- // Keep render rotation strictly aligned with the internal eye rotation used in ray tracing.
9163
- // Internal eye-space Euler:
9164
- // eyeEulerXDeg = eyeRotYDeg + tilt.x
9165
- // eyeEulerYDeg = (-eyeRotXDeg) + tilt.y
9166
- // UI mapping (applyEyeRenderRotation):
9167
- // object.rotation.x = -y_deg
9168
- // object.rotation.y = x_deg
9169
- // so we expose:
9170
- // x_deg = eyeEulerYDeg
9171
- // y_deg = -eyeEulerXDeg
9172
- const eyeRotXDeg = this.prismComponentToAngleDeg(this.eyePrismEffectVector.x);
9173
- const eyeRotYDeg = this.prismComponentToAngleDeg(this.eyePrismEffectVector.y);
9174
- const eyeEulerXDeg = eyeRotYDeg + this.eyeTiltDeg.x;
9175
- const eyeEulerYDeg = (-eyeRotXDeg) + this.eyeTiltDeg.y;
9176
- const xDeg = eyeEulerYDeg;
9177
- const yDeg = -eyeEulerXDeg;
9178
- return {
9179
- x_deg: xDeg,
9180
- y_deg: yDeg,
9181
- magnitude_deg: Math.hypot(xDeg, yDeg),
9182
- };
9398
+ return { traced_rays: tracedRays };
9183
9399
  }
9184
9400
  /**
9185
9401
  * 1) Ray tracing 전용 함수
@@ -9190,10 +9406,8 @@ class SCAXEngineCore {
9190
9406
  const eyeSurfaces = this.sortedEyeSurfaces;
9191
9407
  lensSurfaces.forEach((surface) => surface.clearTraceHistory());
9192
9408
  eyeSurfaces.forEach((surface) => surface.clearTraceHistory());
9193
- const emittedSourceRays = this.light_source.emitRays().map((ray) => this.applyLightSourceTransformToRay(ray));
9194
- const sourceRays = this.hasPupilStop
9195
- ? emittedSourceRays
9196
- : emittedSourceRays.filter((ray) => this.isRayInsidePupil(ray));
9409
+ const emittedSourceRays = this.light_source.emitRays();
9410
+ const sourceRays = emittedSourceRays;
9197
9411
  this.lastSourceRaysForSturm = sourceRays.map((ray) => ray.clone());
9198
9412
  const traced = [];
9199
9413
  for (const sourceRay of sourceRays) {
@@ -9212,8 +9426,6 @@ class SCAXEngineCore {
9212
9426
  traced.push(activeRay);
9213
9427
  continue;
9214
9428
  }
9215
- activeRay = this.applyPrismVectorToRay(activeRay, this.lensPrismVector);
9216
- activeRay = this.transformRayAroundPivot(activeRay, this.eyeRotationQuaternionInverse, this.eyeRotationPivot);
9217
9429
  for (const surface of eyeSurfaces) {
9218
9430
  const nextRay = surface.refract(activeRay);
9219
9431
  if (!(nextRay instanceof Ray)) {
@@ -9222,7 +9434,6 @@ class SCAXEngineCore {
9222
9434
  }
9223
9435
  activeRay = nextRay;
9224
9436
  }
9225
- activeRay = this.transformRayAroundPivot(activeRay, this.eyeRotationQuaternion, this.eyeRotationPivot);
9226
9437
  if (valid) {
9227
9438
  traced.push(activeRay);
9228
9439
  }
@@ -9294,17 +9505,6 @@ class SCAXEngineCore {
9294
9505
  const points = ray.points;
9295
9506
  return Array.isArray(points) ? points : [];
9296
9507
  }
9297
- isRayInsidePupil(ray) {
9298
- const diameter = this.pupilDiameterMm;
9299
- if (!Number.isFinite(diameter) || diameter <= 0)
9300
- return true;
9301
- const radius = diameter / 2;
9302
- const points = this.getRayPoints(ray);
9303
- const origin = points[0];
9304
- if (!origin)
9305
- return false;
9306
- return Math.hypot(origin.x, origin.y) <= radius + 1e-6;
9307
- }
9308
9508
  powerVectorFromCylinder(cylinderD, axisDeg) {
9309
9509
  const c = Number(cylinderD);
9310
9510
  const ax = ((Number(axisDeg) % 180) + 180) % 180;
@@ -9314,221 +9514,10 @@ class SCAXEngineCore {
9314
9514
  const scale = -c / 2;
9315
9515
  return { j0: scale * Math.cos(rad), j45: scale * Math.sin(rad) };
9316
9516
  }
9317
- aggregatePowerVector(powers) {
9318
- let m = 0;
9319
- let j0 = 0;
9320
- let j45 = 0;
9321
- for (const power of powers) {
9322
- const sphere = Number(power?.s ?? 0);
9323
- const cylinder = Number(power?.c ?? 0);
9324
- const axisTABO = Number(power?.ax ?? 0);
9325
- if (!Number.isFinite(sphere) || !Number.isFinite(cylinder) || !Number.isFinite(axisTABO))
9326
- continue;
9327
- const axisDeg = DegToTABO(axisTABO);
9328
- const rad = (2 * axisDeg * Math.PI) / 180;
9329
- const halfMinusCylinder = -cylinder / 2;
9330
- m += sphere + (cylinder / 2);
9331
- j0 += halfMinusCylinder * Math.cos(rad);
9332
- j45 += halfMinusCylinder * Math.sin(rad);
9333
- }
9334
- return { m, j0, j45 };
9335
- }
9336
- /** 난시 주경선 TABO 각도: 180° 동치이므로 표시·비교는 항상 [0, 180)으로 맞춘다. */
9337
- normalizeTaboMeridian180(value) {
9338
- const d = Number(value ?? 0);
9339
- if (!Number.isFinite(d))
9340
- return 0;
9341
- return ((d % 180) + 180) % 180;
9342
- }
9343
- principalMeridiansFromVector(m, j0, j45) {
9344
- if (!Number.isFinite(m) || !Number.isFinite(j0) || !Number.isFinite(j45))
9345
- return [];
9346
- const axisDeg = (((0.5 * Math.atan2(j45, j0) * 180) / Math.PI) % 180 + 180) % 180;
9347
- const taboAxis = this.normalizeTaboMeridian180(TABOToDeg(axisDeg));
9348
- const orthogonalTabo = (taboAxis + 90) % 180;
9349
- const r = Math.hypot(j0, j45);
9350
- const meridians = [
9351
- { tabo: taboAxis, d: m - r },
9352
- { tabo: orthogonalTabo, d: m + r },
9353
- ];
9354
- return meridians.sort((a, b) => a.d - b.d);
9355
- }
9356
- astigmatismSummaryLensPowers() {
9357
- return this.lensConfigs
9358
- .filter((spec) => spec.includeInAstigmatismSummary)
9359
- .map((spec) => ({
9360
- s: this.toFiniteNumber(spec.s),
9361
- c: this.toFiniteNumber(spec.c),
9362
- ax: this.toFiniteNumber(spec.ax),
9363
- }));
9364
- }
9365
- principalMeridiansFromPowers(powers) {
9366
- if (powers.length === 0)
9367
- return [];
9368
- const { m, j0, j45 } = this.aggregatePowerVector(powers);
9369
- return this.principalMeridiansFromVector(m, j0, j45);
9370
- }
9371
- normalizePrismAmount(value) {
9372
- const p = Number(value ?? 0);
9373
- return Number.isFinite(p) ? Math.max(0, p) : 0;
9374
- }
9375
- normalizeAngle360(value) {
9376
- const d = Number(value ?? 0);
9377
- if (!Number.isFinite(d))
9378
- return 0;
9379
- return ((d % 360) + 360) % 360;
9380
- }
9381
- normalizeEyeTilt(value) {
9382
- return {
9383
- x: this.toFiniteNumber(value?.x),
9384
- y: this.toFiniteNumber(value?.y),
9385
- };
9386
- }
9387
- normalizeLightSourcePose(value) {
9388
- return {
9389
- position: {
9390
- x: this.toFiniteNumber(value?.position?.x),
9391
- y: this.toFiniteNumber(value?.position?.y),
9392
- z: this.toFiniteNumber(value?.position?.z),
9393
- },
9394
- tilt: {
9395
- x: this.toFiniteNumber(value?.tilt?.x),
9396
- y: this.toFiniteNumber(value?.tilt?.y),
9397
- },
9398
- };
9399
- }
9400
- toFiniteNumber(value, fallback = 0) {
9401
- const parsed = Number(value);
9402
- return Number.isFinite(parsed) ? parsed : fallback;
9403
- }
9404
9517
  refreshSortedSurfaces() {
9405
9518
  this.sortedLensSurfaces = [...this.lens].sort((a, b) => this.surfaceOrderZ(a) - this.surfaceOrderZ(b));
9406
9519
  this.sortedEyeSurfaces = [...this.surfaces].sort((a, b) => this.surfaceOrderZ(a) - this.surfaceOrderZ(b));
9407
9520
  }
9408
- prismVectorFromBase(prismDiopter, baseAngleDeg) {
9409
- const p = this.normalizePrismAmount(prismDiopter);
9410
- const baseAngle = this.normalizeAngle360(baseAngleDeg);
9411
- // Clinical Base convention:
9412
- // - input axis is prism base direction, viewed from lens side toward cornea (OD: right=0°)
9413
- // - light deviation is opposite to base, so internally convert by +180°
9414
- const deviationAngle = this.normalizeAngle360(baseAngle + 180);
9415
- // Internal x/y uses math-style +x right, +y up.
9416
- // Because user axis is defined from lens->cornea view, flip angular direction by negating theta.
9417
- const rad = (-deviationAngle * Math.PI) / 180;
9418
- return {
9419
- x: p * Math.cos(rad),
9420
- y: p * Math.sin(rad),
9421
- };
9422
- }
9423
- vectorToPrismInfo(x, y) {
9424
- const xx = Number.isFinite(x) ? x : 0;
9425
- const yy = Number.isFinite(y) ? y : 0;
9426
- const magnitude = Math.hypot(xx, yy);
9427
- const angleDeg = this.normalizeAngle360((Math.atan2(yy, xx) * 180) / Math.PI);
9428
- return {
9429
- x: xx,
9430
- y: yy,
9431
- magnitude,
9432
- angle_deg: magnitude < 1e-12 ? 0 : angleDeg,
9433
- };
9434
- }
9435
- toPrismSummaryItem(value) {
9436
- const magnitude = Number(value?.magnitude);
9437
- return {
9438
- p_x: Number(value?.x ?? 0),
9439
- p_y: Number(value?.y ?? 0),
9440
- prism_angle: this.normalizeAngle360(value?.angle_deg),
9441
- magnitude: Number.isFinite(magnitude) && magnitude >= 1e-9 ? magnitude : null,
9442
- };
9443
- }
9444
- prismComponentToAngleDeg(componentPrism) {
9445
- const c = Number(componentPrism);
9446
- if (!Number.isFinite(c))
9447
- return 0;
9448
- return (Math.atan(c / 100) * 180) / Math.PI;
9449
- }
9450
- prismMagnitudeToAngleDeg(prismDiopter) {
9451
- const p = Number(prismDiopter);
9452
- if (!Number.isFinite(p) || p < 1e-12)
9453
- return 0;
9454
- return (Math.atan(p / 100) * 180) / Math.PI;
9455
- }
9456
- applyPrismVectorToRay(ray, prism) {
9457
- const px = Number(prism?.x ?? 0);
9458
- const py = Number(prism?.y ?? 0);
9459
- if (!Number.isFinite(px)
9460
- || !Number.isFinite(py)
9461
- || (Math.abs(px) < 1e-12 && Math.abs(py) < 1e-12)) {
9462
- return ray;
9463
- }
9464
- const direction = ray.getDirection();
9465
- const dz = Number(direction.z);
9466
- if (!Number.isFinite(dz) || Math.abs(dz) < 1e-12)
9467
- return ray;
9468
- const tx = (direction.x / dz) + (px / 100);
9469
- const ty = (direction.y / dz) + (py / 100);
9470
- const signZ = dz >= 0 ? 1 : -1;
9471
- const newDirection = new Vector3(tx * signZ, ty * signZ, signZ).normalize();
9472
- if (!Number.isFinite(newDirection.x) || !Number.isFinite(newDirection.y) || !Number.isFinite(newDirection.z)) {
9473
- return ray;
9474
- }
9475
- const updated = ray.clone();
9476
- const origin = updated.endPoint();
9477
- updated.continueFrom(origin.clone().addScaledVector(newDirection, RAY_SURFACE_ESCAPE_MM), newDirection);
9478
- return updated;
9479
- }
9480
- rotatePointAroundPivot(point, rotation, pivot) {
9481
- return point.clone().sub(pivot).applyQuaternion(rotation).add(pivot);
9482
- }
9483
- translateRay(ray, offset) {
9484
- if (offset.lengthSq() < 1e-12)
9485
- return ray;
9486
- const points = this.getRayPoints(ray);
9487
- if (!points.length)
9488
- return ray;
9489
- const translated = ray.clone();
9490
- const translatedState = translated;
9491
- const nextPoints = points.map((point) => point.clone().add(offset));
9492
- translatedState.points = nextPoints;
9493
- translatedState.origin = nextPoints[nextPoints.length - 1].clone();
9494
- return translated;
9495
- }
9496
- transformRayAroundPivot(ray, rotation, pivot) {
9497
- const points = this.getRayPoints(ray);
9498
- if (!points.length)
9499
- return ray;
9500
- const transformed = ray.clone();
9501
- const transformedState = transformed;
9502
- const nextPoints = points.map((point) => this.rotatePointAroundPivot(point, rotation, pivot));
9503
- transformedState.points = nextPoints;
9504
- transformedState.direction = ray.getDirection().clone().applyQuaternion(rotation).normalize();
9505
- transformedState.origin = nextPoints[nextPoints.length - 1].clone();
9506
- return transformed;
9507
- }
9508
- applyLightSourceTransformToRay(ray) {
9509
- const rotated = this.transformRayAroundPivot(ray, this.lightSourceRotationQuaternion, this.lightSourceRotationPivot);
9510
- return this.translateRay(rotated, this.lightSourcePosition);
9511
- }
9512
- calculateLightDeviation() {
9513
- // eye/lens 입력은 모두 임상 Base 방향이므로, prismVectorFromBase 내부에서
9514
- // Base -> 광선편향(+180°) 변환이 적용됩니다.
9515
- // eye는 "처방값(교정 필요량)"으로 해석하므로 실제 눈 편위는 역벡터입니다.
9516
- const eyeEffect = this.vectorToPrismInfo(this.eyePrismEffectVector.x, this.eyePrismEffectVector.y);
9517
- // lens 입력은 교정량이며, 렌즈는 Base 반대방향으로 광선을 실제 굴절시킵니다.
9518
- // prismVectorFromBase에서 Base->광선편향이 이미 반영된 벡터를 그대로 합산합니다.
9519
- const lensX = this.lensPrismVector.x;
9520
- const lensY = this.lensPrismVector.y;
9521
- const lensTotal = this.vectorToPrismInfo(lensX, lensY);
9522
- const net = this.vectorToPrismInfo(eyeEffect.x + lensTotal.x, eyeEffect.y + lensTotal.y);
9523
- return {
9524
- eye_prism_effect: eyeEffect,
9525
- lens_prism_total: lensTotal,
9526
- net_prism: net,
9527
- x_angle_deg: this.prismComponentToAngleDeg(net.x),
9528
- y_angle_deg: this.prismComponentToAngleDeg(net.y),
9529
- net_angle_deg: this.prismMagnitudeToAngleDeg(net.magnitude),
9530
- };
9531
- }
9532
9521
  effectiveCylinderFromOpticSurfaces() {
9533
9522
  let j0 = 0;
9534
9523
  let j45 = 0;
@@ -9574,14 +9563,14 @@ class SCAXEngineCore {
9574
9563
  .filter((pair) => Boolean(pair));
9575
9564
  }
9576
9565
  }
9577
- SCAXEngineCore.EYE_ROTATION_PIVOT_FROM_CORNEA_MM = 13;
9578
9566
  /**
9579
9567
  * 외부 공개 API 전용 Facade입니다.
9580
9568
  * 내부 광학 상태/연산은 SCAXEngineCore에 위임합니다.
9581
9569
  */
9582
9570
  class SCAXEngine {
9583
9571
  constructor(props = {}) {
9584
- this.core = new SCAXEngineCore(props);
9572
+ this.normalizedConfig = normalizeEngineProps(props);
9573
+ this.core = new SCAXEngineCore(this.normalizedConfig);
9585
9574
  }
9586
9575
  // Test/debug bridge for legacy direct field access patterns.
9587
9576
  get lens() {
@@ -9594,7 +9583,8 @@ class SCAXEngine {
9594
9583
  return this.core.surfaces;
9595
9584
  }
9596
9585
  update(props = {}) {
9597
- this.core.update(props);
9586
+ this.normalizedConfig = normalizeEngineProps(props);
9587
+ this.core.update(this.normalizedConfig);
9598
9588
  }
9599
9589
  dispose() {
9600
9590
  this.core.dispose();
@@ -9602,21 +9592,58 @@ class SCAXEngine {
9602
9592
  simulate() {
9603
9593
  return this.core.simulate();
9604
9594
  }
9605
- getEyeRotation() {
9606
- return this.core.getEyeRotation();
9607
- }
9608
9595
  rayTracing() {
9609
9596
  return this.core.rayTracing();
9610
9597
  }
9611
9598
  sturmCalculation(rays) {
9612
9599
  return this.core.sturmCalculation(rays);
9613
9600
  }
9614
- getAffineAnalysis() {
9615
- return this.core.getAffineAnalysis();
9601
+ calculateMeridians(scaxPowers) {
9602
+ const normalize180 = (angle) => (((angle % 180) + 180) % 180);
9603
+ const taboToDeg = (taboAngle) => normalize180(180 - taboAngle);
9604
+ const degToTabo = (degreeAngle) => normalize180(180 - degreeAngle);
9605
+ let m = 0;
9606
+ let j0 = 0;
9607
+ let j45 = 0;
9608
+ for (const power of Array.isArray(scaxPowers) ? scaxPowers : []) {
9609
+ const sphere = Number(power?.s ?? 0);
9610
+ const cylinder = Number(power?.c ?? 0);
9611
+ const axisTABO = Number(power?.ax ?? 0);
9612
+ if (!Number.isFinite(sphere) || !Number.isFinite(cylinder) || !Number.isFinite(axisTABO))
9613
+ continue;
9614
+ const axisDeg = taboToDeg(axisTABO);
9615
+ const rad = (2 * axisDeg * Math.PI) / 180;
9616
+ const halfMinusCylinder = -cylinder / 2;
9617
+ m += sphere + (cylinder / 2);
9618
+ j0 += halfMinusCylinder * Math.cos(rad);
9619
+ j45 += halfMinusCylinder * Math.sin(rad);
9620
+ }
9621
+ if (!Number.isFinite(m) || !Number.isFinite(j0) || !Number.isFinite(j45))
9622
+ return [];
9623
+ const axisDeg = normalize180((0.5 * Math.atan2(j45, j0) * 180) / Math.PI);
9624
+ const taboAxis = degToTabo(axisDeg);
9625
+ const orthogonalTabo = (taboAxis + 90) % 180;
9626
+ const r = Math.hypot(j0, j45);
9627
+ return [
9628
+ { tabo: taboAxis, d: m - r },
9629
+ { tabo: orthogonalTabo, d: m + r },
9630
+ ].sort((a, b) => a.d - b.d);
9631
+ }
9632
+ calculateEyeRotationByPrism(prism) {
9633
+ // 프리즘 처방으로 인한 안구 회전량만 계산 (tilt 제외)
9634
+ const p = normalizePrismAmount(prism?.p);
9635
+ const p_ax = normalizeAngle360(prism?.p_ax);
9636
+ const rotation = eyeRotationForRenderDegrees(p, p_ax, { x: 0, y: 0 });
9637
+ return {
9638
+ x: Number.isFinite(rotation.x_deg) ? rotation.x_deg : 0,
9639
+ y: Number.isFinite(rotation.y_deg) ? rotation.y_deg : 0,
9640
+ };
9616
9641
  }
9617
9642
  }
9618
9643
 
9644
+ exports.LightSource = LightSource;
9619
9645
  exports.Ray = Ray;
9620
9646
  exports.SCAXEngine = SCAXEngine;
9621
9647
  exports.SCAXEngineCore = SCAXEngineCore;
9648
+ exports.Surface = Surface;
9622
9649
  //# sourceMappingURL=scax-engine.cjs.map