scax-engine 0.1.8 → 0.2.0-beta.2

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@@ -6741,119 +6741,6 @@
6741
6741
 
6742
6742
  _m.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 );
6743
6743
 
6744
- /**
6745
- * 2D affine 왜곡 추정 전용 클래스입니다.
6746
- * [x'; y'] = [[a b c], [d e f]] * [x y 1]^T 형태를 최소자승으로 적합합니다.
6747
- */
6748
- class Affine {
6749
- constructor() {
6750
- this.lastResult = null;
6751
- this.lastPairs = [];
6752
- }
6753
- estimate(pairs) {
6754
- const inputPairs = Array.isArray(pairs) ? pairs : [];
6755
- this.lastPairs = inputPairs;
6756
- const affine = this.fitAffine2D(inputPairs);
6757
- if (!affine) {
6758
- this.lastResult = null;
6759
- return null;
6760
- }
6761
- let residualSumPct = 0;
6762
- let residualCount = 0;
6763
- let residualMaxPct = 0;
6764
- const residuals = [];
6765
- for (const pair of inputPairs) {
6766
- const px = affine.a * pair.sx + affine.b * pair.sy + affine.c;
6767
- const py = affine.d * pair.sx + affine.e * pair.sy + affine.f;
6768
- const rx = pair.tx - px;
6769
- const ry = pair.ty - py;
6770
- const magnitude = Math.hypot(rx, ry);
6771
- if (magnitude < 1e-4)
6772
- continue;
6773
- const radiusRef = Math.hypot(px, py);
6774
- const pct = (magnitude / Math.max(0.2, radiusRef)) * 100;
6775
- residualSumPct += pct;
6776
- residualCount += 1;
6777
- residualMaxPct = Math.max(residualMaxPct, pct);
6778
- residuals.push({ sx: pair.sx, sy: pair.sy, px, py, rx, ry, magnitude, pct });
6779
- }
6780
- const result = {
6781
- ...affine,
6782
- count: inputPairs.length,
6783
- residualAvgPct: residualCount ? residualSumPct / residualCount : 0,
6784
- residualMaxPct,
6785
- residuals,
6786
- };
6787
- this.lastResult = result;
6788
- return result;
6789
- }
6790
- /**
6791
- * 마지막 affine 추정 결과를 반환합니다.
6792
- */
6793
- getLastResult() {
6794
- return this.lastResult;
6795
- }
6796
- /**
6797
- * 마지막 affine 추정에 사용된 입력쌍을 반환합니다.
6798
- */
6799
- getLastPairs() {
6800
- return [...this.lastPairs];
6801
- }
6802
- fitAffine2D(pairs) {
6803
- if (!Array.isArray(pairs) || pairs.length < 4)
6804
- return null;
6805
- const ata = Array.from({ length: 6 }, () => Array(6).fill(0));
6806
- const atb = Array(6).fill(0);
6807
- const accumulate = (row, rhs) => {
6808
- for (let i = 0; i < 6; i += 1) {
6809
- atb[i] += row[i] * rhs;
6810
- for (let j = 0; j < 6; j += 1)
6811
- ata[i][j] += row[i] * row[j];
6812
- }
6813
- };
6814
- for (const pair of pairs) {
6815
- accumulate([pair.sx, pair.sy, 1, 0, 0, 0], pair.tx);
6816
- accumulate([0, 0, 0, pair.sx, pair.sy, 1], pair.ty);
6817
- }
6818
- const n = 6;
6819
- const aug = ata.map((row, index) => [...row, atb[index]]);
6820
- for (let col = 0; col < n; col += 1) {
6821
- let pivot = col;
6822
- for (let row = col + 1; row < n; row += 1) {
6823
- if (Math.abs(aug[row][col]) > Math.abs(aug[pivot][col]))
6824
- pivot = row;
6825
- }
6826
- if (Math.abs(aug[pivot][col]) < 1e-10)
6827
- return null;
6828
- if (pivot !== col) {
6829
- const temp = aug[col];
6830
- aug[col] = aug[pivot];
6831
- aug[pivot] = temp;
6832
- }
6833
- const divider = aug[col][col];
6834
- for (let j = col; j <= n; j += 1)
6835
- aug[col][j] /= divider;
6836
- for (let row = 0; row < n; row += 1) {
6837
- if (row === col)
6838
- continue;
6839
- const factor = aug[row][col];
6840
- if (Math.abs(factor) < 1e-12)
6841
- continue;
6842
- for (let j = col; j <= n; j += 1)
6843
- aug[row][j] -= factor * aug[col][j];
6844
- }
6845
- }
6846
- return {
6847
- a: aug[0][n],
6848
- b: aug[1][n],
6849
- c: aug[2][n],
6850
- d: aug[3][n],
6851
- e: aug[4][n],
6852
- f: aug[5][n],
6853
- };
6854
- }
6855
- }
6856
-
6857
6744
  /**
6858
6745
  * 프라운호퍼 파장과 색상
6859
6746
  */
@@ -7133,6 +7020,9 @@
7133
7020
  class LightSource {
7134
7021
  constructor() {
7135
7022
  this.rays = [];
7023
+ this.sourcePosition = new Vector3(0, 0, 0);
7024
+ this.sourceRotationQuaternion = new Quaternion();
7025
+ this.sourceRotationPivot = new Vector3(0, 0, 0);
7136
7026
  }
7137
7027
  directionFromVergence(origin, z, vergence) {
7138
7028
  if (!Number.isFinite(vergence) || Math.abs(vergence) < 1e-12) {
@@ -7167,13 +7057,62 @@
7167
7057
  addRay(ray) {
7168
7058
  this.rays.push(ray.clone());
7169
7059
  }
7060
+ configurePose(pose, pivotZ = 0) {
7061
+ const position = pose?.position;
7062
+ const tilt = pose?.tilt;
7063
+ this.sourcePosition = new Vector3(this.toFiniteNumber(position?.x), this.toFiniteNumber(position?.y), this.toFiniteNumber(position?.z));
7064
+ const tiltXDeg = this.toFiniteNumber(tilt?.x);
7065
+ const tiltYDeg = this.toFiniteNumber(tilt?.y);
7066
+ this.sourceRotationQuaternion = new Quaternion().setFromEuler(new Euler((tiltXDeg * Math.PI) / 180, (tiltYDeg * Math.PI) / 180, 0, "XYZ"));
7067
+ this.sourceRotationPivot = new Vector3(0, 0, this.toFiniteNumber(pivotZ));
7068
+ }
7069
+ toFiniteNumber(value, fallback = 0) {
7070
+ const parsed = Number(value);
7071
+ return Number.isFinite(parsed) ? parsed : fallback;
7072
+ }
7073
+ getRayPoints(ray) {
7074
+ const state = ray;
7075
+ return Array.isArray(state.points) ? state.points : [];
7076
+ }
7077
+ rotatePointAroundPivot(point, pivot) {
7078
+ return point.clone().sub(pivot).applyQuaternion(this.sourceRotationQuaternion).add(pivot);
7079
+ }
7080
+ transformRayAroundPivot(ray) {
7081
+ const points = this.getRayPoints(ray);
7082
+ if (!points.length)
7083
+ return ray;
7084
+ const transformed = ray.clone();
7085
+ const transformedState = transformed;
7086
+ const nextPoints = points.map((point) => this.rotatePointAroundPivot(point, this.sourceRotationPivot));
7087
+ transformedState.points = nextPoints;
7088
+ transformedState.direction = ray.getDirection().clone().applyQuaternion(this.sourceRotationQuaternion).normalize();
7089
+ transformedState.origin = nextPoints[nextPoints.length - 1].clone();
7090
+ return transformed;
7091
+ }
7092
+ translateRay(ray) {
7093
+ if (this.sourcePosition.lengthSq() < 1e-12)
7094
+ return ray;
7095
+ const points = this.getRayPoints(ray);
7096
+ if (!points.length)
7097
+ return ray;
7098
+ const translated = ray.clone();
7099
+ const translatedState = translated;
7100
+ const nextPoints = points.map((point) => point.clone().add(this.sourcePosition));
7101
+ translatedState.points = nextPoints;
7102
+ translatedState.origin = nextPoints[nextPoints.length - 1].clone();
7103
+ return translated;
7104
+ }
7105
+ applyPoseToRay(ray) {
7106
+ const rotated = this.transformRayAroundPivot(ray.clone());
7107
+ return this.translateRay(rotated);
7108
+ }
7170
7109
  emitRays() {
7171
- return this.rays.map((ray) => ray.clone());
7110
+ return this.rays.map((ray) => this.applyPoseToRay(ray));
7172
7111
  }
7173
7112
  }
7174
7113
  class GridLightSource extends LightSource {
7175
7114
  constructor(props) {
7176
- const { width, height, division = 4, z, vergence = 0 } = props;
7115
+ const { width, height, division = 4, z, vergence = 0, position, tilt } = props;
7177
7116
  if (division < 4) {
7178
7117
  throw new Error("division must be greater than 4");
7179
7118
  }
@@ -7194,6 +7133,7 @@
7194
7133
  this.division = division;
7195
7134
  this.z = z;
7196
7135
  this.vergence = vergence;
7136
+ this.configurePose({ position, tilt }, this.z);
7197
7137
  const xStep = this.division > 1 ? this.width / (this.division - 1) : 0;
7198
7138
  const yStep = this.division > 1 ? this.height / (this.division - 1) : 0;
7199
7139
  const xStart = -this.width / 2;
@@ -7210,7 +7150,7 @@
7210
7150
  }
7211
7151
  class GridRGLightSource extends LightSource {
7212
7152
  constructor(props) {
7213
- const { width, height, division = 4, z, vergence = 0 } = props;
7153
+ const { width, height, division = 4, z, vergence = 0, position, tilt } = props;
7214
7154
  if (division < 4) {
7215
7155
  throw new Error("division must be greater than 4");
7216
7156
  }
@@ -7231,6 +7171,7 @@
7231
7171
  this.division = division;
7232
7172
  this.z = z;
7233
7173
  this.vergence = vergence;
7174
+ this.configurePose({ position, tilt }, this.z);
7234
7175
  const xStep = this.division > 1 ? this.width / (this.division - 1) : 0;
7235
7176
  const yStep = this.division > 1 ? this.height / (this.division - 1) : 0;
7236
7177
  const xStart = -this.width / 2;
@@ -7248,7 +7189,7 @@
7248
7189
  }
7249
7190
  class RadialLightSource extends LightSource {
7250
7191
  constructor(props) {
7251
- const { radius, division = 4, angle_division = 4, z, vergence = 0 } = props;
7192
+ const { radius, division = 4, angle_division = 4, z, vergence = 0, position, tilt } = props;
7252
7193
  if (radius < 0) {
7253
7194
  throw new Error("radius must be greater than or equal to 0");
7254
7195
  }
@@ -7272,6 +7213,7 @@
7272
7213
  this.angle_division = angle_division;
7273
7214
  this.z = z;
7274
7215
  this.vergence = vergence;
7216
+ this.configurePose({ position, tilt }, this.z);
7275
7217
  this.createRayFromPoint(new Vector3(0, 0, this.z), this.z, this.vergence);
7276
7218
  for (let ring = 1; ring <= this.division; ring += 1) {
7277
7219
  const ringRadius = (this.radius * ring) / this.division;
@@ -7286,28 +7228,6 @@
7286
7228
  }
7287
7229
  }
7288
7230
 
7289
- function isFiniteNumber(value) {
7290
- return typeof value === "number" && Number.isFinite(value);
7291
- }
7292
- function resolveRefractiveIndex(spec, line) {
7293
- if (isFiniteNumber(spec))
7294
- return spec;
7295
- const lineValue = spec[line];
7296
- if (isFiniteNumber(lineValue))
7297
- return lineValue;
7298
- const dValue = spec.d;
7299
- if (isFiniteNumber(dValue))
7300
- return dValue;
7301
- return 1.0;
7302
- }
7303
- function normalizeRefractiveIndexSpec(spec) {
7304
- if (!isFiniteNumber(spec))
7305
- return spec;
7306
- const entries = Object.values(FRAUNHOFER_REFRACTIVE_INDICES);
7307
- const matched = entries.find((item) => isFiniteNumber(item.d) && Math.abs(item.d - spec) < 1e-6);
7308
- return matched ?? spec;
7309
- }
7310
-
7311
7231
  class Surface {
7312
7232
  constructor(props) {
7313
7233
  this.type = "";
@@ -7327,47 +7247,344 @@
7327
7247
  this.incidentRays = [];
7328
7248
  this.refractedRays = [];
7329
7249
  }
7250
+ getWorldPosition() {
7251
+ return this.position.clone();
7252
+ }
7253
+ setPositionAndTilt(position, tiltXDeg, tiltYDeg) {
7254
+ this.position.copy(position);
7255
+ this.tilt.set(tiltXDeg, tiltYDeg);
7256
+ }
7257
+ /**
7258
+ * 안질 tilt가 0인 표면을 전제로, pivot 기준 강체 회전 후 동일 Euler(XYZ) tilt를 부여합니다.
7259
+ */
7260
+ applyRigidRotationAboutPivot(pivot, rotation) {
7261
+ const p1 = pivot.clone().add(new Vector3().subVectors(this.position, pivot).applyQuaternion(rotation));
7262
+ const euler = new Euler().setFromQuaternion(rotation, "XYZ");
7263
+ this.position.copy(p1);
7264
+ this.tilt.set((euler.x * 180) / Math.PI, (euler.y * 180) / Math.PI);
7265
+ }
7330
7266
  }
7331
7267
 
7332
- class AsphericalSurface extends Surface {
7333
- constructor(props) {
7334
- super({ type: "aspherical", name: props.name, position: props.position, tilt: props.tilt });
7335
- this.r = 0;
7336
- this.conic = 0;
7337
- this.n_before = 1.0;
7338
- this.n_after = 1.0;
7339
- const { r, conic = -1, n_before = 1.0, n_after = 1.0 } = props;
7340
- this.r = r;
7341
- this.conic = conic;
7342
- this.n_before = normalizeRefractiveIndexSpec(n_before);
7343
- this.n_after = normalizeRefractiveIndexSpec(n_after);
7268
+ /**
7269
+ * 2D affine 왜곡 추정 전용 클래스입니다.
7270
+ * [x'; y'] = [[a b c], [d e f]] * [x y 1]^T 형태를 최소자승으로 적합합니다.
7271
+ */
7272
+ class Affine {
7273
+ constructor() {
7274
+ this.lastResult = null;
7275
+ this.lastPairs = [];
7344
7276
  }
7345
- refractiveIndicesForRay(ray) {
7346
- const line = ray.getFraunhoferLine();
7347
- return {
7348
- nBefore: resolveRefractiveIndex(this.n_before, line),
7349
- nAfter: resolveRefractiveIndex(this.n_after, line),
7277
+ estimate(pairs) {
7278
+ const inputPairs = Array.isArray(pairs) ? pairs : [];
7279
+ this.lastPairs = inputPairs;
7280
+ const affine = this.fitAffine2D(inputPairs);
7281
+ if (!affine) {
7282
+ this.lastResult = null;
7283
+ return null;
7284
+ }
7285
+ let residualSumPct = 0;
7286
+ let residualCount = 0;
7287
+ let residualMaxPct = 0;
7288
+ const residuals = [];
7289
+ for (const pair of inputPairs) {
7290
+ const px = affine.a * pair.sx + affine.b * pair.sy + affine.c;
7291
+ const py = affine.d * pair.sx + affine.e * pair.sy + affine.f;
7292
+ const rx = pair.tx - px;
7293
+ const ry = pair.ty - py;
7294
+ const magnitude = Math.hypot(rx, ry);
7295
+ if (magnitude < 1e-4)
7296
+ continue;
7297
+ const radiusRef = Math.hypot(px, py);
7298
+ const pct = (magnitude / Math.max(0.2, radiusRef)) * 100;
7299
+ residualSumPct += pct;
7300
+ residualCount += 1;
7301
+ residualMaxPct = Math.max(residualMaxPct, pct);
7302
+ residuals.push({ sx: pair.sx, sy: pair.sy, px, py, rx, ry, magnitude, pct });
7303
+ }
7304
+ const result = {
7305
+ ...affine,
7306
+ count: inputPairs.length,
7307
+ residualAvgPct: residualCount ? residualSumPct / residualCount : 0,
7308
+ residualMaxPct,
7309
+ residuals,
7350
7310
  };
7311
+ this.lastResult = result;
7312
+ return result;
7351
7313
  }
7352
7314
  /**
7353
- * 비구면 사그(sag)와 기울기(미분)를 계산합니다.
7354
- *
7355
- * 회전대칭 비구면 식:
7356
- * z = c*rho^2 / (1 + sqrt(1 - (1+k)*c^2*rho^2))
7357
- * - c = 1 / R (곡률)
7358
- * - k = conic constant
7359
- * - rho^2 = x^2 + y^2
7360
- *
7361
- * 반환값:
7362
- * - sag: 꼭지점 기준 z 변위(mm)
7363
- * - dzdx, dzdy: 표면 기울기 (법선 계산과 뉴턴법 미분에 사용)
7315
+ * 마지막 affine 추정 결과를 반환합니다.
7364
7316
  */
7365
- geometryAtXY(x, y) {
7366
- if (!Number.isFinite(this.r) || Math.abs(this.r) < EPSILON)
7317
+ getLastResult() {
7318
+ return this.lastResult;
7319
+ }
7320
+ /**
7321
+ * 마지막 affine 추정에 사용된 입력쌍을 반환합니다.
7322
+ */
7323
+ getLastPairs() {
7324
+ return [...this.lastPairs];
7325
+ }
7326
+ fitAffine2D(pairs) {
7327
+ if (!Array.isArray(pairs) || pairs.length < 4)
7367
7328
  return null;
7368
- const curvature = 1 / this.r;
7369
- const rho2 = x * x + y * y;
7370
- const onePlusConic = 1 + this.conic;
7329
+ const ata = Array.from({ length: 6 }, () => Array(6).fill(0));
7330
+ const atb = Array(6).fill(0);
7331
+ const accumulate = (row, rhs) => {
7332
+ for (let i = 0; i < 6; i += 1) {
7333
+ atb[i] += row[i] * rhs;
7334
+ for (let j = 0; j < 6; j += 1)
7335
+ ata[i][j] += row[i] * row[j];
7336
+ }
7337
+ };
7338
+ for (const pair of pairs) {
7339
+ accumulate([pair.sx, pair.sy, 1, 0, 0, 0], pair.tx);
7340
+ accumulate([0, 0, 0, pair.sx, pair.sy, 1], pair.ty);
7341
+ }
7342
+ const n = 6;
7343
+ const aug = ata.map((row, index) => [...row, atb[index]]);
7344
+ for (let col = 0; col < n; col += 1) {
7345
+ let pivot = col;
7346
+ for (let row = col + 1; row < n; row += 1) {
7347
+ if (Math.abs(aug[row][col]) > Math.abs(aug[pivot][col]))
7348
+ pivot = row;
7349
+ }
7350
+ if (Math.abs(aug[pivot][col]) < 1e-10)
7351
+ return null;
7352
+ if (pivot !== col) {
7353
+ const temp = aug[col];
7354
+ aug[col] = aug[pivot];
7355
+ aug[pivot] = temp;
7356
+ }
7357
+ const divider = aug[col][col];
7358
+ for (let j = col; j <= n; j += 1)
7359
+ aug[col][j] /= divider;
7360
+ for (let row = 0; row < n; row += 1) {
7361
+ if (row === col)
7362
+ continue;
7363
+ const factor = aug[row][col];
7364
+ if (Math.abs(factor) < 1e-12)
7365
+ continue;
7366
+ for (let j = col; j <= n; j += 1)
7367
+ aug[row][j] -= factor * aug[col][j];
7368
+ }
7369
+ }
7370
+ return {
7371
+ a: aug[0][n],
7372
+ b: aug[1][n],
7373
+ c: aug[2][n],
7374
+ d: aug[3][n],
7375
+ e: aug[4][n],
7376
+ f: aug[5][n],
7377
+ };
7378
+ }
7379
+ }
7380
+
7381
+ /** 각막 기준 안구 회전점 z(mm). `SCAXEngineCore`와 동일. */
7382
+ const EYE_ROTATION_PIVOT_FROM_CORNEA_MM = 13;
7383
+ function normalizePrismAmount$2(value) {
7384
+ const p = Number(value ?? 0);
7385
+ return Number.isFinite(p) ? Math.max(0, p) : 0;
7386
+ }
7387
+ function normalizeAngle360$2(value) {
7388
+ const d = Number(value ?? 0);
7389
+ if (!Number.isFinite(d))
7390
+ return 0;
7391
+ return ((d % 360) + 360) % 360;
7392
+ }
7393
+ function prismVectorFromBase(prismDiopter, baseAngleDeg) {
7394
+ const p = normalizePrismAmount$2(prismDiopter);
7395
+ const baseAngle = normalizeAngle360$2(baseAngleDeg);
7396
+ const deviationAngle = normalizeAngle360$2(baseAngle + 180);
7397
+ const rad = (-deviationAngle * Math.PI) / 180;
7398
+ return {
7399
+ x: p * Math.cos(rad),
7400
+ y: p * Math.sin(rad),
7401
+ };
7402
+ }
7403
+ function prismComponentToAngleDeg(componentPrism) {
7404
+ const c = Number(componentPrism);
7405
+ if (!Number.isFinite(c))
7406
+ return 0;
7407
+ return (Math.atan(c / 100) * 180) / Math.PI;
7408
+ }
7409
+ /** eye 처방(Base) → 실제 안구 편향에 쓰는 역벡터(내부 x/y, Δ). */
7410
+ function eyePrismEffectVectorFromPrescription(p, p_ax) {
7411
+ const eyeRx = prismVectorFromBase(normalizePrismAmount$2(p), normalizeAngle360$2(p_ax));
7412
+ return { x: -eyeRx.x, y: -eyeRx.y };
7413
+ }
7414
+ /**
7415
+ * eye.p / eye.p_ax(임상 Base) 및 eye.tilt(°)로부터
7416
+ * 안구 강체 회전 쿼터니언(Euler XYZ, z=0). 기존 configure 광선 피벗 회전과 동일.
7417
+ */
7418
+ function eyePrismAndTiltToQuaternion(p, p_ax, tiltDeg) {
7419
+ const { x, y } = eyePrismEffectVectorFromPrescription(p, p_ax);
7420
+ const eyeRotXDeg = prismComponentToAngleDeg(x);
7421
+ const eyeRotYDeg = prismComponentToAngleDeg(y);
7422
+ const eyeEulerXDeg = eyeRotYDeg + tiltDeg.x;
7423
+ const eyeEulerYDeg = (-eyeRotXDeg) + tiltDeg.y;
7424
+ return new Quaternion().setFromEuler(new Euler((eyeEulerXDeg * Math.PI) / 180, (eyeEulerYDeg * Math.PI) / 180, 0, "XYZ"));
7425
+ }
7426
+ function eyeRotationPivot() {
7427
+ return new Vector3(0, 0, EYE_ROTATION_PIVOT_FROM_CORNEA_MM);
7428
+ }
7429
+ /** eye prism/tilt를 반영한 렌더용 각도(°). */
7430
+ function eyeRotationForRenderDegrees(p, p_ax, tiltDeg) {
7431
+ const { x, y } = eyePrismEffectVectorFromPrescription(p, p_ax);
7432
+ const eyeRotXDeg = prismComponentToAngleDeg(x);
7433
+ const eyeRotYDeg = prismComponentToAngleDeg(y);
7434
+ const eyeEulerXDeg = eyeRotYDeg + tiltDeg.x;
7435
+ const eyeEulerYDeg = (-eyeRotXDeg) + tiltDeg.y;
7436
+ const xDeg = eyeEulerYDeg;
7437
+ const yDeg = -eyeEulerXDeg;
7438
+ return {
7439
+ x_deg: xDeg,
7440
+ y_deg: yDeg,
7441
+ magnitude_deg: Math.hypot(xDeg, yDeg),
7442
+ };
7443
+ }
7444
+ /**
7445
+ * 안구 회전점 기준 강체 회전을 각 표면의 world `position` / `tilt`에 반영합니다.
7446
+ */
7447
+ function applyRigidEyePoseToSurfaces(surfaces, pivot, rotation) {
7448
+ for (const surface of surfaces) {
7449
+ surface.applyRigidRotationAboutPivot(pivot, rotation);
7450
+ }
7451
+ }
7452
+
7453
+ class ApertureStopSurface extends Surface {
7454
+ constructor(props) {
7455
+ super({
7456
+ type: "aperture_stop",
7457
+ name: props.name,
7458
+ position: props.position,
7459
+ tilt: props.tilt,
7460
+ });
7461
+ this.shape = props.shape;
7462
+ this.radius = Math.max(0, Number(props.radius ?? 0));
7463
+ this.width = Math.max(0, Number(props.width ?? 0));
7464
+ this.height = Math.max(0, Number(props.height ?? 0));
7465
+ }
7466
+ worldQuaternion() {
7467
+ const tiltXRad = (this.tilt.x * Math.PI) / 180;
7468
+ const tiltYRad = (this.tilt.y * Math.PI) / 180;
7469
+ return new Quaternion().setFromEuler(new Euler(tiltXRad, tiltYRad, 0, "XYZ"));
7470
+ }
7471
+ localPointFromWorld(worldPoint) {
7472
+ const inverse = this.worldQuaternion().invert();
7473
+ return worldPoint
7474
+ .clone()
7475
+ .sub(this.position)
7476
+ .applyQuaternion(inverse);
7477
+ }
7478
+ surfaceNormalWorld() {
7479
+ return new Vector3(0, 0, 1).applyQuaternion(this.worldQuaternion()).normalize();
7480
+ }
7481
+ intersectForward(origin, direction) {
7482
+ const normal = this.surfaceNormalWorld();
7483
+ const denom = normal.dot(direction);
7484
+ if (Math.abs(denom) < EPSILON)
7485
+ return null;
7486
+ const t = normal.dot(this.position.clone().sub(origin)) / denom;
7487
+ if (!Number.isFinite(t) || t <= 1e-6)
7488
+ return null;
7489
+ return origin.clone().addScaledVector(direction, t);
7490
+ }
7491
+ isInsideAperture(hitPointWorld) {
7492
+ const local = this.localPointFromWorld(hitPointWorld);
7493
+ if (this.shape === "circle") {
7494
+ if (this.radius <= 0)
7495
+ return false;
7496
+ return Math.hypot(local.x, local.y) <= this.radius + 1e-9;
7497
+ }
7498
+ if (this.width <= 0 || this.height <= 0)
7499
+ return false;
7500
+ return (Math.abs(local.x) <= (this.width / 2) + 1e-9
7501
+ && Math.abs(local.y) <= (this.height / 2) + 1e-9);
7502
+ }
7503
+ incident(ray) {
7504
+ const origin = ray.endPoint();
7505
+ const direction = ray.getDirection().normalize();
7506
+ const hitPoint = this.intersectForward(origin, direction);
7507
+ if (!hitPoint)
7508
+ return null;
7509
+ if (!this.isInsideAperture(hitPoint))
7510
+ return null;
7511
+ this.incidentRays.push(ray.clone());
7512
+ return hitPoint;
7513
+ }
7514
+ refract(ray) {
7515
+ const hitPoint = this.incident(ray);
7516
+ if (!hitPoint)
7517
+ return null;
7518
+ const direction = ray.getDirection().normalize();
7519
+ const passedRay = ray.clone();
7520
+ passedRay.appendPoint(hitPoint);
7521
+ passedRay.continueFrom(hitPoint.clone().addScaledVector(direction, RAY_SURFACE_ESCAPE_MM), direction);
7522
+ this.refractedRays.push(passedRay.clone());
7523
+ return passedRay;
7524
+ }
7525
+ }
7526
+
7527
+ function isFiniteNumber(value) {
7528
+ return typeof value === "number" && Number.isFinite(value);
7529
+ }
7530
+ function resolveRefractiveIndex(spec, line) {
7531
+ if (isFiniteNumber(spec))
7532
+ return spec;
7533
+ const lineValue = spec[line];
7534
+ if (isFiniteNumber(lineValue))
7535
+ return lineValue;
7536
+ const dValue = spec.d;
7537
+ if (isFiniteNumber(dValue))
7538
+ return dValue;
7539
+ return 1.0;
7540
+ }
7541
+ function normalizeRefractiveIndexSpec(spec) {
7542
+ if (!isFiniteNumber(spec))
7543
+ return spec;
7544
+ const entries = Object.values(FRAUNHOFER_REFRACTIVE_INDICES);
7545
+ const matched = entries.find((item) => isFiniteNumber(item.d) && Math.abs(item.d - spec) < 1e-6);
7546
+ return matched ?? spec;
7547
+ }
7548
+
7549
+ class AsphericalSurface extends Surface {
7550
+ constructor(props) {
7551
+ super({ type: "aspherical", name: props.name, position: props.position, tilt: props.tilt });
7552
+ this.r = 0;
7553
+ this.conic = 0;
7554
+ this.n_before = 1.0;
7555
+ this.n_after = 1.0;
7556
+ const { r, conic = -1, n_before = 1.0, n_after = 1.0 } = props;
7557
+ this.r = r;
7558
+ this.conic = conic;
7559
+ this.n_before = normalizeRefractiveIndexSpec(n_before);
7560
+ this.n_after = normalizeRefractiveIndexSpec(n_after);
7561
+ }
7562
+ refractiveIndicesForRay(ray) {
7563
+ const line = ray.getFraunhoferLine();
7564
+ return {
7565
+ nBefore: resolveRefractiveIndex(this.n_before, line),
7566
+ nAfter: resolveRefractiveIndex(this.n_after, line),
7567
+ };
7568
+ }
7569
+ /**
7570
+ * 비구면 사그(sag)와 그 기울기(미분)를 계산합니다.
7571
+ *
7572
+ * 회전대칭 비구면 식:
7573
+ * z = c*rho^2 / (1 + sqrt(1 - (1+k)*c^2*rho^2))
7574
+ * - c = 1 / R (곡률)
7575
+ * - k = conic constant
7576
+ * - rho^2 = x^2 + y^2
7577
+ *
7578
+ * 반환값:
7579
+ * - sag: 꼭지점 기준 z 변위(mm)
7580
+ * - dzdx, dzdy: 표면 기울기 (법선 계산과 뉴턴법 미분에 사용)
7581
+ */
7582
+ geometryAtXY(x, y) {
7583
+ if (!Number.isFinite(this.r) || Math.abs(this.r) < EPSILON)
7584
+ return null;
7585
+ const curvature = 1 / this.r;
7586
+ const rho2 = x * x + y * y;
7587
+ const onePlusConic = 1 + this.conic;
7371
7588
  const b = 1 - onePlusConic * curvature * curvature * rho2;
7372
7589
  // 루트 내부가 큰 음수면 이 좌표는 표면 정의역 밖입니다.
7373
7590
  if (b < -1e-3)
@@ -7855,860 +8072,313 @@
7855
8072
  }
7856
8073
  }
7857
8074
 
7858
- class EyeModelParameter {
7859
- constructor(parameter) {
7860
- this.parameter = parameter;
7861
- }
7862
- createSurface() {
7863
- return this.parameter.surfaces.map((surface) => {
7864
- if (surface.type === "spherical") {
7865
- return new SphericalSurface({
7866
- type: "spherical",
7867
- name: surface.name,
7868
- r: surface.radius,
7869
- position: { x: 0, y: 0, z: surface.z },
7870
- tilt: { x: 0, y: 0 },
7871
- n_before: surface.n_before,
7872
- n_after: surface.n_after,
7873
- });
7874
- }
7875
- if (surface.type === "aspherical") {
7876
- return new AsphericalSurface({
7877
- type: "aspherical",
7878
- name: surface.name,
7879
- position: { x: 0, y: 0, z: surface.z },
7880
- tilt: { x: 0, y: 0 },
7881
- r: surface.radius,
7882
- conic: surface.conic,
7883
- n_before: surface.n_before,
7884
- n_after: surface.n_after,
7885
- });
7886
- }
7887
- if (surface.type === "spherical-image") {
7888
- return new SphericalImageSurface({
7889
- type: "spherical-image",
7890
- name: surface.name,
7891
- r: surface.radius,
7892
- position: { x: 0, y: 0, z: surface.z },
7893
- tilt: { x: 0, y: 0 },
7894
- retina_extra_after: true,
7895
- });
7896
- }
7897
- throw new Error(`Unsupported surface type: ${surface.type}`);
7898
- });
7899
- }
8075
+ function normalizePrismDiopters(value) {
8076
+ const p = Number(value ?? 0);
8077
+ return Number.isFinite(p) ? Math.max(0, p) : 0;
7900
8078
  }
7901
-
7902
- class GullstrandParameter extends EyeModelParameter {
7903
- constructor() {
7904
- super(GullstrandParameter.parameter);
7905
- }
8079
+ function normalizeAngle360Degrees(value) {
8080
+ const d = Number(value ?? 0);
8081
+ if (!Number.isFinite(d))
8082
+ return 0;
8083
+ return ((d % 360) + 360) % 360;
7906
8084
  }
7907
- GullstrandParameter.parameter = {
7908
- unit: "mm",
7909
- axis: "optical_axis_z",
7910
- origin: "cornea_anterior_vertex",
7911
- surfaces: [
7912
- {
7913
- type: "spherical",
7914
- name: "cornea_anterior",
7915
- z: 0.0,
7916
- radius: 7.7,
7917
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
7918
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
7919
- },
7920
- {
7921
- type: "spherical",
7922
- name: "cornea_posterior",
7923
- z: 0.5,
7924
- radius: 6.8,
7925
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
7926
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
7927
- },
7928
- {
7929
- type: "spherical",
7930
- name: "lens_anterior",
7931
- z: 3.6,
7932
- radius: 10.0,
7933
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
7934
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_anterior,
7935
- },
7936
- {
7937
- type: "spherical",
7938
- name: "lens_nucleus_anterior",
7939
- z: 4.146,
7940
- radius: 7.911,
7941
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_anterior,
7942
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_anterior,
7943
- },
7944
- {
7945
- type: "spherical",
7946
- name: "lens_nucleus_posterior",
7947
- z: 6.565,
7948
- radius: -5.76,
7949
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_anterior,
7950
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_posterior,
7951
- },
7952
- {
7953
- type: "spherical",
7954
- name: "lens_posterior",
7955
- z: 7.2,
7956
- radius: -6,
7957
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_posterior,
7958
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.vitreous,
7959
- },
7960
- {
7961
- type: "spherical-image",
7962
- name: "retina",
7963
- radius: -12, // mm (대략적인 망막 곡률)
7964
- z: 24.0 // 중심 위치
7965
- }
7966
- ],
7967
- };
7968
-
7969
- class NavarroParameter extends EyeModelParameter {
7970
- constructor() {
7971
- super(NavarroParameter.parameter);
7972
- }
8085
+ /**
8086
+ * 임상 프리즘 Base(Δ, 렌즈→각막 시점 °)를 내부 x/y 프리즘 벡터(Δ)로 변환합니다.
8087
+ * `SCAXEngineCore`와 동일한 관례입니다.
8088
+ */
8089
+ function prismVectorFromClinicalBase(prismDiopter, baseAngleDeg) {
8090
+ const p = normalizePrismDiopters(prismDiopter);
8091
+ const baseAngle = normalizeAngle360Degrees(baseAngleDeg);
8092
+ const deviationAngle = normalizeAngle360Degrees(baseAngle + 180);
8093
+ const rad = (-deviationAngle * Math.PI) / 180;
8094
+ return {
8095
+ x: p * Math.cos(rad),
8096
+ y: p * Math.sin(rad),
8097
+ };
7973
8098
  }
7974
- NavarroParameter.parameter = {
7975
- unit: "mm",
7976
- axis: "optical_axis_z",
7977
- surfaces: [
7978
- {
7979
- type: "aspherical",
7980
- name: "cornea_anterior",
7981
- z: 0.0,
7982
- radius: 7.72,
7983
- conic: -0.26,
7984
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
7985
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
7986
- },
7987
- {
7988
- type: "aspherical",
7989
- name: "cornea_posterior",
7990
- z: 0.55,
7991
- radius: 6.5,
7992
- conic: 0.0,
7993
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
7994
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
7995
- },
7996
- {
7997
- type: "aspherical",
7998
- name: "lens_anterior",
7999
- z: 0.55 + 3.05,
8000
- radius: 10.2,
8001
- conic: -3.13,
8002
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8003
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_navarro,
8004
- },
8005
- {
8006
- type: "aspherical",
8007
- name: "lens_posterior",
8008
- z: 0.55 + 3.05 + 4.0,
8009
- radius: -6,
8010
- conic: -1,
8011
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_navarro,
8012
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.vitreous,
8013
- },
8014
- {
8015
- type: "spherical-image",
8016
- name: "retina",
8017
- radius: -12, // mm (대략적인 망막 곡률)
8018
- z: 24.04 // 중심 위치
8019
- }
8020
- ],
8021
- };
8022
-
8023
8099
  /**
8024
- * Sturm 계산 전용 클래스입니다.
8025
- * - traced ray 집합에서 z-scan slice를 생성하고
8026
- * - 평탄도/최소타원/근사중심을 계산해 분석 결과를 반환합니다.
8100
+ * 굴절 직후 광선에 프리즘 편향(소각 근사)을 적용합니다.
8027
8101
  */
8028
- class Sturm {
8029
- constructor() {
8030
- this.lastResult = null;
8031
- this.lineOrder = ["g", "F", "e", "d", "C", "r"];
8102
+ function applyPrismVectorToRay(ray, prism) {
8103
+ const px = Number(prism?.x ?? 0);
8104
+ const py = Number(prism?.y ?? 0);
8105
+ if (!Number.isFinite(px)
8106
+ || !Number.isFinite(py)
8107
+ || (Math.abs(px) < 1e-12 && Math.abs(py) < 1e-12)) {
8108
+ return ray;
8109
+ }
8110
+ const direction = ray.getDirection();
8111
+ const dz = Number(direction.z);
8112
+ if (!Number.isFinite(dz) || Math.abs(dz) < 1e-12)
8113
+ return ray;
8114
+ const tx = (direction.x / dz) + (px / 100);
8115
+ const ty = (direction.y / dz) + (py / 100);
8116
+ const signZ = dz >= 0 ? 1 : -1;
8117
+ const newDirection = new Vector3(tx * signZ, ty * signZ, signZ).normalize();
8118
+ if (!Number.isFinite(newDirection.x) || !Number.isFinite(newDirection.y) || !Number.isFinite(newDirection.z)) {
8119
+ return ray;
8120
+ }
8121
+ const updated = ray.clone();
8122
+ const origin = updated.endPoint();
8123
+ updated.continueFrom(origin.clone().addScaledVector(newDirection, RAY_SURFACE_ESCAPE_MM), newDirection);
8124
+ return updated;
8125
+ }
8126
+
8127
+ const DegToTABO = (degree) => {
8128
+ const d = Number(degree);
8129
+ if (!Number.isFinite(d))
8130
+ return 0;
8131
+ return (((180 - d) % 180) + 180) % 180;
8132
+ };
8133
+
8134
+ class ToricSurface extends Surface {
8135
+ constructor(props) {
8136
+ super({ type: "toric", name: props.name, position: props.position, tilt: props.tilt });
8137
+ this.r_axis = 0;
8138
+ this.r_perp = 0;
8139
+ this.n_before = 1.0;
8140
+ this.n_after = 1.0;
8141
+ this.axisDeg = 0;
8142
+ const { r_axis, r_perp, axis_deg = 0, n_before = 1.0, n_after = 1.0 } = props;
8143
+ this.r_axis = r_axis;
8144
+ this.r_perp = r_perp;
8145
+ this.axisDeg = axis_deg;
8146
+ this.n_before = normalizeRefractiveIndexSpec(n_before);
8147
+ this.n_after = normalizeRefractiveIndexSpec(n_after);
8032
8148
  }
8033
- calculate(rays, effectiveCylinderD, axisReferenceRays, profileWorldZBounds) {
8034
- const frame = this.analysisFrameFromRays(axisReferenceRays?.length ? axisReferenceRays : rays);
8035
- const depthRange = this.depthRangeFromRays(rays, frame);
8036
- const sturmSlices = this.collectSturmSlices(rays, frame, depthRange, DEFAULT_STURM_STEP_MM);
8037
- const groupedByLine = this.groupByFraunhoferLine(rays);
8038
- const sturmInfo = groupedByLine.map((group) => {
8039
- const groupFrame = this.analysisFrameFromRays(group.rays, frame);
8040
- const groupDepthRange = this.depthRangeFromRays(group.rays, groupFrame);
8041
- const slices = this.collectSturmSlices(group.rays, groupFrame, groupDepthRange, DEFAULT_STURM_STEP_MM);
8042
- const analysis = this.analyzeSturmSlices(slices, effectiveCylinderD, profileWorldZBounds);
8043
- return {
8044
- line: group.line,
8045
- wavelength_nm: group.wavelength_nm,
8046
- color: group.color,
8047
- ray_count: group.rays.length,
8048
- analysis_axis: {
8049
- x: groupFrame.axis.x,
8050
- y: groupFrame.axis.y,
8051
- z: groupFrame.axis.z,
8052
- },
8053
- ...analysis,
8054
- };
8055
- });
8056
- const result = {
8057
- slices_info: {
8058
- count: sturmSlices.length,
8059
- slices: sturmSlices,
8060
- },
8061
- sturm_info: sturmInfo,
8149
+ refractiveIndicesForRay(ray) {
8150
+ const line = ray.getFraunhoferLine();
8151
+ return {
8152
+ nBefore: resolveRefractiveIndex(this.n_before, line),
8153
+ nAfter: resolveRefractiveIndex(this.n_after, line),
8062
8154
  };
8063
- this.lastResult = result;
8064
- return result;
8065
8155
  }
8066
8156
  /**
8067
- * 마지막 Sturm 계산 결과를 반환합니다.
8157
+ * Toric 면의 축(meridian) 회전을 위해 사용하는 삼각함수 값입니다.
8158
+ * 축(axis) 회전은 axisDeg(도 단위)를 사용합니다.
8068
8159
  */
8069
- getLastResult() {
8070
- return this.lastResult;
8160
+ axisTrig() {
8161
+ const rad = (this.axisDeg * Math.PI) / 180;
8162
+ return { c: Math.cos(rad), s: Math.sin(rad) };
8071
8163
  }
8072
- getRayPoints(ray) {
8073
- const points = ray.points;
8074
- return Array.isArray(points) ? points : [];
8164
+ worldQuaternion() {
8165
+ const tiltXRad = (this.tilt.x * Math.PI) / 180;
8166
+ const tiltYRad = (this.tilt.y * Math.PI) / 180;
8167
+ return new Quaternion().setFromEuler(new Euler(tiltXRad, tiltYRad, 0, "XYZ"));
8075
8168
  }
8076
- analysisFrameFromRays(rays, fallback) {
8077
- const axis = new Vector3();
8078
- for (const ray of rays ?? [])
8079
- axis.add(ray.getDirection());
8080
- if (axis.lengthSq() < 1e-12) {
8081
- if (fallback)
8082
- return fallback;
8083
- axis.set(0, 0, 1);
8084
- }
8085
- else {
8086
- axis.normalize();
8087
- }
8088
- const origin = new Vector3(0, 0, 0);
8089
- let helper = new Vector3(0, 1, 0);
8090
- if (Math.abs(helper.dot(axis)) > 0.95)
8091
- helper = new Vector3(1, 0, 0);
8092
- const u = helper.clone().cross(axis).normalize();
8093
- const v = axis.clone().cross(u).normalize();
8094
- return { origin, axis, u, v };
8169
+ worldPointToLocal(worldPoint) {
8170
+ const inverse = this.worldQuaternion().invert();
8171
+ return worldPoint.clone().sub(this.position).applyQuaternion(inverse);
8095
8172
  }
8096
- sampleRayPointAtDepth(ray, frame, depth) {
8097
- const points = this.getRayPoints(ray);
8098
- for (let i = 0; i < points.length - 1; i += 1) {
8099
- const a = points[i];
8100
- const b = points[i + 1];
8101
- const da = a.clone().sub(frame.origin).dot(frame.axis);
8102
- const db = b.clone().sub(frame.origin).dot(frame.axis);
8103
- if ((da <= depth && depth <= db) || (db <= depth && depth <= da)) {
8104
- const denom = db - da;
8105
- if (Math.abs(denom) < 1e-10)
8106
- return null;
8107
- return a.clone().lerp(b, (depth - da) / denom);
8108
- }
8109
- }
8110
- return null;
8173
+ localPointToWorld(localPoint) {
8174
+ return localPoint.clone().applyQuaternion(this.worldQuaternion()).add(this.position);
8111
8175
  }
8112
- depthRangeFromRays(rays, frame) {
8113
- let depthMin = Number.POSITIVE_INFINITY;
8114
- let depthMax = Number.NEGATIVE_INFINITY;
8115
- for (const ray of rays ?? []) {
8116
- for (const point of this.getRayPoints(ray)) {
8117
- const d = point.clone().sub(frame.origin).dot(frame.axis);
8118
- depthMin = Math.min(depthMin, d);
8119
- depthMax = Math.max(depthMax, d);
8120
- }
8121
- }
8122
- if (!Number.isFinite(depthMin) || !Number.isFinite(depthMax) || depthMax <= depthMin)
8123
- return null;
8124
- return { depthMin, depthMax };
8176
+ worldDirToLocal(worldDirection) {
8177
+ const inverse = this.worldQuaternion().invert();
8178
+ return worldDirection.clone().applyQuaternion(inverse).normalize();
8125
8179
  }
8126
- secondMomentProfileAtDepth(rays, frame, depth) {
8127
- const points = [];
8128
- for (const ray of rays) {
8129
- const point = this.sampleRayPointAtDepth(ray, frame, depth);
8130
- if (point)
8131
- points.push(point);
8132
- }
8133
- if (points.length < 4)
8134
- return null;
8135
- let cxWorld = 0;
8136
- let cyWorld = 0;
8137
- let czWorld = 0;
8138
- let cx = 0;
8139
- let cy = 0;
8140
- for (const p of points) {
8141
- cxWorld += p.x;
8142
- cyWorld += p.y;
8143
- czWorld += p.z;
8144
- const delta = p.clone().sub(frame.origin);
8145
- cx += delta.dot(frame.u);
8146
- cy += delta.dot(frame.v);
8147
- }
8148
- cxWorld /= points.length;
8149
- cyWorld /= points.length;
8150
- czWorld /= points.length;
8151
- cx /= points.length;
8152
- cy /= points.length;
8153
- let sxx = 0;
8154
- let syy = 0;
8155
- let sxy = 0;
8156
- for (const p of points) {
8157
- const delta = p.clone().sub(frame.origin);
8158
- const x = delta.dot(frame.u);
8159
- const y = delta.dot(frame.v);
8160
- const dx = x - cx;
8161
- const dy = y - cy;
8162
- sxx += dx * dx;
8163
- syy += dy * dy;
8164
- sxy += dx * dy;
8165
- }
8166
- sxx /= points.length;
8167
- syy /= points.length;
8168
- sxy /= points.length;
8169
- const trace = sxx + syy;
8170
- const halfDiff = (sxx - syy) / 2;
8171
- const root = Math.sqrt(Math.max(0, halfDiff * halfDiff + sxy * sxy));
8172
- const lambdaMajor = Math.max(0, trace / 2 + root);
8173
- const lambdaMinor = Math.max(0, trace / 2 - root);
8174
- const thetaRad = 0.5 * Math.atan2(2 * sxy, sxx - syy);
8175
- const angleMajorDeg = ((thetaRad * 180) / Math.PI + 360) % 180;
8176
- const twoThetaRad = 2 * thetaRad;
8177
- const j0 = Math.cos(twoThetaRad);
8178
- const j45 = Math.sin(twoThetaRad);
8179
- const majorDirection = frame.u.clone().multiplyScalar(Math.cos(thetaRad))
8180
- .add(frame.v.clone().multiplyScalar(Math.sin(thetaRad)))
8181
- .normalize();
8182
- const minorDirection = frame.axis.clone().cross(majorDirection).normalize();
8180
+ localDirToWorld(localDirection) {
8181
+ return localDirection.clone().applyQuaternion(this.worldQuaternion()).normalize();
8182
+ }
8183
+ /**
8184
+ * 월드 좌표계 (x, y)를 토릭 로컬 좌표계 (u, v)로 변환합니다.
8185
+ * - u: 축 방향 meridian
8186
+ * - v: 축에 수직인 meridian
8187
+ */
8188
+ toLocalUV(x, y) {
8189
+ const { c, s } = this.axisTrig();
8183
8190
  return {
8184
- at: { x: cxWorld, y: cyWorld, z: czWorld },
8185
- wMajor: Math.sqrt(lambdaMajor),
8186
- wMinor: Math.sqrt(lambdaMinor),
8187
- angleMajorDeg,
8188
- j0,
8189
- j45,
8190
- angleMinorDeg: (angleMajorDeg + 90) % 180,
8191
- majorDirection: {
8192
- x: majorDirection.x,
8193
- y: majorDirection.y,
8194
- z: majorDirection.z,
8195
- },
8196
- minorDirection: {
8197
- x: minorDirection.x,
8198
- y: minorDirection.y,
8199
- z: minorDirection.z,
8200
- },
8191
+ u: c * x + s * y,
8192
+ v: -s * x + c * y,
8201
8193
  };
8202
8194
  }
8203
- collectSturmSlices(rays, frame, depthRange, stepMm) {
8204
- if (!depthRange)
8205
- return [];
8206
- const out = [];
8207
- for (let depth = depthRange.depthMin; depth <= depthRange.depthMax; depth += stepMm) {
8208
- const profile = this.secondMomentProfileAtDepth(rays, frame, depth);
8209
- if (!profile)
8210
- continue;
8211
- out.push({
8212
- // Keep z in world coordinates for backward-compatible consumers.
8213
- z: profile.at.z,
8214
- // Preserve analysis-axis depth for off-axis robust ranking/interval logic.
8215
- depth,
8216
- ratio: profile.wMinor / Math.max(profile.wMajor, 1e-9),
8217
- size: Math.hypot(profile.wMajor, profile.wMinor),
8218
- profile,
8219
- });
8220
- }
8221
- return out;
8222
- }
8223
- axisDiffDeg(a, b) {
8224
- const d = Math.abs((((a - b) % 180) + 180) % 180);
8225
- return Math.min(d, 180 - d);
8195
+ /**
8196
+ * 로컬 좌표계에서 계산한 sag 미분(dz/du, dz/dv)
8197
+ * 월드 좌표계의 기울기(dz/dx, dz/dy)로 다시 매핑합니다.
8198
+ */
8199
+ localDerivativesToWorld(dZdu, dZdv) {
8200
+ const { c, s } = this.axisTrig();
8201
+ return {
8202
+ dzdx: dZdu * c - dZdv * s,
8203
+ dzdy: dZdu * s + dZdv * c,
8204
+ };
8226
8205
  }
8227
- phasorDot(p, q) {
8228
- return p.j0 * q.j0 + p.j45 * q.j45;
8206
+ /**
8207
+ * 반경으로부터 곡률(1/R)을 계산합니다.
8208
+ * - 반경이 너무 크거나 무한대면 평면으로 간주하여 0 반환
8209
+ * - 반경이 0에 너무 가까우면 비정상 값으로 NaN 반환
8210
+ */
8211
+ curvature(radius) {
8212
+ if (!Number.isFinite(radius) || Math.abs(radius) > 1e12)
8213
+ return 0;
8214
+ if (Math.abs(radius) < EPSILON)
8215
+ return Number.NaN;
8216
+ return 1 / radius;
8229
8217
  }
8230
8218
  /**
8231
- * 평탄도 순으로 정렬된 슬라이스에서 선초점 쌍(직교 주경선)에 해당하는 Top2를 고른다.
8232
- * 주경선 대신 이각 phasor (cos 2θ, sin 2θ)로 직교를 판정하고, 실패 시 각도·전역 검색·깊이 폴백을 사용한다.
8219
+ * 주어진 XY에서 토릭면의 기하정보를 계산합니다.
8220
+ * - sag: 꼭지점 대비 z 높이
8221
+ * - dzdx/dzdy: 면 기울기
8222
+ * - normal: 2번째 매질 방향을 만들 때 사용할 기본 법선
8233
8223
  */
8234
- pickFlattestSturmPair(sortedByFlatness, top2MinGapMm, allSlices) {
8235
- if (sortedByFlatness.length === 0)
8236
- return [];
8237
- const first = sortedByFlatness[0];
8238
- const top2MinAngleGapDeg = DEFAULT_STURM_TOP2_MIN_ANGLE_GAP_DEG;
8239
- const phasorStrict = DEFAULT_STURM_TOP2_PHASOR_OPPOSITION_MAX_DOT;
8240
- const phasorLoose = DEFAULT_STURM_TOP2_PHASOR_FALLBACK_MAX_DOT;
8241
- const lastResortMinDeg = DEFAULT_STURM_TOP2_AXIS_LAST_RESORT_MIN_GAP_DEG;
8242
- const depthOk = (c) => Math.abs(c.depth - first.depth) >= top2MinGapMm;
8243
- const byPhasor = (pool, maxDot) => pool.find((c) => (c !== first
8244
- && depthOk(c)
8245
- && this.phasorDot(first.profile, c.profile) <= maxDot));
8246
- let second = byPhasor(sortedByFlatness, phasorStrict)
8247
- ?? byPhasor(sortedByFlatness, phasorLoose);
8248
- if (!second) {
8249
- second = sortedByFlatness.find((c) => (c !== first
8250
- && depthOk(c)
8251
- && this.axisDiffDeg(c.profile.angleMajorDeg, first.profile.angleMajorDeg) >= top2MinAngleGapDeg));
8252
- }
8253
- if (!second) {
8254
- let best = null;
8255
- let bestAxDiff = -1;
8256
- for (const c of sortedByFlatness) {
8257
- if (c === first || !depthOk(c))
8258
- continue;
8259
- const axd = this.axisDiffDeg(c.profile.angleMajorDeg, first.profile.angleMajorDeg);
8260
- if (axd > bestAxDiff) {
8261
- bestAxDiff = axd;
8262
- best = c;
8263
- }
8224
+ geometryAtXY(x, y) {
8225
+ const { u, v } = this.toLocalUV(x, y);
8226
+ const cu = this.curvature(this.r_axis);
8227
+ const cv = this.curvature(this.r_perp);
8228
+ if (!Number.isFinite(cu) || !Number.isFinite(cv))
8229
+ return null;
8230
+ // biconic(conic=0) sag 식
8231
+ const a = cu * u * u + cv * v * v;
8232
+ const b = 1 - cu * cu * u * u - cv * cv * v * v;
8233
+ if (b < -1e-6)
8234
+ return null; // 루트 내부가 음수면 정의역 밖
8235
+ const sqrtB = Math.sqrt(Math.max(0, b));
8236
+ const den = 1 + sqrtB;
8237
+ if (Math.abs(den) < EPSILON || Math.abs(sqrtB) < EPSILON)
8238
+ return null;
8239
+ const sag = a / den;
8240
+ // sag 미분 계산
8241
+ const dAdu = 2 * cu * u;
8242
+ const dAdv = 2 * cv * v;
8243
+ const dSqrtBdu = (-(cu * cu) * u) / sqrtB;
8244
+ const dSqrtBdv = (-(cv * cv) * v) / sqrtB;
8245
+ const denSq = den * den;
8246
+ const dZdu = (dAdu * den - a * dSqrtBdu) / denSq;
8247
+ const dZdv = (dAdv * den - a * dSqrtBdv) / denSq;
8248
+ const { dzdx, dzdy } = this.localDerivativesToWorld(dZdu, dZdv);
8249
+ const normal = new Vector3(-dzdx, -dzdy, 1).normalize();
8250
+ return { sag, dzdx, dzdy, normal };
8251
+ }
8252
+ incident(ray) {
8253
+ const origin = this.worldPointToLocal(ray.endPoint());
8254
+ const direction = this.worldDirToLocal(ray.getDirection().normalize());
8255
+ // 시작점이 이미 표면 위라면 재계산 없이 바로 반환합니다.
8256
+ const geometryAtOrigin = this.geometryAtXY(origin.x, origin.y);
8257
+ if (geometryAtOrigin) {
8258
+ const f0 = origin.z - geometryAtOrigin.sag;
8259
+ if (Math.abs(f0) <= TORIC_ON_SURFACE_TOL_MM) {
8260
+ this.incidentRays.push(ray.clone());
8261
+ return origin.clone();
8262
+ }
8263
+ // 동일 z 근처의 연속 표면에서 앞면이 origin을 약간 밀어냈을 때를 허용합니다.
8264
+ if (f0 > 0
8265
+ && f0 <= TORIC_COINCIDENT_SURFACE_TOL_MM
8266
+ && direction.z > 0
8267
+ && 0 <= origin.z + TORIC_COINCIDENT_SURFACE_TOL_MM) {
8268
+ this.incidentRays.push(ray.clone());
8269
+ return origin.clone();
8264
8270
  }
8265
- if (best && bestAxDiff >= lastResortMinDeg)
8266
- second = best;
8267
8271
  }
8268
- // 평탄도 정렬 풀만으로는 같은 phasor만 연속으로 나오는 경우가 있어, 전 스캔에서 가장 반대인 phasor고른다.
8269
- if (!second) {
8270
- let best = null;
8271
- let bestDot = 1;
8272
- for (const c of allSlices) {
8273
- if (c === first || !depthOk(c))
8274
- continue;
8275
- const d = this.phasorDot(first.profile, c.profile);
8276
- if (d < bestDot) {
8277
- bestDot = d;
8278
- best = c;
8279
- }
8272
+ // z-plane 기준 초기 seed 이후 뉴턴법으로 교점 t수렴시킵니다.
8273
+ let t = Math.max(TORIC_MIN_T_MM, -origin.z);
8274
+ for (let i = 0; i < TORIC_MAX_ITERS; i++) {
8275
+ const p = origin.clone().addScaledVector(direction, t);
8276
+ const geometry = this.geometryAtXY(p.x, p.y);
8277
+ if (!geometry)
8278
+ return null;
8279
+ const f = p.z - geometry.sag;
8280
+ const df = direction.z - geometry.dzdx * direction.x - geometry.dzdy * direction.y;
8281
+ if (!Number.isFinite(df) || Math.abs(df) < EPSILON)
8282
+ return null;
8283
+ const dt = f / df;
8284
+ t -= dt;
8285
+ if (!Number.isFinite(t) || t < TORIC_MIN_T_MM)
8286
+ return null;
8287
+ if (Math.abs(dt) < 1e-8) {
8288
+ const hitPoint = this.localPointToWorld(origin.clone().addScaledVector(direction, t));
8289
+ this.incidentRays.push(ray.clone());
8290
+ return hitPoint;
8280
8291
  }
8281
- if (best && bestDot < -0.08)
8282
- second = best;
8283
8292
  }
8284
- // 마지막: 가장 납작한 슬라이스와 깊이 차가 가장 큰 “비교적 납작한” 슬라이스 (선초점이 z로 분리될 때)
8285
- if (!second) {
8286
- const flatThreshold = first.ratio * 1.5 + 1e-6;
8287
- let best = null;
8288
- let bestDepthSpan = -1;
8289
- for (const c of allSlices) {
8290
- if (c === first || !depthOk(c))
8291
- continue;
8292
- if (c.ratio > flatThreshold)
8293
- continue;
8294
- const span = Math.abs(c.depth - first.depth);
8295
- if (span > bestDepthSpan) {
8296
- bestDepthSpan = span;
8297
- best = c;
8298
- }
8299
- }
8300
- if (best)
8301
- second = best;
8302
- }
8303
- return second ? [first, second] : [first];
8304
- }
8305
- buildApproxCenter(flattestTop2, smallestEllipse, preferTop2Mid) {
8306
- if (flattestTop2.length <= 0)
8307
- return null;
8308
- if (preferTop2Mid && flattestTop2.length >= 2) {
8309
- const first = flattestTop2[0];
8310
- const second = flattestTop2[1];
8311
- return {
8312
- x: (first.profile.at.x + second.profile.at.x) / 2,
8313
- y: (first.profile.at.y + second.profile.at.y) / 2,
8314
- z: (first.z + second.z) / 2,
8315
- mode: "top2-mid",
8316
- };
8317
- }
8318
- if (smallestEllipse) {
8319
- return {
8320
- x: smallestEllipse.profile.at.x,
8321
- y: smallestEllipse.profile.at.y,
8322
- z: smallestEllipse.z,
8323
- mode: "min-size",
8324
- };
8325
- }
8326
- const first = flattestTop2[0];
8327
- return { x: first.profile.at.x, y: first.profile.at.y, z: first.z, mode: "top1-flat" };
8328
- }
8329
- slicesForSturmAnalysis(sturmSlices, bounds) {
8330
- if (!bounds)
8331
- return sturmSlices;
8332
- const zMin = bounds.zMin;
8333
- const zMax = bounds.zMax;
8334
- if (!Number.isFinite(zMin) || !Number.isFinite(zMax) || zMax < zMin)
8335
- return sturmSlices;
8336
- const bounded = sturmSlices.filter((s) => {
8337
- const z = s.profile?.at?.z;
8338
- return Number.isFinite(z) && z >= zMin && z <= zMax;
8339
- });
8340
- return bounded.length >= 2 ? bounded : sturmSlices;
8341
- }
8342
- groupByFraunhoferLine(rays) {
8343
- const groups = new Map();
8344
- for (const ray of rays) {
8345
- const line = ray.getFraunhoferLine();
8346
- const wavelength = ray.getWavelengthNm();
8347
- const color = Number(ray.displayColor);
8348
- if (!groups.has(line)) {
8349
- groups.set(line, {
8350
- line,
8351
- wavelength_nm: wavelength,
8352
- color: Number.isFinite(color) ? color : null,
8353
- rays: [],
8354
- });
8355
- }
8356
- const group = groups.get(line);
8357
- if (group)
8358
- group.rays.push(ray);
8359
- }
8360
- return [...groups.values()].sort((a, b) => this.lineOrder.indexOf(a.line) - this.lineOrder.indexOf(b.line));
8361
- }
8362
- analyzeSturmSlices(sturmSlices, effectiveCylinderD, profileWorldZBounds) {
8363
- const top2MinGapMm = DEFAULT_STURM_TOP2_MIN_GAP_MM;
8364
- const effectiveCylinderThresholdD = DEFAULT_EFFECTIVE_CYLINDER_THRESHOLD_D;
8365
- const preferTop2Mid = effectiveCylinderD >= effectiveCylinderThresholdD;
8366
- const slicesForAnalysis = this.slicesForSturmAnalysis(sturmSlices, profileWorldZBounds ?? null);
8367
- const sortedByFlatness = [...slicesForAnalysis].sort((a, b) => a.ratio - b.ratio);
8368
- const flattestTop2 = sortedByFlatness.length > 0
8369
- ? this.pickFlattestSturmPair(sortedByFlatness, top2MinGapMm, slicesForAnalysis)
8370
- : [];
8371
- let smallestEllipse = null;
8372
- for (const slice of slicesForAnalysis) {
8373
- if (!smallestEllipse || slice.size < smallestEllipse.size)
8374
- smallestEllipse = slice;
8375
- }
8376
- const approxCenter = this.buildApproxCenter(flattestTop2, smallestEllipse, preferTop2Mid);
8377
- const anterior = flattestTop2[0] ?? null;
8378
- const posterior = preferTop2Mid ? (flattestTop2[1] ?? null) : null;
8379
- return {
8380
- has_astigmatism: preferTop2Mid,
8381
- method: preferTop2Mid ? "sturm-interval-midpoint" : "minimum-ellipse",
8382
- anterior,
8383
- posterior,
8384
- approx_center: approxCenter,
8385
- };
8386
- }
8387
- }
8388
-
8389
- class ApertureStopSurface extends Surface {
8390
- constructor(props) {
8391
- super({
8392
- type: "aperture_stop",
8393
- name: props.name,
8394
- position: props.position,
8395
- tilt: props.tilt,
8396
- });
8397
- this.shape = props.shape;
8398
- this.radius = Math.max(0, Number(props.radius ?? 0));
8399
- this.width = Math.max(0, Number(props.width ?? 0));
8400
- this.height = Math.max(0, Number(props.height ?? 0));
8401
- }
8402
- worldQuaternion() {
8403
- const tiltXRad = (this.tilt.x * Math.PI) / 180;
8404
- const tiltYRad = (this.tilt.y * Math.PI) / 180;
8405
- return new Quaternion().setFromEuler(new Euler(tiltXRad, tiltYRad, 0, "XYZ"));
8406
- }
8407
- localPointFromWorld(worldPoint) {
8408
- const inverse = this.worldQuaternion().invert();
8409
- return worldPoint
8410
- .clone()
8411
- .sub(this.position)
8412
- .applyQuaternion(inverse);
8413
- }
8414
- surfaceNormalWorld() {
8415
- return new Vector3(0, 0, 1).applyQuaternion(this.worldQuaternion()).normalize();
8416
- }
8417
- intersectForward(origin, direction) {
8418
- const normal = this.surfaceNormalWorld();
8419
- const denom = normal.dot(direction);
8420
- if (Math.abs(denom) < EPSILON)
8421
- return null;
8422
- const t = normal.dot(this.position.clone().sub(origin)) / denom;
8423
- if (!Number.isFinite(t) || t <= 1e-6)
8424
- return null;
8425
- return origin.clone().addScaledVector(direction, t);
8426
- }
8427
- isInsideAperture(hitPointWorld) {
8428
- const local = this.localPointFromWorld(hitPointWorld);
8429
- if (this.shape === "circle") {
8430
- if (this.radius <= 0)
8431
- return false;
8432
- return Math.hypot(local.x, local.y) <= this.radius + 1e-9;
8433
- }
8434
- if (this.width <= 0 || this.height <= 0)
8435
- return false;
8436
- return (Math.abs(local.x) <= (this.width / 2) + 1e-9
8437
- && Math.abs(local.y) <= (this.height / 2) + 1e-9);
8438
- }
8439
- incident(ray) {
8440
- const origin = ray.endPoint();
8441
- const direction = ray.getDirection().normalize();
8442
- const hitPoint = this.intersectForward(origin, direction);
8443
- if (!hitPoint)
8444
- return null;
8445
- if (!this.isInsideAperture(hitPoint))
8446
- return null;
8447
- this.incidentRays.push(ray.clone());
8448
- return hitPoint;
8293
+ return null;
8449
8294
  }
8450
8295
  refract(ray) {
8451
8296
  const hitPoint = this.incident(ray);
8452
8297
  if (!hitPoint)
8453
8298
  return null;
8454
- const direction = ray.getDirection().normalize();
8455
- const passedRay = ray.clone();
8456
- passedRay.appendPoint(hitPoint);
8457
- passedRay.continueFrom(hitPoint.clone().addScaledVector(direction, RAY_SURFACE_ESCAPE_MM), direction);
8458
- this.refractedRays.push(passedRay.clone());
8459
- return passedRay;
8299
+ const geometry = this.geometryAtXY(hitPoint.x, hitPoint.y);
8300
+ if (!geometry)
8301
+ return null;
8302
+ // 스넬 굴절 벡터 계산
8303
+ const incidentDir = this.worldDirToLocal(ray.getDirection().normalize());
8304
+ const normalIntoSecond = geometry.normal.clone();
8305
+ // 법선을 입사방향과 같은 반공간으로 맞춰 2번째 매질 방향으로 정렬
8306
+ if (normalIntoSecond.dot(incidentDir) < 0) {
8307
+ normalIntoSecond.multiplyScalar(-1);
8308
+ }
8309
+ const cos1 = Math.max(-1, Math.min(1, normalIntoSecond.dot(incidentDir)));
8310
+ const sin1Sq = Math.max(0, 1 - cos1 * cos1);
8311
+ const { nBefore, nAfter } = this.refractiveIndicesForRay(ray);
8312
+ const sin2 = (nBefore / nAfter) * Math.sqrt(sin1Sq);
8313
+ // 전반사(TIR)
8314
+ if (sin2 > 1 + 1e-10)
8315
+ return null;
8316
+ const cos2 = Math.sqrt(Math.max(0, 1 - sin2 * sin2));
8317
+ const tangent = incidentDir.clone().sub(normalIntoSecond.clone().multiplyScalar(cos1));
8318
+ const outDirectionLocal = tangent.lengthSq() < 1e-12
8319
+ ? incidentDir.clone()
8320
+ : normalIntoSecond
8321
+ .clone()
8322
+ .multiplyScalar(cos2)
8323
+ .add(tangent.normalize().multiplyScalar(sin2))
8324
+ .normalize();
8325
+ const outDirection = this.localDirToWorld(outDirectionLocal);
8326
+ const refractedRay = ray.clone();
8327
+ refractedRay.appendPoint(hitPoint);
8328
+ refractedRay.continueFrom(hitPoint.clone().addScaledVector(outDirection, RAY_SURFACE_ESCAPE_MM), outDirection);
8329
+ this.refractedRays.push(refractedRay.clone());
8330
+ return refractedRay;
8460
8331
  }
8461
8332
  }
8462
8333
 
8463
- const DegToTABO = (degree) => {
8464
- const d = Number(degree);
8465
- if (!Number.isFinite(d))
8466
- return 0;
8467
- return (((180 - d) % 180) + 180) % 180;
8468
- };
8469
-
8470
- class ToricSurface extends Surface {
8334
+ class STSurface extends Surface {
8471
8335
  constructor(props) {
8472
- super({ type: "toric", name: props.name, position: props.position, tilt: props.tilt });
8473
- this.r_axis = 0;
8474
- this.r_perp = 0;
8336
+ super({ type: "compound", name: props.name, position: props.position, tilt: props.tilt });
8337
+ this.s = 0;
8338
+ this.c = 0;
8339
+ this.ax = 0;
8475
8340
  this.n_before = 1.0;
8341
+ this.n = 1.0;
8476
8342
  this.n_after = 1.0;
8477
- this.axisDeg = 0;
8478
- const { r_axis, r_perp, axis_deg = 0, n_before = 1.0, n_after = 1.0 } = props;
8479
- this.r_axis = r_axis;
8480
- this.r_perp = r_perp;
8481
- this.axisDeg = axis_deg;
8343
+ this.thickness = 0;
8344
+ this.sphericalRadiusMm = Number.POSITIVE_INFINITY;
8345
+ this.toricRadiusPerpMm = Number.POSITIVE_INFINITY;
8346
+ const { s, c, ax, n_before = 1.0, n = 1.0, n_after = n_before, referencePoint, thickness = ST_DEFAULT_THICKNESS_MM, } = props;
8347
+ this.s = s;
8348
+ this.c = c;
8349
+ // paraxial-surface와 동일: 처방 축은 TABO(°), 굴절/기하에는 수학 좌표 각(0~180)로 변환해 저장한다.
8350
+ this.ax = DegToTABO(ax);
8482
8351
  this.n_before = normalizeRefractiveIndexSpec(n_before);
8352
+ this.n = normalizeRefractiveIndexSpec(n);
8483
8353
  this.n_after = normalizeRefractiveIndexSpec(n_after);
8354
+ const hasToric = Math.abs(this.c) >= ST_POWER_EPS_D;
8355
+ // Radius must be computed with the same media pair that each sub-surface actually uses.
8356
+ // - toric: n_before -> n
8357
+ // - spherical: n -> n_after when toric exists, else n_before -> n
8358
+ this.toricRadiusPerpMm = this.radiusFromPower(this.c, this.refractiveIndexAtD(this.n_before), this.refractiveIndexAtD(this.n));
8359
+ 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));
8360
+ const requestedThickness = Math.max(0, thickness);
8361
+ this.thickness = requestedThickness === 0
8362
+ ? this.optimizeThickness(0)
8363
+ : requestedThickness;
8364
+ this.position.z = this.optimizeToricVertexZFromReference(this.position.z, referencePoint?.z, this.thickness);
8365
+ // 복합면: 작은 z에 토릭, 큰 z에 구면(+z 광축 기준 토릭 → 구면 순).
8366
+ this.sphericalSurface = this.buildSphericalSurface();
8367
+ this.toricSurface = this.buildToricSurface();
8368
+ this.prismVector = prismVectorFromClinicalBase(props.p, props.p_ax);
8484
8369
  }
8485
- refractiveIndicesForRay(ray) {
8486
- const line = ray.getFraunhoferLine();
8487
- return {
8488
- nBefore: resolveRefractiveIndex(this.n_before, line),
8489
- nAfter: resolveRefractiveIndex(this.n_after, line),
8490
- };
8370
+ pushRefractedWithPrism(ray) {
8371
+ const out = applyPrismVectorToRay(ray, this.prismVector);
8372
+ this.refractedRays.push(out.clone());
8373
+ return out;
8491
8374
  }
8492
8375
  /**
8493
- * Toric 면의 축(meridian) 회전을 위해 사용하는 삼각함수 값입니다.
8494
- * 축(axis) 회전은 axisDeg(도 단위)를 사용합니다.
8495
- */
8496
- axisTrig() {
8497
- const rad = (this.axisDeg * Math.PI) / 180;
8498
- return { c: Math.cos(rad), s: Math.sin(rad) };
8499
- }
8500
- worldQuaternion() {
8501
- const tiltXRad = (this.tilt.x * Math.PI) / 180;
8502
- const tiltYRad = (this.tilt.y * Math.PI) / 180;
8503
- return new Quaternion().setFromEuler(new Euler(tiltXRad, tiltYRad, 0, "XYZ"));
8504
- }
8505
- worldPointToLocal(worldPoint) {
8506
- const inverse = this.worldQuaternion().invert();
8507
- return worldPoint.clone().sub(this.position).applyQuaternion(inverse);
8508
- }
8509
- localPointToWorld(localPoint) {
8510
- return localPoint.clone().applyQuaternion(this.worldQuaternion()).add(this.position);
8511
- }
8512
- worldDirToLocal(worldDirection) {
8513
- const inverse = this.worldQuaternion().invert();
8514
- return worldDirection.clone().applyQuaternion(inverse).normalize();
8515
- }
8516
- localDirToWorld(localDirection) {
8517
- return localDirection.clone().applyQuaternion(this.worldQuaternion()).normalize();
8518
- }
8519
- /**
8520
- * 월드 좌표계 (x, y)를 토릭 로컬 좌표계 (u, v)로 변환합니다.
8521
- * - u: 축 방향 meridian
8522
- * - v: 축에 수직인 meridian
8523
- */
8524
- toLocalUV(x, y) {
8525
- const { c, s } = this.axisTrig();
8526
- return {
8527
- u: c * x + s * y,
8528
- v: -s * x + c * y,
8529
- };
8530
- }
8531
- /**
8532
- * 로컬 좌표계에서 계산한 sag 미분(dz/du, dz/dv)을
8533
- * 월드 좌표계의 기울기(dz/dx, dz/dy)로 다시 매핑합니다.
8534
- */
8535
- localDerivativesToWorld(dZdu, dZdv) {
8536
- const { c, s } = this.axisTrig();
8537
- return {
8538
- dzdx: dZdu * c - dZdv * s,
8539
- dzdy: dZdu * s + dZdv * c,
8540
- };
8541
- }
8542
- /**
8543
- * 반경으로부터 곡률(1/R)을 계산합니다.
8544
- * - 반경이 너무 크거나 무한대면 평면으로 간주하여 0 반환
8545
- * - 반경이 0에 너무 가까우면 비정상 값으로 NaN 반환
8546
- */
8547
- curvature(radius) {
8548
- if (!Number.isFinite(radius) || Math.abs(radius) > 1e12)
8549
- return 0;
8550
- if (Math.abs(radius) < EPSILON)
8551
- return Number.NaN;
8552
- return 1 / radius;
8553
- }
8554
- /**
8555
- * 주어진 XY에서 토릭면의 기하정보를 계산합니다.
8556
- * - sag: 꼭지점 대비 z 높이
8557
- * - dzdx/dzdy: 면 기울기
8558
- * - normal: 2번째 매질 방향을 만들 때 사용할 기본 법선
8559
- */
8560
- geometryAtXY(x, y) {
8561
- const { u, v } = this.toLocalUV(x, y);
8562
- const cu = this.curvature(this.r_axis);
8563
- const cv = this.curvature(this.r_perp);
8564
- if (!Number.isFinite(cu) || !Number.isFinite(cv))
8565
- return null;
8566
- // biconic(conic=0) sag 식
8567
- const a = cu * u * u + cv * v * v;
8568
- const b = 1 - cu * cu * u * u - cv * cv * v * v;
8569
- if (b < -1e-6)
8570
- return null; // 루트 내부가 음수면 정의역 밖
8571
- const sqrtB = Math.sqrt(Math.max(0, b));
8572
- const den = 1 + sqrtB;
8573
- if (Math.abs(den) < EPSILON || Math.abs(sqrtB) < EPSILON)
8574
- return null;
8575
- const sag = a / den;
8576
- // sag 미분 계산
8577
- const dAdu = 2 * cu * u;
8578
- const dAdv = 2 * cv * v;
8579
- const dSqrtBdu = (-(cu * cu) * u) / sqrtB;
8580
- const dSqrtBdv = (-(cv * cv) * v) / sqrtB;
8581
- const denSq = den * den;
8582
- const dZdu = (dAdu * den - a * dSqrtBdu) / denSq;
8583
- const dZdv = (dAdv * den - a * dSqrtBdv) / denSq;
8584
- const { dzdx, dzdy } = this.localDerivativesToWorld(dZdu, dZdv);
8585
- const normal = new Vector3(-dzdx, -dzdy, 1).normalize();
8586
- return { sag, dzdx, dzdy, normal };
8587
- }
8588
- incident(ray) {
8589
- const origin = this.worldPointToLocal(ray.endPoint());
8590
- const direction = this.worldDirToLocal(ray.getDirection().normalize());
8591
- // 시작점이 이미 표면 위라면 재계산 없이 바로 반환합니다.
8592
- const geometryAtOrigin = this.geometryAtXY(origin.x, origin.y);
8593
- if (geometryAtOrigin) {
8594
- const f0 = origin.z - geometryAtOrigin.sag;
8595
- if (Math.abs(f0) <= TORIC_ON_SURFACE_TOL_MM) {
8596
- this.incidentRays.push(ray.clone());
8597
- return origin.clone();
8598
- }
8599
- // 동일 z 근처의 연속 표면에서 앞면이 origin을 약간 밀어냈을 때를 허용합니다.
8600
- if (f0 > 0
8601
- && f0 <= TORIC_COINCIDENT_SURFACE_TOL_MM
8602
- && direction.z > 0
8603
- && 0 <= origin.z + TORIC_COINCIDENT_SURFACE_TOL_MM) {
8604
- this.incidentRays.push(ray.clone());
8605
- return origin.clone();
8606
- }
8607
- }
8608
- // z-plane 기준 초기 seed 이후 뉴턴법으로 교점 t를 수렴시킵니다.
8609
- let t = Math.max(TORIC_MIN_T_MM, -origin.z);
8610
- for (let i = 0; i < TORIC_MAX_ITERS; i++) {
8611
- const p = origin.clone().addScaledVector(direction, t);
8612
- const geometry = this.geometryAtXY(p.x, p.y);
8613
- if (!geometry)
8614
- return null;
8615
- const f = p.z - geometry.sag;
8616
- const df = direction.z - geometry.dzdx * direction.x - geometry.dzdy * direction.y;
8617
- if (!Number.isFinite(df) || Math.abs(df) < EPSILON)
8618
- return null;
8619
- const dt = f / df;
8620
- t -= dt;
8621
- if (!Number.isFinite(t) || t < TORIC_MIN_T_MM)
8622
- return null;
8623
- if (Math.abs(dt) < 1e-8) {
8624
- const hitPoint = this.localPointToWorld(origin.clone().addScaledVector(direction, t));
8625
- this.incidentRays.push(ray.clone());
8626
- return hitPoint;
8627
- }
8628
- }
8629
- return null;
8630
- }
8631
- refract(ray) {
8632
- const hitPoint = this.incident(ray);
8633
- if (!hitPoint)
8634
- return null;
8635
- const geometry = this.geometryAtXY(hitPoint.x, hitPoint.y);
8636
- if (!geometry)
8637
- return null;
8638
- // 스넬 굴절 벡터 계산
8639
- const incidentDir = this.worldDirToLocal(ray.getDirection().normalize());
8640
- const normalIntoSecond = geometry.normal.clone();
8641
- // 법선을 입사방향과 같은 반공간으로 맞춰 2번째 매질 방향으로 정렬
8642
- if (normalIntoSecond.dot(incidentDir) < 0) {
8643
- normalIntoSecond.multiplyScalar(-1);
8644
- }
8645
- const cos1 = Math.max(-1, Math.min(1, normalIntoSecond.dot(incidentDir)));
8646
- const sin1Sq = Math.max(0, 1 - cos1 * cos1);
8647
- const { nBefore, nAfter } = this.refractiveIndicesForRay(ray);
8648
- const sin2 = (nBefore / nAfter) * Math.sqrt(sin1Sq);
8649
- // 전반사(TIR)
8650
- if (sin2 > 1 + 1e-10)
8651
- return null;
8652
- const cos2 = Math.sqrt(Math.max(0, 1 - sin2 * sin2));
8653
- const tangent = incidentDir.clone().sub(normalIntoSecond.clone().multiplyScalar(cos1));
8654
- const outDirectionLocal = tangent.lengthSq() < 1e-12
8655
- ? incidentDir.clone()
8656
- : normalIntoSecond
8657
- .clone()
8658
- .multiplyScalar(cos2)
8659
- .add(tangent.normalize().multiplyScalar(sin2))
8660
- .normalize();
8661
- const outDirection = this.localDirToWorld(outDirectionLocal);
8662
- const refractedRay = ray.clone();
8663
- refractedRay.appendPoint(hitPoint);
8664
- refractedRay.continueFrom(hitPoint.clone().addScaledVector(outDirection, RAY_SURFACE_ESCAPE_MM), outDirection);
8665
- this.refractedRays.push(refractedRay.clone());
8666
- return refractedRay;
8667
- }
8668
- }
8669
-
8670
- class STSurface extends Surface {
8671
- constructor(props) {
8672
- super({ type: "compound", name: props.name, position: props.position, tilt: props.tilt });
8673
- this.s = 0;
8674
- this.c = 0;
8675
- this.ax = 0;
8676
- this.n_before = 1.0;
8677
- this.n = 1.0;
8678
- this.n_after = 1.0;
8679
- this.thickness = 0;
8680
- this.sphericalRadiusMm = Number.POSITIVE_INFINITY;
8681
- this.toricRadiusPerpMm = Number.POSITIVE_INFINITY;
8682
- const { s, c, ax, n_before = 1.0, n = 1.0, n_after = n_before, referencePoint, thickness = ST_DEFAULT_THICKNESS_MM, } = props;
8683
- this.s = s;
8684
- this.c = c;
8685
- // paraxial-surface와 동일: 처방 축은 TABO(°), 굴절/기하에는 수학 좌표 각(0~180)로 변환해 저장한다.
8686
- this.ax = DegToTABO(ax);
8687
- this.n_before = normalizeRefractiveIndexSpec(n_before);
8688
- this.n = normalizeRefractiveIndexSpec(n);
8689
- this.n_after = normalizeRefractiveIndexSpec(n_after);
8690
- const hasToric = Math.abs(this.c) >= ST_POWER_EPS_D;
8691
- // Radius must be computed with the same media pair that each sub-surface actually uses.
8692
- // - toric: n_before -> n
8693
- // - spherical: n -> n_after when toric exists, else n_before -> n
8694
- this.toricRadiusPerpMm = this.radiusFromPower(this.c, this.refractiveIndexAtD(this.n_before), this.refractiveIndexAtD(this.n));
8695
- 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));
8696
- const requestedThickness = Math.max(0, thickness);
8697
- this.thickness = requestedThickness === 0
8698
- ? this.optimizeThickness(0)
8699
- : requestedThickness;
8700
- this.position.z = this.optimizeToricVertexZFromReference(this.position.z, referencePoint?.z, this.thickness);
8701
- // 복합면: 작은 z에 토릭, 큰 z에 구면(+z 광축 기준 토릭 → 구면 순).
8702
- this.sphericalSurface = this.buildSphericalSurface();
8703
- this.toricSurface = this.buildToricSurface();
8704
- }
8705
- /**
8706
- * 디옵터(D)로부터 반경(mm)을 계산합니다.
8707
- *
8708
- * power(D) = (n2 - n1) / R(m)
8709
- * -> R(mm) = 1000 * (n2 - n1) / power(D)
8710
- *
8711
- * 굴절력이 사실상 0이면 평면으로 간주하기 위해 +Infinity를 반환합니다.
8376
+ * 디옵터(D)로부터 반경(mm) 계산합니다.
8377
+ *
8378
+ * power(D) = (n2 - n1) / R(m)
8379
+ * -> R(mm) = 1000 * (n2 - n1) / power(D)
8380
+ *
8381
+ * 굴절력이 사실상 0이면 평면으로 간주하기 위해 +Infinity를 반환합니다.
8712
8382
  */
8713
8383
  radiusFromPower(powerD, nBefore, nAfter) {
8714
8384
  if (!Number.isFinite(powerD)
@@ -8756,182 +8426,869 @@
8756
8426
  y: this.position.y,
8757
8427
  z: this.position.z,
8758
8428
  },
8759
- tilt: { x: this.tilt.x, y: this.tilt.y },
8760
- r_axis: Number.POSITIVE_INFINITY,
8761
- r_perp: this.toricRadiusPerpMm,
8762
- axis_deg: this.ax,
8763
- n_before: this.n_before,
8764
- n_after: this.n,
8429
+ tilt: { x: this.tilt.x, y: this.tilt.y },
8430
+ r_axis: Number.POSITIVE_INFINITY,
8431
+ r_perp: this.toricRadiusPerpMm,
8432
+ axis_deg: this.ax,
8433
+ n_before: this.n_before,
8434
+ n_after: this.n,
8435
+ };
8436
+ return new ToricSurface(props);
8437
+ }
8438
+ applyChromaticIndicesToSubSurfaces(ray) {
8439
+ const line = ray.getFraunhoferLine();
8440
+ const nBefore = resolveRefractiveIndex(this.n_before, line);
8441
+ const n = resolveRefractiveIndex(this.n, line);
8442
+ const nAfter = resolveRefractiveIndex(this.n_after, line);
8443
+ const sphericalState = this.sphericalSurface;
8444
+ if (this.toricSurface) {
8445
+ sphericalState.n_before = n;
8446
+ sphericalState.n_after = nAfter;
8447
+ const toricState = this.toricSurface;
8448
+ toricState.n_before = nBefore;
8449
+ toricState.n_after = n;
8450
+ return;
8451
+ }
8452
+ sphericalState.n_before = nBefore;
8453
+ sphericalState.n_after = n;
8454
+ }
8455
+ /**
8456
+ * 구면/토릭 곡면의 z 교차(토릭이 구면을 관통) 방지를 위해
8457
+ * 샘플링 영역에서 필요한 최소 중심두께를 계산합니다.
8458
+ */
8459
+ optimizeThickness(requestedThickness) {
8460
+ if (Math.abs(this.c) < ST_POWER_EPS_D)
8461
+ return requestedThickness;
8462
+ const sampleRadius = this.samplingRadiusMm();
8463
+ if (!Number.isFinite(sampleRadius) || sampleRadius <= 0)
8464
+ return requestedThickness;
8465
+ const samplesPerAxis = 49;
8466
+ let requiredThickness = requestedThickness;
8467
+ const safetyMargin = Math.max(0.05, 2 * RAY_SURFACE_ESCAPE_MM);
8468
+ for (let iy = 0; iy < samplesPerAxis; iy++) {
8469
+ const y = -sampleRadius + (2 * sampleRadius * iy) / (samplesPerAxis - 1);
8470
+ for (let ix = 0; ix < samplesPerAxis; ix++) {
8471
+ const x = -sampleRadius + (2 * sampleRadius * ix) / (samplesPerAxis - 1);
8472
+ if ((x * x + y * y) > sampleRadius * sampleRadius)
8473
+ continue;
8474
+ const sphericalSag = this.sphericalSagAtXY(x, y);
8475
+ const toricSag = this.toricSagAtXY(x, y);
8476
+ if (!Number.isFinite(sphericalSag) || !Number.isFinite(toricSag))
8477
+ continue;
8478
+ const localRequired = (sphericalSag - toricSag) + safetyMargin;
8479
+ if (localRequired > requiredThickness)
8480
+ requiredThickness = localRequired;
8481
+ }
8482
+ }
8483
+ return Math.max(0, requiredThickness);
8484
+ }
8485
+ /**
8486
+ * 기준점(referencePoint.z)으로부터 토릭 꼭지(z)까지의 최소 간격을 확보합니다.
8487
+ * - 기준점과 반대 방향으로 현재 토릭 꼭지가 놓인 쪽(sign)을 유지합니다.
8488
+ * - 최소 간격은 "토릭–구면 거리(thickness) + 안전여유"입니다.
8489
+ */
8490
+ optimizeToricVertexZFromReference(toricVertexZ, referenceZ, thicknessMm = this.thickness) {
8491
+ if (!Number.isFinite(referenceZ))
8492
+ return toricVertexZ;
8493
+ const safetyMargin = Math.max(0.05, 2 * RAY_SURFACE_ESCAPE_MM);
8494
+ const minGap = Math.max(EYE_ST_SURFACE_OFFSET_MM, Math.max(0, thicknessMm) + safetyMargin);
8495
+ const delta = toricVertexZ - referenceZ;
8496
+ const side = Math.abs(delta) < 1e-12 ? -1 : Math.sign(delta);
8497
+ const currentGap = Math.abs(delta);
8498
+ if (currentGap >= minGap)
8499
+ return toricVertexZ;
8500
+ return referenceZ + side * minGap;
8501
+ }
8502
+ samplingRadiusMm() {
8503
+ const defaultRadius = 12;
8504
+ const finiteRadii = [this.sphericalRadiusMm, this.toricRadiusPerpMm]
8505
+ .filter((r) => Number.isFinite(r) && Math.abs(r) > 1e-6)
8506
+ .map((r) => Math.abs(r));
8507
+ if (!finiteRadii.length)
8508
+ return defaultRadius;
8509
+ return Math.max(1.0, Math.min(defaultRadius, 0.98 * Math.min(...finiteRadii)));
8510
+ }
8511
+ /**
8512
+ * 구면 측 꼭지점 기준 sag(mm)
8513
+ */
8514
+ sphericalSagAtXY(x, y) {
8515
+ const rhoSq = x * x + y * y;
8516
+ const r = this.sphericalRadiusMm;
8517
+ if (!Number.isFinite(r) || Math.abs(r) > 1e12)
8518
+ return 0;
8519
+ const rr = r * r;
8520
+ if (rhoSq > rr)
8521
+ return Number.NaN;
8522
+ const root = Math.sqrt(Math.max(0, rr - rhoSq));
8523
+ return r > 0 ? r - root : r + root;
8524
+ }
8525
+ /**
8526
+ * 토릭 측 꼭지점 기준 sag(mm)
8527
+ */
8528
+ toricSagAtXY(x, y) {
8529
+ const axisRad = (this.ax * Math.PI) / 180;
8530
+ const cAxis = Math.cos(axisRad);
8531
+ const sAxis = Math.sin(axisRad);
8532
+ const u = cAxis * x + sAxis * y;
8533
+ const v = -sAxis * x + cAxis * y;
8534
+ const cu = 0; // r_axis = Infinity
8535
+ const cv = (!Number.isFinite(this.toricRadiusPerpMm) || Math.abs(this.toricRadiusPerpMm) > 1e12)
8536
+ ? 0
8537
+ : 1 / this.toricRadiusPerpMm;
8538
+ const a = cu * u * u + cv * v * v;
8539
+ const b = 1 - cu * cu * u * u - cv * cv * v * v;
8540
+ if (b < 0)
8541
+ return Number.NaN;
8542
+ const den = 1 + Math.sqrt(Math.max(0, b));
8543
+ if (Math.abs(den) < 1e-12)
8544
+ return Number.NaN;
8545
+ return a / den;
8546
+ }
8547
+ isOpticallyNeutral() {
8548
+ return (Math.abs(Number(this.s) || 0) < STSurface.POWER_EPS_D
8549
+ && Math.abs(Number(this.c) || 0) < STSurface.POWER_EPS_D);
8550
+ }
8551
+ refract(ray) {
8552
+ // 무도수 ST면은 기하(면 위치/경사)는 유지하되 굴절력은 0으로 취급하여 직진 통과시킵니다.
8553
+ if (this.isOpticallyNeutral()) {
8554
+ const direction = ray.getDirection().normalize();
8555
+ const passthrough = ray.clone();
8556
+ const hitPoint = this.sphericalSurface.incident(ray);
8557
+ if (hitPoint) {
8558
+ passthrough.appendPoint(hitPoint);
8559
+ passthrough.continueFrom(hitPoint.clone().addScaledVector(direction, RAY_SURFACE_ESCAPE_MM), direction);
8560
+ }
8561
+ return this.pushRefractedWithPrism(passthrough);
8562
+ }
8563
+ this.applyChromaticIndicesToSubSurfaces(ray);
8564
+ // 원통 성분이 없으면 단일(구면)면으로 처리합니다.
8565
+ if (!this.toricSurface) {
8566
+ const single = this.sphericalSurface.refract(ray);
8567
+ if (!single)
8568
+ return null;
8569
+ return this.pushRefractedWithPrism(single);
8570
+ }
8571
+ // +z 진행: 토릭(작은 z) → 구면(큰 z)
8572
+ const afterToric = this.toricSurface.refract(ray);
8573
+ if (!afterToric)
8574
+ return null;
8575
+ const afterSpherical = this.sphericalSurface.refract(afterToric);
8576
+ if (!afterSpherical)
8577
+ return null;
8578
+ return this.pushRefractedWithPrism(afterSpherical);
8579
+ }
8580
+ incident(ray) {
8581
+ // 복합면의 첫 hit: +z 기준 토릭이 앞서므로 toricSurface 우선.
8582
+ const primary = this.toricSurface ?? this.sphericalSurface;
8583
+ const hitPoint = primary.incident(ray);
8584
+ if (!hitPoint)
8585
+ return null;
8586
+ this.incidentRays.push(ray.clone());
8587
+ return hitPoint;
8588
+ }
8589
+ getOptimizedThicknessMm() {
8590
+ return this.thickness;
8591
+ }
8592
+ applyRigidRotationAboutPivot(pivot, rotation) {
8593
+ const move = (p0) => pivot.clone().add(new Vector3().subVectors(p0, pivot).applyQuaternion(rotation));
8594
+ const euler = new Euler().setFromQuaternion(rotation, "XYZ");
8595
+ const tx = (euler.x * 180) / Math.PI;
8596
+ const ty = (euler.y * 180) / Math.PI;
8597
+ const newTor = move(this.position.clone());
8598
+ const newSph = move(this.sphericalSurface.getWorldPosition());
8599
+ this.setPositionAndTilt(newTor, tx, ty);
8600
+ this.sphericalSurface.setPositionAndTilt(newSph, tx, ty);
8601
+ if (this.toricSurface) {
8602
+ this.toricSurface.setPositionAndTilt(newTor.clone(), tx, ty);
8603
+ }
8604
+ }
8605
+ }
8606
+ STSurface.POWER_EPS_D = ST_POWER_EPS_D;
8607
+
8608
+ function toFiniteNumber$1(value, fallback = 0) {
8609
+ const parsed = Number(value);
8610
+ return Number.isFinite(parsed) ? parsed : fallback;
8611
+ }
8612
+ function normalizePrismAmount$1(value) {
8613
+ const p = Number(value ?? 0);
8614
+ return Number.isFinite(p) ? Math.max(0, p) : 0;
8615
+ }
8616
+ function normalizeAngle360$1(value) {
8617
+ const d = Number(value ?? 0);
8618
+ if (!Number.isFinite(d))
8619
+ return 0;
8620
+ return ((d % 360) + 360) % 360;
8621
+ }
8622
+ class EyeModelParameter {
8623
+ constructor(parameter) {
8624
+ this.parameter = parameter;
8625
+ }
8626
+ /**
8627
+ * 동공(선택) → eye_st(ST 복합면) → 안구 모델 해부면 순으로 생성한 뒤,
8628
+ * `p`/`p_ax`/`tilt`를 안구 회전점 기준 강체 회전으로 반영합니다.
8629
+ */
8630
+ createSurface(eye) {
8631
+ const normalizedEyeSphere = toFiniteNumber$1(eye.s) + (eye.eyeModel === "gullstrand" ? -1 : 0);
8632
+ const eyePower = {
8633
+ s: -normalizedEyeSphere,
8634
+ c: -toFiniteNumber$1(eye.c),
8635
+ ax: toFiniteNumber$1(eye.ax),
8636
+ };
8637
+ const pNorm = normalizePrismAmount$1(eye.p);
8638
+ const pAxNorm = normalizeAngle360$1(eye.p_ax);
8639
+ const tiltDeg = {
8640
+ x: toFiniteNumber$1(eye.tilt?.x),
8641
+ y: toFiniteNumber$1(eye.tilt?.y),
8642
+ };
8643
+ const rotation = eyePrismAndTiltToQuaternion(pNorm, pAxNorm, tiltDeg);
8644
+ const eyeSt = new STSurface({
8645
+ type: "compound",
8646
+ name: "eye_st",
8647
+ position: { x: 0, y: 0, z: -EYE_ST_SURFACE_OFFSET_MM },
8648
+ referencePoint: { x: 0, y: 0, z: 0 },
8649
+ tilt: { x: 0, y: 0 },
8650
+ s: eyePower.s,
8651
+ c: eyePower.c,
8652
+ ax: eyePower.ax,
8653
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
8654
+ n: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8655
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8656
+ });
8657
+ const anatomical = this.parameter.surfaces.map((surface) => {
8658
+ if (surface.type === "spherical") {
8659
+ return new SphericalSurface({
8660
+ type: "spherical",
8661
+ name: surface.name,
8662
+ r: surface.radius,
8663
+ position: { x: 0, y: 0, z: surface.z },
8664
+ tilt: { x: 0, y: 0 },
8665
+ n_before: surface.n_before,
8666
+ n_after: surface.n_after,
8667
+ });
8668
+ }
8669
+ if (surface.type === "aspherical") {
8670
+ return new AsphericalSurface({
8671
+ type: "aspherical",
8672
+ name: surface.name,
8673
+ position: { x: 0, y: 0, z: surface.z },
8674
+ tilt: { x: 0, y: 0 },
8675
+ r: surface.radius,
8676
+ conic: surface.conic,
8677
+ n_before: surface.n_before,
8678
+ n_after: surface.n_after,
8679
+ });
8680
+ }
8681
+ if (surface.type === "spherical-image") {
8682
+ return new SphericalImageSurface({
8683
+ type: "spherical-image",
8684
+ name: surface.name,
8685
+ r: surface.radius,
8686
+ position: { x: 0, y: 0, z: surface.z },
8687
+ tilt: { x: 0, y: 0 },
8688
+ retina_extra_after: true,
8689
+ });
8690
+ }
8691
+ throw new Error(`Unsupported surface type: ${surface.type}`);
8692
+ });
8693
+ const surfaces = [eyeSt, ...anatomical];
8694
+ const pupilMm = toFiniteNumber$1(eye.pupilDiameterMm);
8695
+ if (Number.isFinite(pupilMm) && pupilMm > 0) {
8696
+ const pupilStop = new ApertureStopSurface({
8697
+ type: "aperture_stop",
8698
+ name: "pupil_stop",
8699
+ shape: "circle",
8700
+ radius: pupilMm / 2,
8701
+ position: {
8702
+ x: 0,
8703
+ y: 0,
8704
+ z: -EYE_ST_SURFACE_OFFSET_MM - (2 * RAY_SURFACE_ESCAPE_MM),
8705
+ },
8706
+ tilt: { x: 0, y: 0 },
8707
+ });
8708
+ surfaces.unshift(pupilStop);
8709
+ }
8710
+ applyRigidEyePoseToSurfaces(surfaces, eyeRotationPivot(), rotation);
8711
+ return surfaces;
8712
+ }
8713
+ }
8714
+
8715
+ class GullstrandParameter extends EyeModelParameter {
8716
+ constructor() {
8717
+ super(GullstrandParameter.parameter);
8718
+ }
8719
+ }
8720
+ GullstrandParameter.parameter = {
8721
+ unit: "mm",
8722
+ axis: "optical_axis_z",
8723
+ origin: "cornea_anterior_vertex",
8724
+ surfaces: [
8725
+ {
8726
+ type: "spherical",
8727
+ name: "cornea_anterior",
8728
+ z: 0.0,
8729
+ radius: 7.7,
8730
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
8731
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8732
+ },
8733
+ {
8734
+ type: "spherical",
8735
+ name: "cornea_posterior",
8736
+ z: 0.5,
8737
+ radius: 6.8,
8738
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8739
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8740
+ },
8741
+ {
8742
+ type: "spherical",
8743
+ name: "lens_anterior",
8744
+ z: 3.6,
8745
+ radius: 10.0,
8746
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8747
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_anterior,
8748
+ },
8749
+ {
8750
+ type: "spherical",
8751
+ name: "lens_nucleus_anterior",
8752
+ z: 4.146,
8753
+ radius: 7.911,
8754
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_anterior,
8755
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_anterior,
8756
+ },
8757
+ {
8758
+ type: "spherical",
8759
+ name: "lens_nucleus_posterior",
8760
+ z: 6.565,
8761
+ radius: -5.76,
8762
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_anterior,
8763
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_posterior,
8764
+ },
8765
+ {
8766
+ type: "spherical",
8767
+ name: "lens_posterior",
8768
+ z: 7.2,
8769
+ radius: -6,
8770
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_nucleus_posterior,
8771
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.vitreous,
8772
+ },
8773
+ {
8774
+ type: "spherical-image",
8775
+ name: "retina",
8776
+ radius: -12, // mm (대략적인 망막 곡률)
8777
+ z: 24.0 // 중심 위치
8778
+ }
8779
+ ],
8780
+ };
8781
+
8782
+ class NavarroParameter extends EyeModelParameter {
8783
+ constructor() {
8784
+ super(NavarroParameter.parameter);
8785
+ }
8786
+ }
8787
+ NavarroParameter.parameter = {
8788
+ unit: "mm",
8789
+ axis: "optical_axis_z",
8790
+ surfaces: [
8791
+ {
8792
+ type: "aspherical",
8793
+ name: "cornea_anterior",
8794
+ z: 0.0,
8795
+ radius: 7.72,
8796
+ conic: -0.26,
8797
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
8798
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8799
+ },
8800
+ {
8801
+ type: "aspherical",
8802
+ name: "cornea_posterior",
8803
+ z: 0.55,
8804
+ radius: 6.5,
8805
+ conic: 0.0,
8806
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
8807
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8808
+ },
8809
+ {
8810
+ type: "aspherical",
8811
+ name: "lens_anterior",
8812
+ z: 0.55 + 3.05,
8813
+ radius: 10.2,
8814
+ conic: -3.13,
8815
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
8816
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.lens_navarro,
8817
+ },
8818
+ {
8819
+ type: "aspherical",
8820
+ name: "lens_posterior",
8821
+ z: 0.55 + 3.05 + 4.0,
8822
+ radius: -6,
8823
+ conic: -1,
8824
+ n_before: FRAUNHOFER_REFRACTIVE_INDICES.lens_navarro,
8825
+ n_after: FRAUNHOFER_REFRACTIVE_INDICES.vitreous,
8826
+ },
8827
+ {
8828
+ type: "spherical-image",
8829
+ name: "retina",
8830
+ radius: -12, // mm (대략적인 망막 곡률)
8831
+ z: 24.04 // 중심 위치
8832
+ }
8833
+ ],
8834
+ };
8835
+
8836
+ /**
8837
+ * Sturm 계산 전용 클래스입니다.
8838
+ * - traced ray 집합에서 z-scan slice를 생성하고
8839
+ * - 평탄도/최소타원/근사중심을 계산해 분석 결과를 반환합니다.
8840
+ */
8841
+ class Sturm {
8842
+ constructor() {
8843
+ this.lastResult = null;
8844
+ this.lineOrder = ["g", "F", "e", "d", "C", "r"];
8845
+ }
8846
+ calculate(rays, effectiveCylinderD, axisReferenceRays, profileWorldZBounds) {
8847
+ const frame = this.analysisFrameFromRays(axisReferenceRays?.length ? axisReferenceRays : rays);
8848
+ const depthRange = this.depthRangeFromRays(rays, frame);
8849
+ const sturmSlices = this.collectSturmSlices(rays, frame, depthRange, DEFAULT_STURM_STEP_MM);
8850
+ const groupedByLine = this.groupByFraunhoferLine(rays);
8851
+ const sturmInfo = groupedByLine.map((group) => {
8852
+ const groupFrame = this.analysisFrameFromRays(group.rays, frame);
8853
+ const groupDepthRange = this.depthRangeFromRays(group.rays, groupFrame);
8854
+ const slices = this.collectSturmSlices(group.rays, groupFrame, groupDepthRange, DEFAULT_STURM_STEP_MM);
8855
+ const analysis = this.analyzeSturmSlices(slices, effectiveCylinderD, profileWorldZBounds);
8856
+ return {
8857
+ line: group.line,
8858
+ wavelength_nm: group.wavelength_nm,
8859
+ color: group.color,
8860
+ ray_count: group.rays.length,
8861
+ analysis_axis: {
8862
+ x: groupFrame.axis.x,
8863
+ y: groupFrame.axis.y,
8864
+ z: groupFrame.axis.z,
8865
+ },
8866
+ ...analysis,
8867
+ };
8868
+ });
8869
+ const result = {
8870
+ slices_info: {
8871
+ count: sturmSlices.length,
8872
+ slices: sturmSlices,
8873
+ },
8874
+ sturm_info: sturmInfo,
8875
+ };
8876
+ this.lastResult = result;
8877
+ return result;
8878
+ }
8879
+ /**
8880
+ * 마지막 Sturm 계산 결과를 반환합니다.
8881
+ */
8882
+ getLastResult() {
8883
+ return this.lastResult;
8884
+ }
8885
+ getRayPoints(ray) {
8886
+ const points = ray.points;
8887
+ return Array.isArray(points) ? points : [];
8888
+ }
8889
+ analysisFrameFromRays(rays, fallback) {
8890
+ const axis = new Vector3();
8891
+ for (const ray of rays ?? [])
8892
+ axis.add(ray.getDirection());
8893
+ if (axis.lengthSq() < 1e-12) {
8894
+ if (fallback)
8895
+ return fallback;
8896
+ axis.set(0, 0, 1);
8897
+ }
8898
+ else {
8899
+ axis.normalize();
8900
+ }
8901
+ const origin = new Vector3(0, 0, 0);
8902
+ let helper = new Vector3(0, 1, 0);
8903
+ if (Math.abs(helper.dot(axis)) > 0.95)
8904
+ helper = new Vector3(1, 0, 0);
8905
+ const u = helper.clone().cross(axis).normalize();
8906
+ const v = axis.clone().cross(u).normalize();
8907
+ return { origin, axis, u, v };
8908
+ }
8909
+ sampleRayPointAtDepth(ray, frame, depth) {
8910
+ const points = this.getRayPoints(ray);
8911
+ for (let i = 0; i < points.length - 1; i += 1) {
8912
+ const a = points[i];
8913
+ const b = points[i + 1];
8914
+ const da = a.clone().sub(frame.origin).dot(frame.axis);
8915
+ const db = b.clone().sub(frame.origin).dot(frame.axis);
8916
+ if ((da <= depth && depth <= db) || (db <= depth && depth <= da)) {
8917
+ const denom = db - da;
8918
+ if (Math.abs(denom) < 1e-10)
8919
+ return null;
8920
+ return a.clone().lerp(b, (depth - da) / denom);
8921
+ }
8922
+ }
8923
+ return null;
8924
+ }
8925
+ depthRangeFromRays(rays, frame) {
8926
+ let depthMin = Number.POSITIVE_INFINITY;
8927
+ let depthMax = Number.NEGATIVE_INFINITY;
8928
+ for (const ray of rays ?? []) {
8929
+ for (const point of this.getRayPoints(ray)) {
8930
+ const d = point.clone().sub(frame.origin).dot(frame.axis);
8931
+ depthMin = Math.min(depthMin, d);
8932
+ depthMax = Math.max(depthMax, d);
8933
+ }
8934
+ }
8935
+ if (!Number.isFinite(depthMin) || !Number.isFinite(depthMax) || depthMax <= depthMin)
8936
+ return null;
8937
+ return { depthMin, depthMax };
8938
+ }
8939
+ secondMomentProfileAtDepth(rays, frame, depth) {
8940
+ const points = [];
8941
+ for (const ray of rays) {
8942
+ const point = this.sampleRayPointAtDepth(ray, frame, depth);
8943
+ if (point)
8944
+ points.push(point);
8945
+ }
8946
+ if (points.length < 4)
8947
+ return null;
8948
+ let cxWorld = 0;
8949
+ let cyWorld = 0;
8950
+ let czWorld = 0;
8951
+ let cx = 0;
8952
+ let cy = 0;
8953
+ for (const p of points) {
8954
+ cxWorld += p.x;
8955
+ cyWorld += p.y;
8956
+ czWorld += p.z;
8957
+ const delta = p.clone().sub(frame.origin);
8958
+ cx += delta.dot(frame.u);
8959
+ cy += delta.dot(frame.v);
8960
+ }
8961
+ cxWorld /= points.length;
8962
+ cyWorld /= points.length;
8963
+ czWorld /= points.length;
8964
+ cx /= points.length;
8965
+ cy /= points.length;
8966
+ let sxx = 0;
8967
+ let syy = 0;
8968
+ let sxy = 0;
8969
+ for (const p of points) {
8970
+ const delta = p.clone().sub(frame.origin);
8971
+ const x = delta.dot(frame.u);
8972
+ const y = delta.dot(frame.v);
8973
+ const dx = x - cx;
8974
+ const dy = y - cy;
8975
+ sxx += dx * dx;
8976
+ syy += dy * dy;
8977
+ sxy += dx * dy;
8978
+ }
8979
+ sxx /= points.length;
8980
+ syy /= points.length;
8981
+ sxy /= points.length;
8982
+ const trace = sxx + syy;
8983
+ const halfDiff = (sxx - syy) / 2;
8984
+ const root = Math.sqrt(Math.max(0, halfDiff * halfDiff + sxy * sxy));
8985
+ const lambdaMajor = Math.max(0, trace / 2 + root);
8986
+ const lambdaMinor = Math.max(0, trace / 2 - root);
8987
+ const thetaRad = 0.5 * Math.atan2(2 * sxy, sxx - syy);
8988
+ const angleMajorDeg = ((thetaRad * 180) / Math.PI + 360) % 180;
8989
+ const twoThetaRad = 2 * thetaRad;
8990
+ const j0 = Math.cos(twoThetaRad);
8991
+ const j45 = Math.sin(twoThetaRad);
8992
+ const majorDirection = frame.u.clone().multiplyScalar(Math.cos(thetaRad))
8993
+ .add(frame.v.clone().multiplyScalar(Math.sin(thetaRad)))
8994
+ .normalize();
8995
+ const minorDirection = frame.axis.clone().cross(majorDirection).normalize();
8996
+ return {
8997
+ at: { x: cxWorld, y: cyWorld, z: czWorld },
8998
+ wMajor: Math.sqrt(lambdaMajor),
8999
+ wMinor: Math.sqrt(lambdaMinor),
9000
+ angleMajorDeg,
9001
+ j0,
9002
+ j45,
9003
+ angleMinorDeg: (angleMajorDeg + 90) % 180,
9004
+ majorDirection: {
9005
+ x: majorDirection.x,
9006
+ y: majorDirection.y,
9007
+ z: majorDirection.z,
9008
+ },
9009
+ minorDirection: {
9010
+ x: minorDirection.x,
9011
+ y: minorDirection.y,
9012
+ z: minorDirection.z,
9013
+ },
8765
9014
  };
8766
- return new ToricSurface(props);
8767
9015
  }
8768
- applyChromaticIndicesToSubSurfaces(ray) {
8769
- const line = ray.getFraunhoferLine();
8770
- const nBefore = resolveRefractiveIndex(this.n_before, line);
8771
- const n = resolveRefractiveIndex(this.n, line);
8772
- const nAfter = resolveRefractiveIndex(this.n_after, line);
8773
- const sphericalState = this.sphericalSurface;
8774
- if (this.toricSurface) {
8775
- sphericalState.n_before = n;
8776
- sphericalState.n_after = nAfter;
8777
- const toricState = this.toricSurface;
8778
- toricState.n_before = nBefore;
8779
- toricState.n_after = n;
8780
- return;
9016
+ collectSturmSlices(rays, frame, depthRange, stepMm) {
9017
+ if (!depthRange)
9018
+ return [];
9019
+ const out = [];
9020
+ for (let depth = depthRange.depthMin; depth <= depthRange.depthMax; depth += stepMm) {
9021
+ const profile = this.secondMomentProfileAtDepth(rays, frame, depth);
9022
+ if (!profile)
9023
+ continue;
9024
+ out.push({
9025
+ // Keep z in world coordinates for backward-compatible consumers.
9026
+ z: profile.at.z,
9027
+ // Preserve analysis-axis depth for off-axis robust ranking/interval logic.
9028
+ depth,
9029
+ ratio: profile.wMinor / Math.max(profile.wMajor, 1e-9),
9030
+ size: Math.hypot(profile.wMajor, profile.wMinor),
9031
+ profile,
9032
+ });
8781
9033
  }
8782
- sphericalState.n_before = nBefore;
8783
- sphericalState.n_after = n;
9034
+ return out;
9035
+ }
9036
+ axisDiffDeg(a, b) {
9037
+ const d = Math.abs((((a - b) % 180) + 180) % 180);
9038
+ return Math.min(d, 180 - d);
9039
+ }
9040
+ phasorDot(p, q) {
9041
+ return p.j0 * q.j0 + p.j45 * q.j45;
8784
9042
  }
8785
9043
  /**
8786
- * 구면/토릭 곡면의 z 교차(토릭이 구면을 관통) 방지를 위해
8787
- * 샘플링 영역에서 필요한 최소 중심두께를 계산합니다.
9044
+ * 평탄도 순으로 정렬된 슬라이스에서 선초점 쌍(직교 주경선) 해당하는 Top2를 고른다.
9045
+ * 주경선 대신 이각 phasor (cos 2θ, sin 2θ)로 직교를 판정하고, 실패 시 각도·전역 검색·깊이 폴백을 사용한다.
8788
9046
  */
8789
- optimizeThickness(requestedThickness) {
8790
- if (Math.abs(this.c) < ST_POWER_EPS_D)
8791
- return requestedThickness;
8792
- const sampleRadius = this.samplingRadiusMm();
8793
- if (!Number.isFinite(sampleRadius) || sampleRadius <= 0)
8794
- return requestedThickness;
8795
- const samplesPerAxis = 49;
8796
- let requiredThickness = requestedThickness;
8797
- const safetyMargin = Math.max(0.05, 2 * RAY_SURFACE_ESCAPE_MM);
8798
- for (let iy = 0; iy < samplesPerAxis; iy++) {
8799
- const y = -sampleRadius + (2 * sampleRadius * iy) / (samplesPerAxis - 1);
8800
- for (let ix = 0; ix < samplesPerAxis; ix++) {
8801
- const x = -sampleRadius + (2 * sampleRadius * ix) / (samplesPerAxis - 1);
8802
- if ((x * x + y * y) > sampleRadius * sampleRadius)
9047
+ pickFlattestSturmPair(sortedByFlatness, top2MinGapMm, allSlices) {
9048
+ if (sortedByFlatness.length === 0)
9049
+ return [];
9050
+ const first = sortedByFlatness[0];
9051
+ const top2MinAngleGapDeg = DEFAULT_STURM_TOP2_MIN_ANGLE_GAP_DEG;
9052
+ const phasorStrict = DEFAULT_STURM_TOP2_PHASOR_OPPOSITION_MAX_DOT;
9053
+ const phasorLoose = DEFAULT_STURM_TOP2_PHASOR_FALLBACK_MAX_DOT;
9054
+ const lastResortMinDeg = DEFAULT_STURM_TOP2_AXIS_LAST_RESORT_MIN_GAP_DEG;
9055
+ const depthOk = (c) => Math.abs(c.depth - first.depth) >= top2MinGapMm;
9056
+ const byPhasor = (pool, maxDot) => pool.find((c) => (c !== first
9057
+ && depthOk(c)
9058
+ && this.phasorDot(first.profile, c.profile) <= maxDot));
9059
+ let second = byPhasor(sortedByFlatness, phasorStrict)
9060
+ ?? byPhasor(sortedByFlatness, phasorLoose);
9061
+ if (!second) {
9062
+ second = sortedByFlatness.find((c) => (c !== first
9063
+ && depthOk(c)
9064
+ && this.axisDiffDeg(c.profile.angleMajorDeg, first.profile.angleMajorDeg) >= top2MinAngleGapDeg));
9065
+ }
9066
+ if (!second) {
9067
+ let best = null;
9068
+ let bestAxDiff = -1;
9069
+ for (const c of sortedByFlatness) {
9070
+ if (c === first || !depthOk(c))
8803
9071
  continue;
8804
- const sphericalSag = this.sphericalSagAtXY(x, y);
8805
- const toricSag = this.toricSagAtXY(x, y);
8806
- if (!Number.isFinite(sphericalSag) || !Number.isFinite(toricSag))
9072
+ const axd = this.axisDiffDeg(c.profile.angleMajorDeg, first.profile.angleMajorDeg);
9073
+ if (axd > bestAxDiff) {
9074
+ bestAxDiff = axd;
9075
+ best = c;
9076
+ }
9077
+ }
9078
+ if (best && bestAxDiff >= lastResortMinDeg)
9079
+ second = best;
9080
+ }
9081
+ // 평탄도 정렬 풀만으로는 같은 phasor만 연속으로 나오는 경우가 있어, 전 스캔에서 가장 반대인 phasor를 고른다.
9082
+ if (!second) {
9083
+ let best = null;
9084
+ let bestDot = 1;
9085
+ for (const c of allSlices) {
9086
+ if (c === first || !depthOk(c))
8807
9087
  continue;
8808
- const localRequired = (sphericalSag - toricSag) + safetyMargin;
8809
- if (localRequired > requiredThickness)
8810
- requiredThickness = localRequired;
9088
+ const d = this.phasorDot(first.profile, c.profile);
9089
+ if (d < bestDot) {
9090
+ bestDot = d;
9091
+ best = c;
9092
+ }
8811
9093
  }
9094
+ if (best && bestDot < -0.08)
9095
+ second = best;
8812
9096
  }
8813
- return Math.max(0, requiredThickness);
8814
- }
8815
- /**
8816
- * 기준점(referencePoint.z)으로부터 토릭 꼭지(z)까지의 최소 간격을 확보합니다.
8817
- * - 기준점과 반대 방향으로 현재 토릭 꼭지가 놓인 쪽(sign)을 유지합니다.
8818
- * - 최소 간격은 "토릭–구면 거리(thickness) + 안전여유"입니다.
8819
- */
8820
- optimizeToricVertexZFromReference(toricVertexZ, referenceZ, thicknessMm = this.thickness) {
8821
- if (!Number.isFinite(referenceZ))
8822
- return toricVertexZ;
8823
- const safetyMargin = Math.max(0.05, 2 * RAY_SURFACE_ESCAPE_MM);
8824
- const minGap = Math.max(EYE_ST_SURFACE_OFFSET_MM, Math.max(0, thicknessMm) + safetyMargin);
8825
- const delta = toricVertexZ - referenceZ;
8826
- const side = Math.abs(delta) < 1e-12 ? -1 : Math.sign(delta);
8827
- const currentGap = Math.abs(delta);
8828
- if (currentGap >= minGap)
8829
- return toricVertexZ;
8830
- return referenceZ + side * minGap;
8831
- }
8832
- samplingRadiusMm() {
8833
- const defaultRadius = 12;
8834
- const finiteRadii = [this.sphericalRadiusMm, this.toricRadiusPerpMm]
8835
- .filter((r) => Number.isFinite(r) && Math.abs(r) > 1e-6)
8836
- .map((r) => Math.abs(r));
8837
- if (!finiteRadii.length)
8838
- return defaultRadius;
8839
- return Math.max(1.0, Math.min(defaultRadius, 0.98 * Math.min(...finiteRadii)));
8840
- }
8841
- /**
8842
- * 구면 측 꼭지점 기준 sag(mm)
8843
- */
8844
- sphericalSagAtXY(x, y) {
8845
- const rhoSq = x * x + y * y;
8846
- const r = this.sphericalRadiusMm;
8847
- if (!Number.isFinite(r) || Math.abs(r) > 1e12)
8848
- return 0;
8849
- const rr = r * r;
8850
- if (rhoSq > rr)
8851
- return Number.NaN;
8852
- const root = Math.sqrt(Math.max(0, rr - rhoSq));
8853
- return r > 0 ? r - root : r + root;
8854
- }
8855
- /**
8856
- * 토릭 측 꼭지점 기준 sag(mm)
8857
- */
8858
- toricSagAtXY(x, y) {
8859
- const axisRad = (this.ax * Math.PI) / 180;
8860
- const cAxis = Math.cos(axisRad);
8861
- const sAxis = Math.sin(axisRad);
8862
- const u = cAxis * x + sAxis * y;
8863
- const v = -sAxis * x + cAxis * y;
8864
- const cu = 0; // r_axis = Infinity
8865
- const cv = (!Number.isFinite(this.toricRadiusPerpMm) || Math.abs(this.toricRadiusPerpMm) > 1e12)
8866
- ? 0
8867
- : 1 / this.toricRadiusPerpMm;
8868
- const a = cu * u * u + cv * v * v;
8869
- const b = 1 - cu * cu * u * u - cv * cv * v * v;
8870
- if (b < 0)
8871
- return Number.NaN;
8872
- const den = 1 + Math.sqrt(Math.max(0, b));
8873
- if (Math.abs(den) < 1e-12)
8874
- return Number.NaN;
8875
- return a / den;
9097
+ // 마지막: 가장 납작한 슬라이스와 깊이 차가 가장 큰 “비교적 납작한” 슬라이스 (선초점이 z로 분리될 때)
9098
+ if (!second) {
9099
+ const flatThreshold = first.ratio * 1.5 + 1e-6;
9100
+ let best = null;
9101
+ let bestDepthSpan = -1;
9102
+ for (const c of allSlices) {
9103
+ if (c === first || !depthOk(c))
9104
+ continue;
9105
+ if (c.ratio > flatThreshold)
9106
+ continue;
9107
+ const span = Math.abs(c.depth - first.depth);
9108
+ if (span > bestDepthSpan) {
9109
+ bestDepthSpan = span;
9110
+ best = c;
9111
+ }
9112
+ }
9113
+ if (best)
9114
+ second = best;
9115
+ }
9116
+ return second ? [first, second] : [first];
8876
9117
  }
8877
- isOpticallyNeutral() {
8878
- return (Math.abs(Number(this.s) || 0) < STSurface.POWER_EPS_D
8879
- && Math.abs(Number(this.c) || 0) < STSurface.POWER_EPS_D);
9118
+ buildApproxCenter(flattestTop2, smallestEllipse, preferTop2Mid) {
9119
+ if (flattestTop2.length <= 0)
9120
+ return null;
9121
+ if (preferTop2Mid && flattestTop2.length >= 2) {
9122
+ const first = flattestTop2[0];
9123
+ const second = flattestTop2[1];
9124
+ return {
9125
+ x: (first.profile.at.x + second.profile.at.x) / 2,
9126
+ y: (first.profile.at.y + second.profile.at.y) / 2,
9127
+ z: (first.z + second.z) / 2,
9128
+ mode: "top2-mid",
9129
+ };
9130
+ }
9131
+ if (smallestEllipse) {
9132
+ return {
9133
+ x: smallestEllipse.profile.at.x,
9134
+ y: smallestEllipse.profile.at.y,
9135
+ z: smallestEllipse.z,
9136
+ mode: "min-size",
9137
+ };
9138
+ }
9139
+ const first = flattestTop2[0];
9140
+ return { x: first.profile.at.x, y: first.profile.at.y, z: first.z, mode: "top1-flat" };
8880
9141
  }
8881
- refract(ray) {
8882
- // 무도수 ST면은 기하(면 위치/경사)는 유지하되 굴절력은 0으로 취급하여 직진 통과시킵니다.
8883
- if (this.isOpticallyNeutral()) {
8884
- const direction = ray.getDirection().normalize();
8885
- const passthrough = ray.clone();
8886
- const hitPoint = this.sphericalSurface.incident(ray);
8887
- if (hitPoint) {
8888
- passthrough.appendPoint(hitPoint);
8889
- passthrough.continueFrom(hitPoint.clone().addScaledVector(direction, RAY_SURFACE_ESCAPE_MM), direction);
9142
+ slicesForSturmAnalysis(sturmSlices, bounds) {
9143
+ if (!bounds)
9144
+ return sturmSlices;
9145
+ const zMin = bounds.zMin;
9146
+ const zMax = bounds.zMax;
9147
+ if (!Number.isFinite(zMin) || !Number.isFinite(zMax) || zMax < zMin)
9148
+ return sturmSlices;
9149
+ const bounded = sturmSlices.filter((s) => {
9150
+ const z = s.profile?.at?.z;
9151
+ return Number.isFinite(z) && z >= zMin && z <= zMax;
9152
+ });
9153
+ return bounded.length >= 2 ? bounded : sturmSlices;
9154
+ }
9155
+ groupByFraunhoferLine(rays) {
9156
+ const groups = new Map();
9157
+ for (const ray of rays) {
9158
+ const line = ray.getFraunhoferLine();
9159
+ const wavelength = ray.getWavelengthNm();
9160
+ const color = Number(ray.displayColor);
9161
+ if (!groups.has(line)) {
9162
+ groups.set(line, {
9163
+ line,
9164
+ wavelength_nm: wavelength,
9165
+ color: Number.isFinite(color) ? color : null,
9166
+ rays: [],
9167
+ });
8890
9168
  }
8891
- this.refractedRays.push(passthrough.clone());
8892
- return passthrough;
8893
- }
8894
- this.applyChromaticIndicesToSubSurfaces(ray);
8895
- // 원통 성분이 없으면 단일(구면)면으로 처리합니다.
8896
- if (!this.toricSurface) {
8897
- const single = this.sphericalSurface.refract(ray);
8898
- if (!single)
8899
- return null;
8900
- this.refractedRays.push(single.clone());
8901
- return single;
9169
+ const group = groups.get(line);
9170
+ if (group)
9171
+ group.rays.push(ray);
8902
9172
  }
8903
- // +z 진행: 토릭(작은 z) 구면(큰 z)
8904
- const afterToric = this.toricSurface.refract(ray);
8905
- if (!afterToric)
8906
- return null;
8907
- const afterSpherical = this.sphericalSurface.refract(afterToric);
8908
- if (!afterSpherical)
8909
- return null;
8910
- this.refractedRays.push(afterSpherical.clone());
8911
- return afterSpherical;
8912
- }
8913
- incident(ray) {
8914
- // 복합면의 첫 hit: +z 기준 토릭이 앞서므로 toricSurface 우선.
8915
- const primary = this.toricSurface ?? this.sphericalSurface;
8916
- const hitPoint = primary.incident(ray);
8917
- if (!hitPoint)
8918
- return null;
8919
- this.incidentRays.push(ray.clone());
8920
- return hitPoint;
9173
+ return [...groups.values()].sort((a, b) => this.lineOrder.indexOf(a.line) - this.lineOrder.indexOf(b.line));
8921
9174
  }
8922
- getOptimizedThicknessMm() {
8923
- return this.thickness;
9175
+ analyzeSturmSlices(sturmSlices, effectiveCylinderD, profileWorldZBounds) {
9176
+ const top2MinGapMm = DEFAULT_STURM_TOP2_MIN_GAP_MM;
9177
+ const effectiveCylinderThresholdD = DEFAULT_EFFECTIVE_CYLINDER_THRESHOLD_D;
9178
+ const preferTop2Mid = effectiveCylinderD >= effectiveCylinderThresholdD;
9179
+ const slicesForAnalysis = this.slicesForSturmAnalysis(sturmSlices, profileWorldZBounds ?? null);
9180
+ const sortedByFlatness = [...slicesForAnalysis].sort((a, b) => a.ratio - b.ratio);
9181
+ const flattestTop2 = sortedByFlatness.length > 0
9182
+ ? this.pickFlattestSturmPair(sortedByFlatness, top2MinGapMm, slicesForAnalysis)
9183
+ : [];
9184
+ let smallestEllipse = null;
9185
+ for (const slice of slicesForAnalysis) {
9186
+ if (!smallestEllipse || slice.size < smallestEllipse.size)
9187
+ smallestEllipse = slice;
9188
+ }
9189
+ const approxCenter = this.buildApproxCenter(flattestTop2, smallestEllipse, preferTop2Mid);
9190
+ const anterior = flattestTop2[0] ?? null;
9191
+ const posterior = preferTop2Mid ? (flattestTop2[1] ?? null) : null;
9192
+ return {
9193
+ has_astigmatism: preferTop2Mid,
9194
+ method: preferTop2Mid ? "sturm-interval-midpoint" : "minimum-ellipse",
9195
+ anterior,
9196
+ posterior,
9197
+ approx_center: approxCenter,
9198
+ };
8924
9199
  }
8925
9200
  }
8926
- STSurface.POWER_EPS_D = ST_POWER_EPS_D;
8927
9201
 
8928
- const TABOToDeg = (TABOAngle) => {
8929
- const t = Number(TABOAngle);
8930
- if (!Number.isFinite(t))
8931
- return 0;
8932
- return (((180 - t) % 180) + 180) % 180;
9202
+ const DEFAULT_LIGHT_SOURCE_CONFIG = {
9203
+ type: "grid",
9204
+ width: 10,
9205
+ height: 10,
9206
+ division: 4,
9207
+ z: -10,
9208
+ vergence: 0,
8933
9209
  };
8934
-
9210
+ // ================ Helper functions ================
9211
+ function toFiniteNumber(value, fallback = 0) {
9212
+ const parsed = Number(value);
9213
+ return Number.isFinite(parsed) ? parsed : fallback;
9214
+ }
9215
+ function normalizePrismAmount(value) {
9216
+ const p = Number(value ?? 0);
9217
+ return Number.isFinite(p) ? Math.max(0, p) : 0;
9218
+ }
9219
+ function normalizeAngle360(value) {
9220
+ const d = Number(value ?? 0);
9221
+ if (!Number.isFinite(d))
9222
+ return 0;
9223
+ return ((d % 360) + 360) % 360;
9224
+ }
9225
+ function normalizeEyeTilt(value) {
9226
+ return {
9227
+ x: toFiniteNumber(value?.x),
9228
+ y: toFiniteNumber(value?.y),
9229
+ };
9230
+ }
9231
+ function normalizeLightSourcePose(value) {
9232
+ return {
9233
+ position: {
9234
+ x: toFiniteNumber(value?.position?.x),
9235
+ y: toFiniteNumber(value?.position?.y),
9236
+ z: toFiniteNumber(value?.position?.z),
9237
+ },
9238
+ tilt: {
9239
+ x: toFiniteNumber(value?.tilt?.x),
9240
+ y: toFiniteNumber(value?.tilt?.y),
9241
+ },
9242
+ };
9243
+ }
9244
+ function isNormalizedEngineConfig(config) {
9245
+ const candidate = config;
9246
+ return (candidate.eyeModel !== undefined
9247
+ && candidate.eye !== undefined
9248
+ && candidate.light_source !== undefined
9249
+ && candidate.pupil_type !== undefined
9250
+ && Array.isArray(candidate.lens));
9251
+ }
9252
+ function normalizeEngineProps(props = {}) {
9253
+ const eyeModel = props.eyeModel ?? "gullstrand";
9254
+ const eyeInput = props.eye ?? { s: 0, c: 0, ax: 0, p: 0, p_ax: 0 };
9255
+ const lensInput = Array.isArray(props.lens) ? props.lens : [];
9256
+ const lightSourceInput = props.light_source ?? DEFAULT_LIGHT_SOURCE_CONFIG;
9257
+ const normalizedLightSourcePose = normalizeLightSourcePose(lightSourceInput);
9258
+ return {
9259
+ eyeModel,
9260
+ eye: {
9261
+ s: toFiniteNumber(eyeInput?.s),
9262
+ c: toFiniteNumber(eyeInput?.c),
9263
+ ax: toFiniteNumber(eyeInput?.ax),
9264
+ p: normalizePrismAmount(eyeInput?.p),
9265
+ p_ax: normalizeAngle360(eyeInput?.p_ax),
9266
+ tilt: normalizeEyeTilt(eyeInput?.tilt),
9267
+ },
9268
+ lens: lensInput.map((spec) => ({
9269
+ s: toFiniteNumber(spec?.s),
9270
+ c: toFiniteNumber(spec?.c),
9271
+ ax: toFiniteNumber(spec?.ax),
9272
+ p: normalizePrismAmount(spec?.p),
9273
+ p_ax: normalizeAngle360(spec?.p_ax),
9274
+ position: {
9275
+ x: toFiniteNumber(spec?.position?.x),
9276
+ y: toFiniteNumber(spec?.position?.y),
9277
+ z: toFiniteNumber(spec?.position?.z, SPECTACLE_VERTEX_DISTANCE_MM),
9278
+ },
9279
+ tilt: {
9280
+ x: toFiniteNumber(spec?.tilt?.x),
9281
+ y: toFiniteNumber(spec?.tilt?.y),
9282
+ },
9283
+ })),
9284
+ light_source: {
9285
+ ...lightSourceInput,
9286
+ position: { ...normalizedLightSourcePose.position },
9287
+ tilt: { ...normalizedLightSourcePose.tilt },
9288
+ },
9289
+ pupil_type: props.pupil_type ?? "neutral",
9290
+ };
9291
+ }
8935
9292
  /**
8936
9293
  * legacy simulator.js를 TypeScript로 옮긴 핵심 시뮬레이터입니다.
8937
9294
  * - 광원 광선을 생성하고
@@ -8939,7 +9296,10 @@
8939
9296
  * - Sturm 분석까지 제공합니다.
8940
9297
  */
8941
9298
  class SCAXEngineCore {
8942
- constructor(props = {}) {
9299
+ get eyeModelParameter() {
9300
+ return this._eyeModelParameter;
9301
+ }
9302
+ constructor(config = {}) {
8943
9303
  this.tracedRays = [];
8944
9304
  this.lastSourceRaysForSturm = [];
8945
9305
  this.lastSturmGapAnalysis = null;
@@ -8948,14 +9308,14 @@
8948
9308
  this.sortedEyeSurfaces = [];
8949
9309
  this.sturm = new Sturm();
8950
9310
  this.affine = new Affine();
8951
- this.configure(props);
9311
+ this.configure(isNormalizedEngineConfig(config) ? config : normalizeEngineProps(config));
8952
9312
  }
8953
9313
  /**
8954
9314
  * 생성자와 동일한 기본값 규칙으로 광학 설정을 다시 적용합니다.
8955
9315
  * 생략한 최상위 필드는 매번 기본값으로 돌아갑니다(이전 값과 병합하지 않음).
8956
9316
  */
8957
- update(props = {}) {
8958
- this.configure(props);
9317
+ update(config = {}) {
9318
+ this.configure(isNormalizedEngineConfig(config) ? config : normalizeEngineProps(config));
8959
9319
  }
8960
9320
  dispose() {
8961
9321
  [...this.lens, ...this.surfaces].forEach((surface) => {
@@ -8970,141 +9330,40 @@
8970
9330
  this.sortedEyeSurfaces = [];
8971
9331
  this.sortedLensSurfaces = [];
8972
9332
  }
8973
- configure(props = {}) {
9333
+ configure(config) {
8974
9334
  this.lastSturmGapAnalysis = null;
8975
9335
  this.lastAffineAnalysis = null;
8976
- 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;
8977
- this.eyeModel = eyeModel;
8978
- const normalizedEyeSphere = this.toFiniteNumber(eye?.s) + (eyeModel === "gullstrand" ? -1 : 0);
8979
- // eye 입력은 auto refractor(굴절오차) 기준이므로,
8980
- // 광학면에 적용할 때는 보정렌즈 파워 관점으로 부호를 반전합니다.
8981
- this.eyePower = {
8982
- s: -normalizedEyeSphere,
8983
- c: -this.toFiniteNumber(eye?.c),
8984
- ax: this.toFiniteNumber(eye?.ax),
8985
- };
8986
- this.eyePrismPrescription = {
8987
- p: this.normalizePrismAmount(eye?.p),
8988
- p_ax: this.normalizeAngle360(eye?.p_ax),
8989
- };
8990
- const eyeRx = this.prismVectorFromBase(this.eyePrismPrescription.p, this.eyePrismPrescription.p_ax);
8991
- // eye 입력은 "교정 필요량(처방값)"이므로 실제 안구 편위는 역벡터입니다.
8992
- this.eyePrismEffectVector = { x: -eyeRx.x, y: -eyeRx.y };
8993
- const eyeRotXDeg = this.prismComponentToAngleDeg(this.eyePrismEffectVector.x);
8994
- const eyeRotYDeg = this.prismComponentToAngleDeg(this.eyePrismEffectVector.y);
8995
- this.eyeTiltDeg = this.normalizeEyeTilt(eye?.tilt);
8996
- // Apply eye deviation in the opposite direction so a lens with the same
8997
- // prism/base prescription can optically compensate the eye deviation.
8998
- const eyeEulerXDeg = eyeRotYDeg + this.eyeTiltDeg.x;
8999
- const eyeEulerYDeg = (-eyeRotXDeg) + this.eyeTiltDeg.y;
9000
- this.eyeRotationQuaternion = new Quaternion().setFromEuler(new Euler((eyeEulerXDeg * Math.PI) / 180, (eyeEulerYDeg * Math.PI) / 180, 0, "XYZ"));
9001
- this.eyeRotationQuaternionInverse = this.eyeRotationQuaternion.clone().invert();
9002
- this.eyeRotationPivot = new Vector3(0, 0, SCAXEngineCore.EYE_ROTATION_PIVOT_FROM_CORNEA_MM);
9003
- const normalizedLightSourcePose = this.normalizeLightSourcePose(light_source);
9004
- this.lightSourcePosition = new Vector3(normalizedLightSourcePose.position.x, normalizedLightSourcePose.position.y, normalizedLightSourcePose.position.z);
9005
- this.lightSourceTiltDeg = { ...normalizedLightSourcePose.tilt };
9006
- this.lightSourceRotationQuaternion = new Quaternion().setFromEuler(new Euler((this.lightSourceTiltDeg.x * Math.PI) / 180, (this.lightSourceTiltDeg.y * Math.PI) / 180, 0, "XYZ"));
9007
- // Rotate around the light source local center plane (z), not world origin,
9008
- // so tilt changes orientation without unintentionally translating the source center.
9009
- this.lightSourceRotationPivot = new Vector3(0, 0, this.toFiniteNumber(light_source?.z));
9010
- this.lensConfigs = (Array.isArray(lens) ? lens : []).map((spec) => ({
9011
- s: this.toFiniteNumber(spec?.s),
9012
- c: this.toFiniteNumber(spec?.c),
9013
- ax: this.toFiniteNumber(spec?.ax),
9014
- p: this.normalizePrismAmount(spec?.p),
9015
- p_ax: this.normalizeAngle360(spec?.p_ax),
9336
+ const { eyeModel, eye, lens, light_source, pupil_type } = config;
9337
+ const lensConfigs = lens.map((spec) => ({
9338
+ s: spec.s,
9339
+ c: spec.c,
9340
+ ax: spec.ax,
9341
+ p: spec.p,
9342
+ p_ax: spec.p_ax,
9016
9343
  position: {
9017
- x: this.toFiniteNumber(spec?.position?.x),
9018
- y: this.toFiniteNumber(spec?.position?.y),
9019
- z: this.toFiniteNumber(spec?.position?.z, SPECTACLE_VERTEX_DISTANCE_MM),
9344
+ x: spec.position.x,
9345
+ y: spec.position.y,
9346
+ z: spec.position.z,
9020
9347
  },
9021
9348
  tilt: {
9022
- x: this.toFiniteNumber(spec?.tilt?.x),
9023
- y: this.toFiniteNumber(spec?.tilt?.y),
9024
- },
9025
- includeInAstigmatismSummary: spec?.includeInAstigmatismSummary !== false,
9026
- }));
9027
- this.currentProps = {
9028
- eyeModel,
9029
- eye: {
9030
- s: this.toFiniteNumber(eye?.s),
9031
- c: this.toFiniteNumber(eye?.c),
9032
- ax: this.toFiniteNumber(eye?.ax),
9033
- p: this.normalizePrismAmount(eye?.p),
9034
- p_ax: this.normalizeAngle360(eye?.p_ax),
9035
- tilt: this.normalizeEyeTilt(eye?.tilt),
9036
- },
9037
- lens: this.lensConfigs.map((spec) => ({
9038
- s: this.toFiniteNumber(spec.s),
9039
- c: this.toFiniteNumber(spec.c),
9040
- ax: this.toFiniteNumber(spec.ax),
9041
- p: this.normalizePrismAmount(spec.p),
9042
- p_ax: this.normalizeAngle360(spec.p_ax),
9043
- position: {
9044
- x: this.toFiniteNumber(spec.position?.x),
9045
- y: this.toFiniteNumber(spec.position?.y),
9046
- z: this.toFiniteNumber(spec.position?.z, SPECTACLE_VERTEX_DISTANCE_MM),
9047
- },
9048
- tilt: {
9049
- x: this.toFiniteNumber(spec.tilt?.x),
9050
- y: this.toFiniteNumber(spec.tilt?.y),
9051
- },
9052
- includeInAstigmatismSummary: spec.includeInAstigmatismSummary,
9053
- })),
9054
- light_source: {
9055
- ...light_source,
9056
- position: { ...normalizedLightSourcePose.position },
9057
- tilt: { ...normalizedLightSourcePose.tilt },
9349
+ x: spec.tilt.x,
9350
+ y: spec.tilt.y,
9058
9351
  },
9059
- pupil_type,
9060
- };
9061
- this.lensPowers = this.lensConfigs.map((spec) => ({
9062
- s: this.toFiniteNumber(spec?.s),
9063
- c: this.toFiniteNumber(spec?.c),
9064
- ax: this.toFiniteNumber(spec?.ax),
9065
9352
  }));
9066
- // eye/lens prism axis는 모두 임상 Base 방향(렌즈->각막 시점)으로 입력합니다.
9067
- // 내부 광선 편향 벡터는 Base의 반대방향(= +180° 변환)으로 계산합니다.
9068
- this.lensPrismVector = this.lensConfigs.reduce((acc, spec) => {
9069
- const v = this.prismVectorFromBase(spec.p ?? 0, spec.p_ax ?? 0);
9070
- return { x: acc.x + v.x, y: acc.y + v.y };
9071
- }, { x: 0, y: 0 });
9072
9353
  // "none"은 동공 제한을 완전히 비활성화합니다.
9073
- this.pupilDiameterMm = pupil_type === "none" ? 0 : Number(PUPIL_SIZE[pupil_type]);
9074
- this.eyeModelParameter = eyeModel === "gullstrand" ? new GullstrandParameter() : new NavarroParameter();
9075
- const eyeSt = new STSurface({
9076
- type: "compound",
9077
- name: "eye_st",
9078
- position: { x: 0, y: 0, z: -EYE_ST_SURFACE_OFFSET_MM },
9079
- referencePoint: { x: 0, y: 0, z: 0 },
9080
- tilt: { x: 0, y: 0 },
9081
- s: this.eyePower.s,
9082
- c: this.eyePower.c,
9083
- ax: this.eyePower.ax,
9084
- n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
9085
- n: FRAUNHOFER_REFRACTIVE_INDICES.cornea,
9086
- n_after: FRAUNHOFER_REFRACTIVE_INDICES.aqueous,
9354
+ const pupilMm = pupil_type === "none" ? 0 : Number(PUPIL_SIZE[pupil_type]);
9355
+ this._eyeModelParameter = eyeModel === "gullstrand" ? new GullstrandParameter() : new NavarroParameter();
9356
+ this.surfaces = this._eyeModelParameter.createSurface({
9357
+ eyeModel,
9358
+ s: eye.s,
9359
+ c: eye.c,
9360
+ ax: eye.ax,
9361
+ p: eye.p,
9362
+ p_ax: eye.p_ax,
9363
+ tilt: eye.tilt,
9364
+ pupilDiameterMm: pupilMm,
9087
9365
  });
9088
- this.surfaces = [eyeSt, ...this.eyeModelParameter.createSurface()];
9089
- this.hasPupilStop = false;
9090
- if (Number.isFinite(this.pupilDiameterMm) && this.pupilDiameterMm > 0) {
9091
- const pupilStop = new ApertureStopSurface({
9092
- type: "aperture_stop",
9093
- name: "pupil_stop",
9094
- shape: "circle",
9095
- radius: this.pupilDiameterMm / 2,
9096
- // eye_st(눈 굴절력 surface)의 첫 굴절면(back vertex) 바로 앞에서 차단/통과를 판정합니다.
9097
- position: {
9098
- x: 0,
9099
- y: 0,
9100
- z: -EYE_ST_SURFACE_OFFSET_MM - (2 * RAY_SURFACE_ESCAPE_MM),
9101
- },
9102
- tilt: { x: 0, y: 0 },
9103
- });
9104
- this.surfaces = [pupilStop, ...this.surfaces];
9105
- this.hasPupilStop = true;
9106
- }
9107
- this.lens = this.lensConfigs.map((spec, index) => new STSurface({
9366
+ this.lens = lensConfigs.map((spec, index) => new STSurface({
9108
9367
  type: "compound",
9109
9368
  name: `lens_st_${index + 1}`,
9110
9369
  position: {
@@ -9117,12 +9376,14 @@
9117
9376
  // 1) back surface is fixed at vertex distance(position.z)
9118
9377
  // 2) back-front gap is optimized (thickness=0 => auto)
9119
9378
  thickness: 0,
9120
- s: this.toFiniteNumber(spec?.s),
9121
- c: this.toFiniteNumber(spec?.c),
9122
- ax: this.toFiniteNumber(spec?.ax),
9379
+ s: spec.s,
9380
+ c: spec.c,
9381
+ ax: spec.ax,
9123
9382
  n_before: FRAUNHOFER_REFRACTIVE_INDICES.air,
9124
9383
  n: FRAUNHOFER_REFRACTIVE_INDICES.crown_glass,
9125
9384
  n_after: FRAUNHOFER_REFRACTIVE_INDICES.air,
9385
+ p: spec.p,
9386
+ p_ax: spec.p_ax,
9126
9387
  }));
9127
9388
  this.light_source = light_source.type === "radial"
9128
9389
  ? new RadialLightSource(light_source)
@@ -9138,52 +9399,7 @@
9138
9399
  simulate() {
9139
9400
  const tracedRays = this.rayTracing();
9140
9401
  this.sturmCalculation(tracedRays);
9141
- const lightDeviation = this.calculateLightDeviation();
9142
- return {
9143
- traced_rays: tracedRays,
9144
- info: {
9145
- astigmatism: {
9146
- eye: this.principalMeridiansFromPowers([this.eyePower]),
9147
- lens: this.principalMeridiansFromPowers(this.astigmatismSummaryLensPowers()),
9148
- combined: this.principalMeridiansFromPowers([
9149
- this.eyePower,
9150
- ...this.lensPowers,
9151
- ]),
9152
- },
9153
- prism: {
9154
- eye: this.toPrismSummaryItem(lightDeviation.eye_prism_effect),
9155
- lens: this.toPrismSummaryItem(lightDeviation.lens_prism_total),
9156
- combined: this.toPrismSummaryItem(lightDeviation.net_prism),
9157
- },
9158
- },
9159
- };
9160
- }
9161
- /**
9162
- * eye.p / eye.p_ax(처방값)를 기준으로, 렌더링에서 바로 쓸 눈 회전량을 반환합니다.
9163
- * - x_deg/y_deg는 프리즘 회전량에 eye.tilt를 합산한 최종 렌더 회전량입니다.
9164
- */
9165
- getEyeRotation() {
9166
- // Keep render rotation strictly aligned with the internal eye rotation used in ray tracing.
9167
- // Internal eye-space Euler:
9168
- // eyeEulerXDeg = eyeRotYDeg + tilt.x
9169
- // eyeEulerYDeg = (-eyeRotXDeg) + tilt.y
9170
- // UI mapping (applyEyeRenderRotation):
9171
- // object.rotation.x = -y_deg
9172
- // object.rotation.y = x_deg
9173
- // so we expose:
9174
- // x_deg = eyeEulerYDeg
9175
- // y_deg = -eyeEulerXDeg
9176
- const eyeRotXDeg = this.prismComponentToAngleDeg(this.eyePrismEffectVector.x);
9177
- const eyeRotYDeg = this.prismComponentToAngleDeg(this.eyePrismEffectVector.y);
9178
- const eyeEulerXDeg = eyeRotYDeg + this.eyeTiltDeg.x;
9179
- const eyeEulerYDeg = (-eyeRotXDeg) + this.eyeTiltDeg.y;
9180
- const xDeg = eyeEulerYDeg;
9181
- const yDeg = -eyeEulerXDeg;
9182
- return {
9183
- x_deg: xDeg,
9184
- y_deg: yDeg,
9185
- magnitude_deg: Math.hypot(xDeg, yDeg),
9186
- };
9402
+ return { traced_rays: tracedRays };
9187
9403
  }
9188
9404
  /**
9189
9405
  * 1) Ray tracing 전용 함수
@@ -9194,10 +9410,8 @@
9194
9410
  const eyeSurfaces = this.sortedEyeSurfaces;
9195
9411
  lensSurfaces.forEach((surface) => surface.clearTraceHistory());
9196
9412
  eyeSurfaces.forEach((surface) => surface.clearTraceHistory());
9197
- const emittedSourceRays = this.light_source.emitRays().map((ray) => this.applyLightSourceTransformToRay(ray));
9198
- const sourceRays = this.hasPupilStop
9199
- ? emittedSourceRays
9200
- : emittedSourceRays.filter((ray) => this.isRayInsidePupil(ray));
9413
+ const emittedSourceRays = this.light_source.emitRays();
9414
+ const sourceRays = emittedSourceRays;
9201
9415
  this.lastSourceRaysForSturm = sourceRays.map((ray) => ray.clone());
9202
9416
  const traced = [];
9203
9417
  for (const sourceRay of sourceRays) {
@@ -9216,8 +9430,6 @@
9216
9430
  traced.push(activeRay);
9217
9431
  continue;
9218
9432
  }
9219
- activeRay = this.applyPrismVectorToRay(activeRay, this.lensPrismVector);
9220
- activeRay = this.transformRayAroundPivot(activeRay, this.eyeRotationQuaternionInverse, this.eyeRotationPivot);
9221
9433
  for (const surface of eyeSurfaces) {
9222
9434
  const nextRay = surface.refract(activeRay);
9223
9435
  if (!(nextRay instanceof Ray)) {
@@ -9226,7 +9438,6 @@
9226
9438
  }
9227
9439
  activeRay = nextRay;
9228
9440
  }
9229
- activeRay = this.transformRayAroundPivot(activeRay, this.eyeRotationQuaternion, this.eyeRotationPivot);
9230
9441
  if (valid) {
9231
9442
  traced.push(activeRay);
9232
9443
  }
@@ -9298,17 +9509,6 @@
9298
9509
  const points = ray.points;
9299
9510
  return Array.isArray(points) ? points : [];
9300
9511
  }
9301
- isRayInsidePupil(ray) {
9302
- const diameter = this.pupilDiameterMm;
9303
- if (!Number.isFinite(diameter) || diameter <= 0)
9304
- return true;
9305
- const radius = diameter / 2;
9306
- const points = this.getRayPoints(ray);
9307
- const origin = points[0];
9308
- if (!origin)
9309
- return false;
9310
- return Math.hypot(origin.x, origin.y) <= radius + 1e-6;
9311
- }
9312
9512
  powerVectorFromCylinder(cylinderD, axisDeg) {
9313
9513
  const c = Number(cylinderD);
9314
9514
  const ax = ((Number(axisDeg) % 180) + 180) % 180;
@@ -9318,221 +9518,10 @@
9318
9518
  const scale = -c / 2;
9319
9519
  return { j0: scale * Math.cos(rad), j45: scale * Math.sin(rad) };
9320
9520
  }
9321
- aggregatePowerVector(powers) {
9322
- let m = 0;
9323
- let j0 = 0;
9324
- let j45 = 0;
9325
- for (const power of powers) {
9326
- const sphere = Number(power?.s ?? 0);
9327
- const cylinder = Number(power?.c ?? 0);
9328
- const axisTABO = Number(power?.ax ?? 0);
9329
- if (!Number.isFinite(sphere) || !Number.isFinite(cylinder) || !Number.isFinite(axisTABO))
9330
- continue;
9331
- const axisDeg = DegToTABO(axisTABO);
9332
- const rad = (2 * axisDeg * Math.PI) / 180;
9333
- const halfMinusCylinder = -cylinder / 2;
9334
- m += sphere + (cylinder / 2);
9335
- j0 += halfMinusCylinder * Math.cos(rad);
9336
- j45 += halfMinusCylinder * Math.sin(rad);
9337
- }
9338
- return { m, j0, j45 };
9339
- }
9340
- /** 난시 주경선 TABO 각도: 180° 동치이므로 표시·비교는 항상 [0, 180)으로 맞춘다. */
9341
- normalizeTaboMeridian180(value) {
9342
- const d = Number(value ?? 0);
9343
- if (!Number.isFinite(d))
9344
- return 0;
9345
- return ((d % 180) + 180) % 180;
9346
- }
9347
- principalMeridiansFromVector(m, j0, j45) {
9348
- if (!Number.isFinite(m) || !Number.isFinite(j0) || !Number.isFinite(j45))
9349
- return [];
9350
- const axisDeg = (((0.5 * Math.atan2(j45, j0) * 180) / Math.PI) % 180 + 180) % 180;
9351
- const taboAxis = this.normalizeTaboMeridian180(TABOToDeg(axisDeg));
9352
- const orthogonalTabo = (taboAxis + 90) % 180;
9353
- const r = Math.hypot(j0, j45);
9354
- const meridians = [
9355
- { tabo: taboAxis, d: m - r },
9356
- { tabo: orthogonalTabo, d: m + r },
9357
- ];
9358
- return meridians.sort((a, b) => a.d - b.d);
9359
- }
9360
- astigmatismSummaryLensPowers() {
9361
- return this.lensConfigs
9362
- .filter((spec) => spec.includeInAstigmatismSummary)
9363
- .map((spec) => ({
9364
- s: this.toFiniteNumber(spec.s),
9365
- c: this.toFiniteNumber(spec.c),
9366
- ax: this.toFiniteNumber(spec.ax),
9367
- }));
9368
- }
9369
- principalMeridiansFromPowers(powers) {
9370
- if (powers.length === 0)
9371
- return [];
9372
- const { m, j0, j45 } = this.aggregatePowerVector(powers);
9373
- return this.principalMeridiansFromVector(m, j0, j45);
9374
- }
9375
- normalizePrismAmount(value) {
9376
- const p = Number(value ?? 0);
9377
- return Number.isFinite(p) ? Math.max(0, p) : 0;
9378
- }
9379
- normalizeAngle360(value) {
9380
- const d = Number(value ?? 0);
9381
- if (!Number.isFinite(d))
9382
- return 0;
9383
- return ((d % 360) + 360) % 360;
9384
- }
9385
- normalizeEyeTilt(value) {
9386
- return {
9387
- x: this.toFiniteNumber(value?.x),
9388
- y: this.toFiniteNumber(value?.y),
9389
- };
9390
- }
9391
- normalizeLightSourcePose(value) {
9392
- return {
9393
- position: {
9394
- x: this.toFiniteNumber(value?.position?.x),
9395
- y: this.toFiniteNumber(value?.position?.y),
9396
- z: this.toFiniteNumber(value?.position?.z),
9397
- },
9398
- tilt: {
9399
- x: this.toFiniteNumber(value?.tilt?.x),
9400
- y: this.toFiniteNumber(value?.tilt?.y),
9401
- },
9402
- };
9403
- }
9404
- toFiniteNumber(value, fallback = 0) {
9405
- const parsed = Number(value);
9406
- return Number.isFinite(parsed) ? parsed : fallback;
9407
- }
9408
9521
  refreshSortedSurfaces() {
9409
9522
  this.sortedLensSurfaces = [...this.lens].sort((a, b) => this.surfaceOrderZ(a) - this.surfaceOrderZ(b));
9410
9523
  this.sortedEyeSurfaces = [...this.surfaces].sort((a, b) => this.surfaceOrderZ(a) - this.surfaceOrderZ(b));
9411
9524
  }
9412
- prismVectorFromBase(prismDiopter, baseAngleDeg) {
9413
- const p = this.normalizePrismAmount(prismDiopter);
9414
- const baseAngle = this.normalizeAngle360(baseAngleDeg);
9415
- // Clinical Base convention:
9416
- // - input axis is prism base direction, viewed from lens side toward cornea (OD: right=0°)
9417
- // - light deviation is opposite to base, so internally convert by +180°
9418
- const deviationAngle = this.normalizeAngle360(baseAngle + 180);
9419
- // Internal x/y uses math-style +x right, +y up.
9420
- // Because user axis is defined from lens->cornea view, flip angular direction by negating theta.
9421
- const rad = (-deviationAngle * Math.PI) / 180;
9422
- return {
9423
- x: p * Math.cos(rad),
9424
- y: p * Math.sin(rad),
9425
- };
9426
- }
9427
- vectorToPrismInfo(x, y) {
9428
- const xx = Number.isFinite(x) ? x : 0;
9429
- const yy = Number.isFinite(y) ? y : 0;
9430
- const magnitude = Math.hypot(xx, yy);
9431
- const angleDeg = this.normalizeAngle360((Math.atan2(yy, xx) * 180) / Math.PI);
9432
- return {
9433
- x: xx,
9434
- y: yy,
9435
- magnitude,
9436
- angle_deg: magnitude < 1e-12 ? 0 : angleDeg,
9437
- };
9438
- }
9439
- toPrismSummaryItem(value) {
9440
- const magnitude = Number(value?.magnitude);
9441
- return {
9442
- p_x: Number(value?.x ?? 0),
9443
- p_y: Number(value?.y ?? 0),
9444
- prism_angle: this.normalizeAngle360(value?.angle_deg),
9445
- magnitude: Number.isFinite(magnitude) && magnitude >= 1e-9 ? magnitude : null,
9446
- };
9447
- }
9448
- prismComponentToAngleDeg(componentPrism) {
9449
- const c = Number(componentPrism);
9450
- if (!Number.isFinite(c))
9451
- return 0;
9452
- return (Math.atan(c / 100) * 180) / Math.PI;
9453
- }
9454
- prismMagnitudeToAngleDeg(prismDiopter) {
9455
- const p = Number(prismDiopter);
9456
- if (!Number.isFinite(p) || p < 1e-12)
9457
- return 0;
9458
- return (Math.atan(p / 100) * 180) / Math.PI;
9459
- }
9460
- applyPrismVectorToRay(ray, prism) {
9461
- const px = Number(prism?.x ?? 0);
9462
- const py = Number(prism?.y ?? 0);
9463
- if (!Number.isFinite(px)
9464
- || !Number.isFinite(py)
9465
- || (Math.abs(px) < 1e-12 && Math.abs(py) < 1e-12)) {
9466
- return ray;
9467
- }
9468
- const direction = ray.getDirection();
9469
- const dz = Number(direction.z);
9470
- if (!Number.isFinite(dz) || Math.abs(dz) < 1e-12)
9471
- return ray;
9472
- const tx = (direction.x / dz) + (px / 100);
9473
- const ty = (direction.y / dz) + (py / 100);
9474
- const signZ = dz >= 0 ? 1 : -1;
9475
- const newDirection = new Vector3(tx * signZ, ty * signZ, signZ).normalize();
9476
- if (!Number.isFinite(newDirection.x) || !Number.isFinite(newDirection.y) || !Number.isFinite(newDirection.z)) {
9477
- return ray;
9478
- }
9479
- const updated = ray.clone();
9480
- const origin = updated.endPoint();
9481
- updated.continueFrom(origin.clone().addScaledVector(newDirection, RAY_SURFACE_ESCAPE_MM), newDirection);
9482
- return updated;
9483
- }
9484
- rotatePointAroundPivot(point, rotation, pivot) {
9485
- return point.clone().sub(pivot).applyQuaternion(rotation).add(pivot);
9486
- }
9487
- translateRay(ray, offset) {
9488
- if (offset.lengthSq() < 1e-12)
9489
- return ray;
9490
- const points = this.getRayPoints(ray);
9491
- if (!points.length)
9492
- return ray;
9493
- const translated = ray.clone();
9494
- const translatedState = translated;
9495
- const nextPoints = points.map((point) => point.clone().add(offset));
9496
- translatedState.points = nextPoints;
9497
- translatedState.origin = nextPoints[nextPoints.length - 1].clone();
9498
- return translated;
9499
- }
9500
- transformRayAroundPivot(ray, rotation, pivot) {
9501
- const points = this.getRayPoints(ray);
9502
- if (!points.length)
9503
- return ray;
9504
- const transformed = ray.clone();
9505
- const transformedState = transformed;
9506
- const nextPoints = points.map((point) => this.rotatePointAroundPivot(point, rotation, pivot));
9507
- transformedState.points = nextPoints;
9508
- transformedState.direction = ray.getDirection().clone().applyQuaternion(rotation).normalize();
9509
- transformedState.origin = nextPoints[nextPoints.length - 1].clone();
9510
- return transformed;
9511
- }
9512
- applyLightSourceTransformToRay(ray) {
9513
- const rotated = this.transformRayAroundPivot(ray, this.lightSourceRotationQuaternion, this.lightSourceRotationPivot);
9514
- return this.translateRay(rotated, this.lightSourcePosition);
9515
- }
9516
- calculateLightDeviation() {
9517
- // eye/lens 입력은 모두 임상 Base 방향이므로, prismVectorFromBase 내부에서
9518
- // Base -> 광선편향(+180°) 변환이 적용됩니다.
9519
- // eye는 "처방값(교정 필요량)"으로 해석하므로 실제 눈 편위는 역벡터입니다.
9520
- const eyeEffect = this.vectorToPrismInfo(this.eyePrismEffectVector.x, this.eyePrismEffectVector.y);
9521
- // lens 입력은 교정량이며, 렌즈는 Base 반대방향으로 광선을 실제 굴절시킵니다.
9522
- // prismVectorFromBase에서 Base->광선편향이 이미 반영된 벡터를 그대로 합산합니다.
9523
- const lensX = this.lensPrismVector.x;
9524
- const lensY = this.lensPrismVector.y;
9525
- const lensTotal = this.vectorToPrismInfo(lensX, lensY);
9526
- const net = this.vectorToPrismInfo(eyeEffect.x + lensTotal.x, eyeEffect.y + lensTotal.y);
9527
- return {
9528
- eye_prism_effect: eyeEffect,
9529
- lens_prism_total: lensTotal,
9530
- net_prism: net,
9531
- x_angle_deg: this.prismComponentToAngleDeg(net.x),
9532
- y_angle_deg: this.prismComponentToAngleDeg(net.y),
9533
- net_angle_deg: this.prismMagnitudeToAngleDeg(net.magnitude),
9534
- };
9535
- }
9536
9525
  effectiveCylinderFromOpticSurfaces() {
9537
9526
  let j0 = 0;
9538
9527
  let j45 = 0;
@@ -9578,14 +9567,14 @@
9578
9567
  .filter((pair) => Boolean(pair));
9579
9568
  }
9580
9569
  }
9581
- SCAXEngineCore.EYE_ROTATION_PIVOT_FROM_CORNEA_MM = 13;
9582
9570
  /**
9583
9571
  * 외부 공개 API 전용 Facade입니다.
9584
9572
  * 내부 광학 상태/연산은 SCAXEngineCore에 위임합니다.
9585
9573
  */
9586
9574
  class SCAXEngine {
9587
9575
  constructor(props = {}) {
9588
- this.core = new SCAXEngineCore(props);
9576
+ this.normalizedConfig = normalizeEngineProps(props);
9577
+ this.core = new SCAXEngineCore(this.normalizedConfig);
9589
9578
  }
9590
9579
  // Test/debug bridge for legacy direct field access patterns.
9591
9580
  get lens() {
@@ -9598,7 +9587,8 @@
9598
9587
  return this.core.surfaces;
9599
9588
  }
9600
9589
  update(props = {}) {
9601
- this.core.update(props);
9590
+ this.normalizedConfig = normalizeEngineProps(props);
9591
+ this.core.update(this.normalizedConfig);
9602
9592
  }
9603
9593
  dispose() {
9604
9594
  this.core.dispose();
@@ -9606,23 +9596,60 @@
9606
9596
  simulate() {
9607
9597
  return this.core.simulate();
9608
9598
  }
9609
- getEyeRotation() {
9610
- return this.core.getEyeRotation();
9611
- }
9612
9599
  rayTracing() {
9613
9600
  return this.core.rayTracing();
9614
9601
  }
9615
9602
  sturmCalculation(rays) {
9616
9603
  return this.core.sturmCalculation(rays);
9617
9604
  }
9618
- getAffineAnalysis() {
9619
- return this.core.getAffineAnalysis();
9605
+ calculateMeridians(scaxPowers) {
9606
+ const normalize180 = (angle) => (((angle % 180) + 180) % 180);
9607
+ const taboToDeg = (taboAngle) => normalize180(180 - taboAngle);
9608
+ const degToTabo = (degreeAngle) => normalize180(180 - degreeAngle);
9609
+ let m = 0;
9610
+ let j0 = 0;
9611
+ let j45 = 0;
9612
+ for (const power of Array.isArray(scaxPowers) ? scaxPowers : []) {
9613
+ const sphere = Number(power?.s ?? 0);
9614
+ const cylinder = Number(power?.c ?? 0);
9615
+ const axisTABO = Number(power?.ax ?? 0);
9616
+ if (!Number.isFinite(sphere) || !Number.isFinite(cylinder) || !Number.isFinite(axisTABO))
9617
+ continue;
9618
+ const axisDeg = taboToDeg(axisTABO);
9619
+ const rad = (2 * axisDeg * Math.PI) / 180;
9620
+ const halfMinusCylinder = -cylinder / 2;
9621
+ m += sphere + (cylinder / 2);
9622
+ j0 += halfMinusCylinder * Math.cos(rad);
9623
+ j45 += halfMinusCylinder * Math.sin(rad);
9624
+ }
9625
+ if (!Number.isFinite(m) || !Number.isFinite(j0) || !Number.isFinite(j45))
9626
+ return [];
9627
+ const axisDeg = normalize180((0.5 * Math.atan2(j45, j0) * 180) / Math.PI);
9628
+ const taboAxis = degToTabo(axisDeg);
9629
+ const orthogonalTabo = (taboAxis + 90) % 180;
9630
+ const r = Math.hypot(j0, j45);
9631
+ return [
9632
+ { tabo: taboAxis, d: m - r },
9633
+ { tabo: orthogonalTabo, d: m + r },
9634
+ ].sort((a, b) => a.d - b.d);
9635
+ }
9636
+ calculateEyeRotationByPrism(prism) {
9637
+ // 프리즘 처방으로 인한 안구 회전량만 계산 (tilt 제외)
9638
+ const p = normalizePrismAmount(prism?.p);
9639
+ const p_ax = normalizeAngle360(prism?.p_ax);
9640
+ const rotation = eyeRotationForRenderDegrees(p, p_ax, { x: 0, y: 0 });
9641
+ return {
9642
+ x: Number.isFinite(rotation.x_deg) ? rotation.x_deg : 0,
9643
+ y: Number.isFinite(rotation.y_deg) ? rotation.y_deg : 0,
9644
+ };
9620
9645
  }
9621
9646
  }
9622
9647
 
9648
+ exports.LightSource = LightSource;
9623
9649
  exports.Ray = Ray;
9624
9650
  exports.SCAXEngine = SCAXEngine;
9625
9651
  exports.SCAXEngineCore = SCAXEngineCore;
9652
+ exports.Surface = Surface;
9626
9653
 
9627
9654
  }));
9628
9655
  //# sourceMappingURL=scax-engine.umd.js.map