sphere.h
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#ifndef SPHERESTRUCT_H
#define SPHERESTRUCT_H
#include <ostream>
#include <sstream>
#include <vector>
#include <complex>
#include "fieldslice.h"
#include "dataTypes.h"
struct sphere
{
//sphere position
bsPoint p;
//sphere radius
ptype a;
//sphere material index
unsigned int iMaterial;
//GPU pointer to the scattered field produced by a plane wave
// this is a function of cos(theta) and |r| (distance from sphere center)
fieldslice Usp;
fieldslice Uip;
ptype d_min;
ptype d_max;
//sphere order
int Nl;
//refractive index for the current lambda
bsComplex n;
//external scattering coefficients
std::vector<bsComplex> B;
//internal scattering coefficients
std::vector<bsComplex> A;
sphere(ptype x = 0.0f, ptype y = 0.0f, ptype z = 0.0f, ptype a = 0.0f, int m = 0, int ang = 128)
{
this->p = bsPoint(x, y, z);
this->a = a;
this->iMaterial = m;
//surface = fieldslice(ang, ang/2);
}
//assignment operator
sphere & operator=(const sphere &rhs);
//copy constructor
sphere(const sphere &rhs);
std::string toStr()
{
std::stringstream ss;
ss<<p<<", "<<a<<", "<<iMaterial;
return ss.str();
}
//compute the order required to represent the scattered field
void calcNl(ptype lambda)
{
Nl = ceil( (2 * PI * a) / lambda + 4 * pow( (2 * PI * a) / lambda, 1.0/3.0) + 2);
}
//compute the scattering coefficients
void calcCoeff(ptype lambda, bsComplex n);
//compute the bessel function look-up tables
void calcLut(bsComplex* j, bsComplex* h, ptype lambda, bsComplex n, int aR, int rR);
void calcBesselLut(bsComplex* j, ptype k, bsComplex n, int aR);
void calcHankelLut(bsComplex* h, ptype k, int rR);
//calculate the scattering domain Us(theta, r)
void calcUp(ptype lambda, bsComplex n, rts::quad<ptype, 3> nfPlane, unsigned int R);
void scalarUsp(bsComplex* h, int rR, int thetaR);
void scalarUip(bsComplex* j, int aR, int thetaR);
};
#endif