-
Notifications
You must be signed in to change notification settings - Fork 6
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
F Zotter
committed
Oct 14, 2024
1 parent
98e8216
commit 7e618d7
Showing
12 changed files
with
424 additions
and
298 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,3 +1,34 @@ | ||
# Beamline Objects | ||
|
||
In the following chaper you will find extensive Information on all the Beamline Obejcts RAYX supports. | ||
In the following chapter, you will find extensive information on all the Beamline Objects supported by RAYX. | ||
|
||
# Supported Objects | ||
|
||
We divide the objects into two categories: Light Sources and Optical Elements. As the name suggests, the Light Sources are the objects that create the ray information, such as their starting position, the direction of the flight path, and the energy the ray is carrying. | ||
|
||
### Light Sources | ||
- [Dipole Source](LightSources/DipoleSource.md) | ||
- [Point Source](LightSources/Point-Source.md) | ||
- [Matrix Source](LightSources/Matrix-Source.md) | ||
- [Simple Undulator Source](LightSources/SimpleUndulatorSource.md) | ||
- [Circle Source](LightSources/Circle-Source.md) | ||
- [Pixel Source](LightSources/Pixel-Source.md) | ||
|
||
|
||
### Optical Elements | ||
|
||
- [Image Plane](OpticalElements/Image-Plane.md) | ||
- [Plane Mirror](OpticalElements/Plane-Mirror.md) | ||
- [Plane Grating](OpticalElements/Plane-Grating.md) | ||
- [Cone Mirror](OpticalElements/Cone-Mirror.md) | ||
- [Cone Grating](OpticalElements/Cone-Mirror.md) | ||
- [Cylindrical Mirror](OpticalElements/Cylinder-Mirror.md) | ||
- [Ellipsoid Mirror](OpticalElements/Ellipsoid-Mirror.md) | ||
- [Spherical Mirror](OpticalElements/Sphere-Mirror.md) | ||
- [Spherical Grating](OpticalElements/Sphere-Grating.md) | ||
- [Toroidal Mirror](OpticalElements/Toroid-Mirror.md) | ||
- [Toroidal Grating](OpticalElements/Toroid-Grating.md) | ||
- [Reflection Zone Plate](OpticalElements/RZP.md) | ||
- [Slit](OpticalElements/Slit.md) | ||
- [Custom Quadric Surface Mirror](../Quad(ric)-function.md) | ||
- Custom Cubic Surface Mirror |
230 changes: 117 additions & 113 deletions
230
docs/src/Model/BeamlineObjects/BeamlineParamter/Beamline-Parameter.md
Large diffs are not rendered by default.
Oops, something went wrong.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
63 changes: 29 additions & 34 deletions
63
docs/src/Model/BeamlineObjects/LightSources/LightSources.md
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,77 +1,72 @@ | ||
# Light Sources | ||
|
||
Light Sources are the starting point for each ray. Here the Properties of the light are set. Depending on the user input the direction, photon energy and light polarization are determined. In this section, you can find a description on | ||
how the light sources are implemented and how to employ them for different beamlines. Depending on the needs it can be usefull to know which light source suits best. | ||
The important part of the implementation of light sources in RAYX are the overall distributions of the values. Most of the Lightsources produce a spectrum of light rays. | ||
Light sources are the starting point for each ray. Here, the properties of the light are set. Depending on user input, the direction, photon energy, and light polarization are determined. This section provides a description of how the light sources are implemented and how to use them for different beamlines. Depending on your needs, it can be useful to understand which light source is most suitable. | ||
The key part of light source implementation in RAYX is the overall distribution of values. Most light sources produce a spectrum of light rays. | ||
|
||
## Implemented Sources | ||
|
||
Currently there are six light sources implemented in RAYX. They are fundamentaly different and serve different purpuses. | ||
Currently, there are six light sources implemented in RAYX. They are fundamentally different and serve various purposes: | ||
|
||
- Dipole Source | ||
- Matrix Source | ||
- Point Source | ||
- Circle Source | ||
- Pixle Source | ||
- Pixel Source | ||
- Simple Undulator Source | ||
|
||
The Matrix and Point Sources are conceptual sources, wheras the implementation of the Dipole Source is aiming to be as close to the reality as possible. | ||
The Matrix and Point Sources are conceptual sources, whereas the Dipole Source aims to replicate real-world behavior as accurately as possible. | ||
|
||
## Light Properties | ||
|
||
In RAYX every ray is described by four properties. Each light source has a different approach to determine these, depending on which parts should be realisic and what should be syntheticaly generated. The values are almost always in a given distribution-window and randomly generated. This guarantees that minimal systematic errors are impacting the ray generation. The user can choose a distribution window and a distribution type. | ||
In RAYX, every ray is described by four properties. Each light source has a different approach to determining these, depending on which aspects should be realistic and which should be synthetically generated. The values are almost always in a given distribution window and are randomly generated. This ensures minimal systematic errors impact the ray generation. The user can choose a distribution window and a distribution type. | ||
|
||
Parameters: | ||
- Origin | ||
- Direction | ||
- Photonenergy | ||
- Polarisation. | ||
- Photon Energy | ||
- Polarization | ||
|
||
### Origin | ||
|
||
The user sets the following parameters: | ||
* source width(x-dir) | ||
* source height(y-dir) | ||
* source depth(z-dir) | ||
* distribution types (up tp 3 different ones) | ||
* Source width (x-dir) | ||
* Source height (y-dir) | ||
* Source depth (z-dir) | ||
* Distribution types (up to 3 different ones) | ||
|
||
The origin for each ray is described by a x, y and z value. | ||
The origin for each ray is described by x, y, and z values. | ||
|
||
With repeatability in mind the Maxtrix Source has a completely deterministic aproach to set the origin of each ray. All rays are positioned in a uniform grid inside the given width and height. Depending on the number of rays this grid can look scarsly or completely filled. | ||
With repeatability in mind, the Matrix Source has a fully deterministic approach to setting the origin of each ray. All rays are positioned in a uniform grid within the given width and height. Depending on the number of rays, this grid can appear sparse or fully filled. | ||
|
||
The Point Source has set distribution types for the positions. Every ray has a random origin but looking at all rays combined, they represent the chosen distribution type. The common choises are either hard-edge or soft-edge distributions. | ||
The Point Source uses preset distribution types for the positions. Each ray has a random origin, but when considered collectively, they represent the chosen distribution type. Common choices are either hard-edge or soft-edge distributions. | ||
|
||
The Dipole Source additionaly takes the horizontal divergence and bending radius into account. The origin positions are in a 3 dimensual bend, representing the trajectory of the electrons in the synchrotron. The position has a natural distribution which is dependant on the horizontal divergence of the electron beam. | ||
The Dipole Source additionally considers the horizontal divergence and bending radius. The origin positions are in a 3-dimensional curve, representing the trajectory of the electrons in the synchrotron. The positions have a natural distribution that depends on the horizontal divergence of the electron beam. | ||
|
||
### Direction | ||
|
||
The user sets the following parameters: | ||
* horizontal divergence (x-dir) | ||
* vertical divergence (y-dir) | ||
* distribution type | ||
* Horizontal divergence (x-dir) | ||
* Vertical divergence (y-dir) | ||
* Distribution type | ||
|
||
The direction for each ray is calculated for phi and psi values. They are the horizontal and vertical angles of the direction. | ||
A direction vector is calculated from these angles and used for the tracing process. | ||
The direction for each ray is calculated using the phi and psi values, which are the horizontal and vertical angles of the direction. A direction vector is then calculated from these angles and used in the tracing process. | ||
|
||
And again there are differences for each source which are described in the respective chapters. | ||
Each source has different directional behaviors, which are detailed in their respective chapters. | ||
|
||
### Energy | ||
|
||
The user sets the following parameters: | ||
* Photonenergy (mean) | ||
* Energy spread | ||
* distribution type | ||
* Photon Energy (mean) | ||
* Energy Spread | ||
* Distribution type | ||
* (File path) | ||
|
||
The Photonenergy is understood as the mean energy in a given distribution. If the energyspread is defined as 0 all rays have the same energy. | ||
All the iformation can also be | ||
Photon energy is understood as the mean energy in a given distribution. If the energy spread is defined as 0, all rays have the same energy. | ||
|
||
The energy can be understood as the equivalent to the wavelength of the lightray. Different Distributiontypes are available to observe the behaiviour. | ||
The energy is equivalent to the wavelength of the light ray. Different distribution types are available for observing the behavior. | ||
|
||
### Polarisation | ||
### Polarization | ||
|
||
The light polarisation impacts the reflective properties of the ray. Depending on the lightsource it is calculated or given by the user. | ||
Light polarization impacts the reflective properties of the ray. Depending on the light source, it is either calculated or provided by the user. | ||
|
||
For more information on how to implement and use light sources please read the dokumentation for the spesific light source (updated soon). | ||
|
||
## | ||
For more information on how to implement and use light sources, please refer to the documentation for the specific light source (updated soon). |
Oops, something went wrong.