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    [求助]问题求助 [复制链接]

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    离线寒门之士
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    只看该作者 10楼 发表于: 2015-03-11
    回 hopebox 的帖子
    hopebox: 1_WP\@ O  
    I don't think there are many resources on UDS but the chapter in the user manual about surface types. ZEMAX people would expect that the users learn it from the examples provided in the directory I mentioned in the previous reply.
    About 角色散, I don't think there is a parameter that provides this information directly but you can make use of the relevant operand that returns the ray angle.   ,.Lwtp,n  
    ~[%_]/#&%z  
    您能详细解释一下这个程序吗? +-C.E  
    if (FD->cv == 0.0) )pSA|Qt N  
                     { bmu]zJ  
                     UD->ln =  0.0; ]"}BqS0  
                     UD->mn =  0.0; C#-HWoSi  
                     UD->nn = -1.0; rGQ2 ve  
                               if (Refract(FD->n1, FD->n2, &UD->l, &UD->m, &UD->n, UD->ln, UD->mn, UD->nn)) return(-FD->surf); k3K*{"z  
                return(0); 'Lq+ONX5  
                } ]VL} eHZ  
             /* okay, not a plane. */ &(oA/jFQ  
                            a = (UD->n) * (UD->n) * FD->k + 1; ;4l8Qg 7  
                            b = ((UD->n)/FD->cv) - (UD->x) * (UD->l) - (UD->y) * (UD->m); Idb*,l|<  
                            c = (UD->x) * (UD->x) + (UD->y) * (UD->y); Q3Pu<j}Y  
                            rad = b * b - a * c; ,OWk[0/  
                            if (rad < 0) return(FD->surf);  /* ray missed this surface */ 3Q'vVNFh<  
                            if (FD->cv > 0) t = c / (b + sqrt(rad)); l`.z^+!8@  
                            else           t = c / (b - sqrt(rad)); ?5FlbiT  
                            (UD->x) = (UD->l) * t + (UD->x); LaO8)lqR  
                            (UD->y) = (UD->m) * t + (UD->y); ]DKRug5  
                            (UD->z) = (UD->n) * t + (UD->z); FRuPv6  
                            UD->path = t; :.4O Hp1  
                            zc = (UD->z) * FD->cv;  QEg[  
                            rad = zc * FD->k * (zc * (FD->k + 1) - 2) + 1; v^ "qr?3V  
                            casp = FD->cv / sqrt(rad); A|GtF3:G  
                            UD->ln = (UD->x) * casp; b{qN7X~>  
                            UD->mn = (UD->y) * casp;  $TfB72  
                            UD->nn = ((UD->z) - ((1/FD->cv) - (UD->z) * FD->k)) * casp; 10fxK  
             if (Refract(FD->n1, FD->n2, &UD->l, &UD->m, &UD->n, UD->ln, UD->mn, UD->nn)) return(-FD->surf); ltf KqY-  
    麻烦您了,谢谢!
    本帖提到的人: @hopebox