This is the development version of the documentation. It may change before the next release. See 0.9.x for the latest release.
bessel
srcbessel generates a Bessel beam.
The algorithm is based on the paper by Hasegawa et al. (Hasegawa et al., 2017).
bessel(&geometry, apex, direction, theta, wavelength, &mut phases);bessel(geometry, apex, direction, theta, wavelength, phases)Pattern.Bessel(geometry, apex, direction, theta, wavelength, phases);| Parameter | Type | Description |
|---|---|---|
geometry |
&Geometry |
Device layout |
apex |
Point3<f32> |
Coordinates of the apex of the virtual cone that generates the beam [mm] |
direction |
UnitVector3<f32> |
Direction of the beam (unit vector) |
theta |
Angle |
Half-apex angle of the cone (e.g. 18.0 * deg) |
wavelength |
Length |
Wavelength |
dst |
&mut [Vec<Phase>] |
Output buffer |
Example
Section titled “Example”use autd3_rs::geometry::{Autd3, Geometry, Vector3, offset};use autd3_rs::units::{deg, m, mm, s};use autd3_rs_pattern::{bessel, wavelength};
let geometry = Geometry::new(vec![Autd3::default()]);
let mut phases = geometry.phase_buffer();
bessel( &geometry, geometry.center() + offset(0.0 * mm, 0.0 * mm, 150.0 * mm), Vector3::z_axis(), 18.0 * deg, wavelength(340.0 * m / s), &mut phases,);import numpy as npfrom autd3.geometry import Autd3, Geometryfrom autd3.units import deg, m, sfrom autd3_pattern import bessel, wavelength
geometry = Geometry([Autd3([0.0, 0.0, 0.0], [1.0, 0.0, 0.0, 0.0])])
phases = geometry.phase_buffer()
bessel( geometry, geometry.center() + np.array([0.0, 0.0, 150.0]), np.array([0.0, 0.0, 1.0]), 18.0 * deg, wavelength(340 * m / s), phases,)using System.Numerics;using AUTD3;using static AUTD3.Units;
var geometry = new Geometry(new[] { new Autd3(Vector3.Zero) });
var phases = geometry.PhaseBuffer();
Pattern.Bessel( geometry, geometry.Center + new Vector3(0.0f, 0.0f, 150.0f), Vector3.UnitZ, 18.0f * deg, Pattern.Wavelength(340.0f * m / s), phases);