hopebox: 2q PhLCeZ 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.
pJBg?D
nPFwPk8=M 您能详细解释一下这个程序吗?
khx.yRx if (FD->cv == 0.0)
O9s?h3 {
WC*=rWRxF UD->ln = 0.0;
KjYAdia:H UD->mn = 0.0;
1%~[rnQ UD->nn = -1.0;
4^*,jS-9g} if (Refract(FD->n1, FD->n2, &UD->l, &UD->m, &UD->n, UD->ln, UD->mn, UD->nn)) return(-FD->surf);
&!L:"]=+ return(0);
j 1*f]va }
C\}/" /* okay, not a plane. */
qMP1k7uG) a = (UD->n) * (UD->n) * FD->k + 1;
M`7y>Ud b = ((UD->n)/FD->cv) - (UD->x) * (UD->l) - (UD->y) * (UD->m);
6>`c1
\8f c = (UD->x) * (UD->x) + (UD->y) * (UD->y);
~#PLAP3- rad = b * b - a * c;
4)kG-[# if (rad < 0) return(FD->surf); /* ray missed this surface */
!eI2r if (FD->cv > 0) t = c / (b + sqrt(rad));
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Qk,S else t = c / (b - sqrt(rad));
6C [E (UD->x) = (UD->l) * t + (UD->x);
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o8qyW (UD->y) = (UD->m) * t + (UD->y);
MS3=~*+ (UD->z) = (UD->n) * t + (UD->z);
'cBBt UD->path = t;
KxzYfH zc = (UD->z) * FD->cv;
a.2L*>p rad = zc * FD->k * (zc * (FD->k + 1) - 2) + 1;
X~oK[Nf'9 casp = FD->cv / sqrt(rad);
H8{ol6wc)6 UD->ln = (UD->x) * casp;
{X~gwoz UD->mn = (UD->y) * casp;
V}WB*bE UD->nn = ((UD->z) - ((1/FD->cv) - (UD->z) * FD->k)) * casp;
4J0Rvod_ if (Refract(FD->n1, FD->n2, &UD->l, &UD->m, &UD->n, UD->ln, UD->mn, UD->nn)) return(-FD->surf);
:E&g%'1 麻烦您了,谢谢!