See: Description
Class | Description |
---|---|
Beam |
A Beam is defined as the volume swept out by
four Rays as they traverse the ocean environment.
|
Bottom |
Simulates the acoustic characteristics of reflection, absorption and geometry
for the ocean bottom.
|
ExampleColorBar |
Produces an example VRML scene displaying a colorbar.
|
Lobe |
A Lobe is defined by combining multiple Beams, which in turn are made up of Rays.
|
NormalMode |
This class provides methods useful to Normal Mode calculations.
|
PrintVRML |
Utility methods used to build a VRML scene, each returning standard VRML node strings.
|
Ray |
Ray implements the Recursive Ray Acoustics (rra) Algorithm derived by Professor
Lawrence Ziomek to rapidly calculate a sound ray's 3D path through water, taking
into account piecewise-local SSP, Surface and Bottom conditions.
|
SSP |
Sound Speed Profile (SSP) describes the acoustic characteristics of refraction for
the local volume of water which the Ray is passing through.
|
Surface |
Simulates the acoustical reflection and absorption characteristics of
the ocean's surface.
|
Targets |
This class provides methods for random target generation, tracking
updates to the dead-reckoned positions of targets, and detecting
whether a sonar ping has collided with any of the Targets.
|
TransmissionLossNormalMode |
This standalone application generates transmission loss data
using normal mode calculations, which is the energy transport
standard to which rra is compared.
|
Vec3d |
Vector arithmetic routines for 3-element vectors of type Double.
|
The Recursive Ray Acoustics (RRA) algorithm utilizes Sound Speed Profile (SSP) information to calculate and render 3D models of sonar propagation.
Further information is available on the Recursive Ray Acoustics (RRA) and AUV Workbench home pages.