Step.f90 Source File

Ray stepping module with adaptive step size control


This file depends on

sourcefile~~step.f90~~EfferentGraph sourcefile~step.f90 Step.f90 sourcefile~bdrymod.f90 bdryMod.f90 sourcefile~step.f90->sourcefile~bdrymod.f90 sourcefile~bellhopmod.f90 bellhopMod.f90 sourcefile~step.f90->sourcefile~bellhopmod.f90 sourcefile~sspmod.f90 sspMod.f90 sourcefile~step.f90->sourcefile~sspmod.f90 sourcefile~fatalerror.f90 FatalError.f90 sourcefile~bdrymod.f90->sourcefile~fatalerror.f90 sourcefile~monotonicmod.f90 monotonicMod.f90 sourcefile~bdrymod.f90->sourcefile~monotonicmod.f90 sourcefile~mathconstants.f90 MathConstants.f90 sourcefile~bellhopmod.f90->sourcefile~mathconstants.f90 sourcefile~attenmod.f90 AttenMod.f90 sourcefile~sspmod.f90->sourcefile~attenmod.f90 sourcefile~sspmod.f90->sourcefile~fatalerror.f90 sourcefile~sspmod.f90->sourcefile~monotonicmod.f90 sourcefile~pchipmod.f90 pchipMod.f90 sourcefile~sspmod.f90->sourcefile~pchipmod.f90 sourcefile~splinec.f90 splinec.f90 sourcefile~sspmod.f90->sourcefile~splinec.f90 sourcefile~attenmod.f90->sourcefile~fatalerror.f90 sourcefile~attenmod.f90->sourcefile~mathconstants.f90 sourcefile~pchipmod.f90->sourcefile~splinec.f90

Files dependent on this one

sourcefile~~step.f90~~AfferentGraph sourcefile~step.f90 Step.f90 sourcefile~bellhop.f90 bellhop.f90 sourcefile~bellhop.f90->sourcefile~step.f90

Source Code

!! Ray stepping module with adaptive step size control
MODULE Step
  !! Ray propagation with adaptive step size control and boundary interaction handling

  USE bellhopMod
  USE sspMod

  IMPLICIT NONE
  PUBLIC

  REAL (KIND=8), PARAMETER, PRIVATE :: INFINITESIMAL_STEP_SIZE = 1.0d-6

CONTAINS

  SUBROUTINE Step2D( ray0, ray2, topRefl, botRefl, Topx, Topn, Botx, Botn )

    ! Does a single step along the ray
    ! x denotes the ray coordinate, (r,z)
    ! t denotes the scaled tangent to the ray (previously (rho, zeta))
    ! c * t would be the unit tangent

    USE BdryMod
    TYPE( ray2DPt ), INTENT( INOUT ) :: ray0, ray2
    TYPE( ray2DPt ) :: ray1
    REAL (KIND=8 ), INTENT( IN ) :: Topx( 2 ), Topn( 2 ), Botx( 2 ), Botn( 2 )
    LOGICAL, INTENT( OUT ) :: topRefl, botRefl
    INTEGER            :: iSegz0, iSegr0
    REAL     (KIND=8 ) :: gradc0( 2 ), gradc1( 2 ), gradc2( 2 ), &
         c0, cimag0, crr0, crz0, czz0, csq0, cnn0_csq0, &
         c1, cimag1, crr1, crz1, czz1, csq1, cnn1_csq1, &
         c2, cimag2, crr2, crz2, czz2, urayt0( 2 ), urayt1( 2 ), &
         h, halfh, ray2n( 2 ), RM, RN, gradcjump( 2 ), cnjump, csjump, w0, w1, rho
    REAL (KIND=8 ) :: urayt2( 2 ), unitdt( 2 ), unitdp( 2 ), unitdq( 2 )
    COMPLEX (KIND=8 ) :: unitdtau

    IF ( STEP_DEBUGGING ) THEN
       WRITE( PRTFile, * )
       WRITE( PRTFile, * ) 'ray0 x t p q tau amp', ray0%x, ray0%t, ray0%p, ray0%q, ray0%tau, ray0%Amp
       WRITE( PRTFile, * ) 'iSegr iSegz', iSegr, iSegz
    END IF

    ! IF ( ray0%x( 1 ) > 10.0 ) THEN
    !    STOP 'Enough'
    ! END IF

    ! The numerical integrator used here is a version of the polygon (a.k.a. midpoint, leapfrog, or Box method), and similar
    ! to the Heun (second order Runge-Kutta method).
    ! However, it's modified to allow for a dynamic step change, while preserving the second-order accuracy).

    ! *** Phase 1 (an Euler step)

    CALL EvaluateSSP( ray0%x, ray0%t, c0, cimag0, gradc0, crr0, crz0, czz0, rho, freq, 'TAB' )

    csq0      = c0 * c0
    cnn0_csq0 = crr0 * ray0%t( 2 )**2 - 2.0 * crz0 * ray0%t( 1 ) * ray0%t( 2 ) + czz0 * ray0%t( 1 )**2
    iSegz0    = iSegz     ! make note of current layer
    iSegr0    = iSegr

    h = Beam%deltas       ! initially set the step h, to the basic one, deltas
    urayt0 = c0 * ray0%t  ! unit tangent

    CALL ReduceStep2D( ray0%x, urayt0, iSegz0, iSegr0, Topx, Topn, Botx, Botn, h ) ! reduce h to land on boundary
    ! WRITE( PRTFile, * ) 'out h, urayt0', h, urayt0
    halfh = 0.5 * h   ! first step of the modified polygon method is a half step

    ray1%x = ray0%x + halfh * urayt0
    ray1%t = ray0%t - halfh * gradc0 / csq0
    ray1%p = ray0%p - halfh * cnn0_csq0 * ray0%q
    ray1%q = ray0%q + halfh * c0        * ray0%p

    ! WRITE( PRTFile, * ) 'ray1 x t p q', ray1%x, ray1%t, ray1%p, ray1%q

    ! *** Phase 2

    CALL EvaluateSSP( ray1%x, ray1%t, c1, cimag1, gradc1, crr1, crz1, czz1, rho, freq, 'TAB' )
    csq1      = c1 * c1
    cnn1_csq1 = crr1 * ray1%t( 2 )**2 - 2.0 * crz1 * ray1%t( 1 ) * ray1%t( 2 ) + czz1 * ray1%t( 1 )**2

    ! The Munk test case with a horizontally launched ray caused problems.
    ! The ray vertexes on an interface and can ping-pong around that interface.
    ! Have to be careful in that case about big changes to the stepsize (that invalidate the leap-frog scheme) in phase II.
    ! A modified Heun or Box method could also work.

    urayt1 = c1 * ray1%t   ! unit tangent

    CALL ReduceStep2D( ray0%x, urayt1, iSegz0, iSegr0, Topx, Topn, Botx, Botn, h ) ! reduce h to land on boundary

    ! WRITE( PRTFile, * ) 'urayt1', urayt1, 'out h 2', h

    ! use blend of f' based on proportion of a full step used.
    w1  = h / ( 2.0d0 * halfh )
    w0  = 1.0d0 - w1
    ! WRITE( PRTFile, * ) 'w1 w0', w1, w0
    urayt2   =  w0 * urayt0                      + w1 * urayt1
    unitdt   = -w0 * gradc0 / csq0               - w1 * gradc1 / csq1
    unitdp   = -w0 * cnn0_csq0 * ray0%q          - w1 * cnn1_csq1 * ray1%q
    unitdq   =  w0 * c0        * ray0%p          + w1 * c1        * ray1%p
    unitdtau =  w0 / CMPLX( c0, cimag0, KIND=8 ) + w1 / CMPLX( c1, cimag1, KIND=8 )

    ! Take the blended ray tangent (urayt2) and find the minimum step size (h)
    ! to put this on a boundary, and ensure that the resulting position
    ! (ray2.x) gets put precisely on the boundary.
    CALL StepToBdry2D(ray0%x, ray2%x, urayt2, h, topRefl, botRefl, &
       iSegz0, iSegr0, Topx, Topn, Botx, Botn)
    ray2%t   = ray0%t   + h * unitdt
    ray2%p   = ray0%p   + h * unitdp
    ray2%q   = ray0%q   + h * unitdq
    ray2%tau = ray0%tau + h * unitdtau

    ! WRITE( PRTFile, * ) 'ray2 x t p q tau', ray2%x, ray2%t, ray2%p, ray2%q, ray2%tau

    ray2%Amp       = ray0%Amp
    ray2%Phase     = ray0%Phase
    ray2%NumTopBnc = ray0%NumTopBnc
    ray2%NumBotBnc = ray0%NumBotBnc

    ! If we crossed an interface, apply jump condition

    CALL EvaluateSSP( ray2%x, ray2%t, c2, cimag2, gradc2, crr2, crz2, czz2, rho, freq, 'TAB' )
    ray2%c = c2

    IF ( iSegz /= iSegz0 .OR. iSegr /= iSegr0 ) THEN
       gradcjump =  gradc2 - gradc0
       ray2n     = [ -ray2%t( 2 ), ray2%t( 1 ) ]   ! ray normal

       cnjump    = DOT_PRODUCT( gradcjump, ray2n  )
       csjump    = DOT_PRODUCT( gradcjump, ray2%t )

       IF ( iSegz /= iSegz0 ) THEN         ! crossing in depth
          RM = +ray2%t( 1 ) / ray2%t( 2 )  ! this is tan( alpha ) where alpha is the angle of incidence
       ELSE                                ! crossing in range
          RM = -ray2%t( 2 ) / ray2%t( 1 )  ! this is tan( alpha ) where alpha is the angle of incidence
       END IF

       RN     = RM * ( 2 * cnjump - RM * csjump ) / c2
       ray2%p = ray2%p - ray2%q * RN

    END IF

  END SUBROUTINE Step2D

  ! **********************************************************************!

  SUBROUTINE ReduceStep2D( x0, urayt, iSegz0, iSegr0, Topx, Topn, Botx, Botn, h )

    ! calculate a reduced step size, h, that lands on any points where the environment changes

    USE BdryMod
    INTEGER,       INTENT( IN    ) :: iSegz0, iSegr0                             ! SSP layer the ray is in
    REAL (KIND=8), INTENT( IN    ) :: x0( 2 ), urayt( 2 )                        ! ray coordinate and tangent
    REAL (KIND=8), INTENT( IN    ) :: Topx( 2 ), Topn( 2 ), Botx( 2 ), Botn( 2 ) ! Top, bottom coordinate and normal
    REAL (KIND=8), INTENT( INOUT ) :: h                                          ! reduced step size
    REAL (KIND=8)                  :: hInt, hBoxr, hBoxz, hTop, hBot, hSeg       ! step sizes
    REAL (KIND=8)                  :: x( 2 ), d( 2 ), d0( 2 ), rSeg( 2 )

    ! Detect interface or boundary crossing and reduce step, if necessary, to land on that crossing.
    ! Keep in mind possibility that user put source right on an interface
    ! and that multiple events can occur (crossing interface, top, and bottom in a single step).

    x = x0 + h * urayt ! make a trial step

    ! interface crossing in depth
    hInt = huge( hInt )
    IF ( ABS( urayt( 2 ) ) > EPSILON( hInt ) ) THEN
       IF        ( SSP%z( iSegz0     ) > x(  2 ) ) THEN
          hInt = ( SSP%z( iSegz0     ) - x0( 2 ) ) / urayt( 2 )
       ELSE IF   ( SSP%z( iSegz0 + 1 ) < x(  2 ) ) THEN
          hInt = ( SSP%z( iSegz0 + 1 ) - x0( 2 ) ) / urayt( 2 )
       END IF
    END IF

    ! ray mask using a box centered at ( 0, 0 )
    hBoxr    = huge( hBoxr )
    IF ( ABS( x( 1 ) ) > Beam%Box%r ) THEN
       hBoxr = ( Beam%Box%r - ABS( x0( 1 ) ) ) / ABS( urayt( 1 ) )
    END IF

    hBoxz    = huge( hBoxz )
    IF ( ABS( x( 2 ) ) > Beam%Box%z ) THEN
       hBoxz = ( Beam%Box%z - ABS( x0( 2 ) ) ) / ABS( urayt( 2 ) )
    END IF

    ! top crossing
    hTop = huge( hTop )
    d  = x - Topx               ! vector from top to ray
    ! LP: Changed from EPSILON( hTop ) to 0 in conjunction with StepToBdry2D change here.
    IF ( DOT_PRODUCT( Topn, d ) >= 0.0D0 ) THEN
       d0   = x0 - Topx         ! vector from top    node to ray origin
       hTop = -DOT_PRODUCT( d0, Topn ) / DOT_PRODUCT( urayt, Topn )
    END IF

    ! bottom crossing
    hBot = huge( hBot )
    d  = x - Botx               ! vector from bottom to ray
    ! LP: Changed from EPSILON( hBot ) to 0 in conjunction with StepToBdry2D change here.
    IF ( DOT_PRODUCT( Botn, d ) >= 0.0D0 ) THEN
       d0   = x0 - Botx         ! vector from bottom node to ray origin
       hBot = -DOT_PRODUCT( d0, Botn ) / DOT_PRODUCT( urayt, Botn )
    END IF

    ! top or bottom segment crossing in range
    rSeg( 1 ) = MAX( rTopSeg( 1 ), rBotSeg( 1 ) )
    rSeg( 2 ) = MIN( rTopSeg( 2 ), rBotSeg( 2 ) )

    IF ( SSP%Type == 'Q' ) THEN
       rSeg( 1 ) = MAX( rSeg( 1 ), SSP%Seg%r( iSegr0     ) )
       rSeg( 2 ) = MIN( rSeg( 2 ), SSP%Seg%r( iSegr0 + 1 ) )
    END IF

    hSeg = huge( hSeg )
    IF ( ABS( urayt( 1 ) )  > EPSILON( hSeg ) ) THEN
       IF         ( x(  1 ) < rSeg( 1 ) ) THEN
          hSeg = -( x0( 1 ) - rSeg( 1 ) ) / urayt( 1 )
       ELSE IF    ( x(  1 ) > rSeg( 2 ) ) THEN
          hSeg = -( x0( 1 ) - rSeg( 2 ) ) / urayt( 1 )
       END IF
    END IF

    h = MIN( h, hInt, hBoxr, hBoxz, hTop, hBot, hSeg )      ! take limit set by shortest distance to a crossing
    IF ( h < INFINITESIMAL_STEP_SIZE * Beam%deltas ) THEN   ! is it taking an infinitesimal step?
       h = INFINITESIMAL_STEP_SIZE * Beam%deltas            ! make sure we make some motion
       iSmallStepCtr = iSmallStepCtr + 1   ! keep a count of the number of sequential small steps
       IF ( STEP_DEBUGGING ) THEN
          WRITE( PRTFile, * ) 'Small step forced to', h
       END IF
    ELSE
       iSmallStepCtr = 0                   ! didn't do a small step so reset the counter
    END IF

  END SUBROUTINE ReduceStep2D

  ! **********************************************************************!

  SUBROUTINE StepToBdry2D( x0, x2, urayt, h, topRefl, botRefl, &
       iSegz0, iSegr0, Topx, Topn, Botx, Botn )
    USE BdryMod
    REAL (KIND=8), INTENT( IN    ) :: x0( 2 ), urayt( 2 )
    REAL (KIND=8), INTENT( INOUT ) :: x2( 2 ), h
    INTEGER,       INTENT( IN    ) :: iSegz0, iSegr0                             ! SSP layer the ray is in
    REAL (KIND=8), INTENT( IN    ) :: Topx( 2 ), Topn( 2 ), Botx( 2 ), Botn( 2 ) ! Top, bottom coordinate and normal
    LOGICAL,       INTENT( OUT   ) :: topRefl, botRefl
    REAL (KIND=8)                  :: d( 2 ), d0( 2 ), rSeg( 2 )

    ! Original step due to maximum step size
    h = Beam%deltas
    x2 = x0 + h * urayt

    ! interface crossing in depth
    IF ( ABS( urayt( 2 ) ) > EPSILON( h ) ) THEN
       IF      ( SSP%z( iSegz0     ) > x2( 2 ) ) THEN
          h  = ( SSP%z( iSegz0     ) - x0( 2 ) ) / urayt( 2 )
          x2( 1 ) = x0( 1 ) + h * urayt( 1 )
          x2( 2 ) = SSP%z( iSegz0 )
          IF ( STEP_DEBUGGING ) THEN
             WRITE( PRTFile, * ) 'StepToBdry2D lower depth h to', h, x2
          END IF
       ELSE IF ( SSP%z( iSegz0 + 1 ) < x2( 2 ) ) THEN
          h  = ( SSP%z( iSegz0 + 1 ) - x0( 2 ) ) / urayt( 2 )
          x2( 1 ) = x0( 1 ) + h * urayt( 1 )
          x2( 2 ) = SSP%z( iSegz0 + 1 )
          IF ( STEP_DEBUGGING ) THEN
             WRITE( PRTFile, * ) 'StepToBdry2D upper depth h to', h, x2
          END IF
       END IF
    END IF

    ! ray mask using a box centered at ( 0, 0 )
    IF ( ABS( x2( 1 ) ) > Beam%Box%r ) THEN
       h = ( Beam%Box%r - ABS( x0( 1 ) ) ) / ABS( urayt( 1 ) )
       x2( 2 ) = x0( 2 ) + h * urayt( 2 )
       x2( 1 ) = SIGN( Beam%Box%r, x0( 1 ) )
       IF ( STEP_DEBUGGING ) THEN
          WRITE( PRTFile, * ) 'StepToBdry2D beam box crossing R h to', h, x2
       END IF
    END IF
    IF ( ABS( x2( 2 ) ) > Beam%Box%z ) THEN
       h = ( Beam%Box%z - ABS( x0( 2 ) ) ) / ABS( urayt( 2 ) )
       x2( 1 ) = x0( 1 ) + h * urayt( 1 )
       x2( 2 ) = SIGN( Beam%Box%z, x0( 2 ) )
       IF ( STEP_DEBUGGING ) THEN
          WRITE( PRTFile, * ) 'StepToBdry2D beam box crossing Z h to', h, x2
       END IF
    END IF

    ! top crossing
    d = x2 - Topx             ! vector from top to ray
    ! LP: Originally, this value had to be > a small positive number, meaning the
    ! new step really had to be outside the boundary, not just to the boundary.
    ! Also, this is not missing a normalization factor, Topn is normalized so
    ! this is actually the distance above the top in meters.
    IF ( DOT_PRODUCT( Topn, d ) > -INFINITESIMAL_STEP_SIZE ) THEN
       d0 = x0 - Topx         ! vector from top node to ray origin
       h = -DOT_PRODUCT( d0, Topn ) / DOT_PRODUCT( urayt, Topn )
       x2 = x0 + h * urayt
       ! Snap to exact top depth value if it's flat
       IF ( ABS( Topn( 1 ) ) < EPSILON( Topn( 1 ) ) ) THEN
          x2( 2 ) = Topx( 2 )
       END IF
       IF ( STEP_DEBUGGING ) THEN
          WRITE( PRTFile, * ) 'StepToBdry2D top crossing h to', h, x2
       END IF
       topRefl = .TRUE.
    ELSE
       topRefl = .FALSE.
    END IF

    ! bottom crossing
    d = x2 - Botx              ! vector from bottom to ray
    ! See comment above for top case.
    IF ( DOT_PRODUCT( Botn, d ) > -INFINITESIMAL_STEP_SIZE ) THEN
       d0  = x0 - Botx         ! vector from bottom node to ray origin
       h = -DOT_PRODUCT( d0, Botn ) / DOT_PRODUCT( urayt, Botn )
       x2 = x0 + h * urayt
       ! Snap to exact bottom depth value if it's flat
       IF ( ABS( Botn( 1 ) ) < EPSILON( Botn( 1 ) ) ) THEN
          x2( 2 ) = Botx( 2 )
       END IF
       IF ( STEP_DEBUGGING ) THEN
          WRITE( PRTFile, * ) 'StepToBdry2D bottom crossing h to', h, x2
       END IF
       botRefl = .TRUE.
       ! Should not ever be able to cross both, but in case it does, make sure
       ! only the crossing we exactly landed on is active
       topRefl = .FALSE.
    ELSE
       botRefl = .FALSE.
    END IF

    ! top or bottom segment crossing in range
    rSeg( 1 ) = MAX( rTopSeg( 1 ), rBotSeg( 1 ) ) ! LP: lower range bound (not an x value)
    rSeg( 2 ) = MIN( rTopSeg( 2 ), rBotSeg( 2 ) ) ! LP: upper range bound (not a y value)

    IF ( SSP%Type == 'Q' ) THEN
       rSeg( 1 ) = MAX( rSeg( 1 ), SSP%Seg%r( iSegr0     ) )
       rSeg( 2 ) = MIN( rSeg( 2 ), SSP%Seg%r( iSegr0 + 1 ) )
    END IF

    IF ( ABS( urayt( 1 ) )  > EPSILON( h ) ) THEN
       IF      ( x2( 1 ) < rSeg( 1 ) ) THEN
          h = -( x0( 1 ) - rSeg( 1 ) ) / urayt( 1 )
          x2( 1 ) = rSeg( 1 )
          x2( 2 ) = x0( 2 ) + h * urayt( 2 )
          IF ( STEP_DEBUGGING ) THEN
             WRITE( PRTFile, * ) 'StepToBdry2D lower range h to', h, x2
          END IF
          topRefl = .FALSE.
          botRefl = .FALSE.
       ELSE IF ( x2( 1 ) > rSeg( 2 ) ) THEN
          h = -( x0( 1 ) - rSeg( 2 ) ) / urayt( 1 )
          x2( 1 ) = rSeg( 2 )
          x2( 2 ) = x0( 2 ) + h * urayt( 2 )
          IF ( STEP_DEBUGGING ) THEN
             WRITE( PRTFile, * ) 'StepToBdry2D upper range h to', h, x2
          END IF
          topRefl = .FALSE.
          botRefl = .FALSE.
       END IF
    END IF

    IF ( h < INFINITESIMAL_STEP_SIZE * Beam%deltas ) THEN   ! is it taking an infinitesimal step?
       h = INFINITESIMAL_STEP_SIZE * Beam%deltas            ! make sure we make some motion
       x2 = x0 + h * urayt
       IF ( STEP_DEBUGGING ) THEN
          WRITE( PRTFile, * ) 'StepToBdry2D small step forced h to', h, x2
       END IF
       ! Recheck reflection conditions
       d = x2 - Topx             ! vector from top to ray
       IF ( DOT_PRODUCT( Topn, d ) > EPSILON( h ) ) THEN
          topRefl = .TRUE.
       ELSE
          topRefl = .FALSE.
       END IF
       d = x2 - Botx              ! vector from bottom to ray
       IF ( DOT_PRODUCT( Botn, d ) > EPSILON( h ) ) THEN
          botRefl = .TRUE.
          topRefl = .FALSE.
       ELSE
          botRefl = .FALSE.
       END IF
    ELSE
       IF ( STEP_DEBUGGING ) THEN
          WRITE( PRTFile, * ) 'StepToBdry2D normal h to', h, x2
       END IF
    END IF

  END SUBROUTINE StepToBdry2D

END MODULE Step