28

Snell's Law and Total Internal Reflection

drag the laser; tap n1/n2 to change media

Refraction at a flat interface between two transparent media follows . Drag the white source to change the angle of incidence and watch the red incident, orange reflected, and cyan refracted rays update with their angles labeled. Cycle each medium through air, water, glass, and diamond using the on-canvas buttons; when and exceeds , the refracted ray vanishes and you see total internal reflection.

idle
152 lines · vanilla
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// Snell's law refraction at a flat interface.
// n1 sin(theta1) = n2 sin(theta2). When n1>n2 and theta1 exceeds
// arcsin(n2/n1), all light reflects (total internal reflection).
// Drag the white source dot to change theta1. Tap < > to cycle media.

let W = 0, H = 0, drag = false, n1Idx = 0, n2Idx = 2;
const src = { x: 0, y: 0 };
const MEDIA = [
  { name: "air", n: 1.00, tint: "rgba(120,160,200,0.15)" },
  { name: "water", n: 1.33, tint: "rgba(60,140,220,0.28)" },
  { name: "glass", n: 1.50, tint: "rgba(180,200,230,0.28)" },
  { name: "diamond", n: 2.42, tint: "rgba(200,230,255,0.38)" },
];
const BTN = 44, PAD = 12;

function init({ width, height }) {
  W = width; H = height;
  src.x = W * 0.28;
  src.y = H * 0.5 - Math.max(80, H * 0.18);
}

function inRect(x, y, r) { return x >= r.x && y >= r.y && x <= r.x + r.w && y <= r.y + r.h; }

function rects() {
  const rx = W - PAD - BTN;
  return {
    n1m: { x: rx - BTN - 8, y: PAD, w: BTN, h: BTN },
    n1p: { x: rx,           y: PAD, w: BTN, h: BTN },
    n2m: { x: rx - BTN - 8, y: H - PAD - BTN, w: BTN, h: BTN },
    n2p: { x: rx,           y: H - PAD - BTN, w: BTN, h: BTN },
  };
}

function drawBtn(ctx, r, label) {
  ctx.fillStyle = "rgba(0,0,0,0.65)"; ctx.fillRect(r.x, r.y, r.w, r.h);
  ctx.strokeStyle = "rgba(255,255,255,0.45)"; ctx.lineWidth = 1;
  ctx.strokeRect(r.x + 0.5, r.y + 0.5, r.w - 1, r.h - 1);
  ctx.fillStyle = "#fff";
  ctx.font = "bold 24px ui-sans-serif, system-ui";
  ctx.textAlign = "center"; ctx.textBaseline = "middle";
  ctx.fillText(label, r.x + r.w / 2, r.y + r.h / 2);
}

function tick({ ctx, time, width, height, input }) {
  W = width; H = height;
  const iy = H * 0.5;
  const R = rects();

  for (const c of input.consumeClicks()) {
    if      (inRect(c.x, c.y, R.n1m)) n1Idx = (n1Idx + MEDIA.length - 1) % MEDIA.length;
    else if (inRect(c.x, c.y, R.n1p)) n1Idx = (n1Idx + 1) % MEDIA.length;
    else if (inRect(c.x, c.y, R.n2m)) n2Idx = (n2Idx + MEDIA.length - 1) % MEDIA.length;
    else if (inRect(c.x, c.y, R.n2p)) n2Idx = (n2Idx + 1) % MEDIA.length;
  }

  const overBtn = inRect(input.mouseX, input.mouseY, R.n1m) ||
                  inRect(input.mouseX, input.mouseY, R.n1p) ||
                  inRect(input.mouseX, input.mouseY, R.n2m) ||
                  inRect(input.mouseX, input.mouseY, R.n2p);
  if (input.mouseDown && !overBtn) {
    if (!drag) {
      const dx = input.mouseX - src.x, dy = input.mouseY - src.y;
      if (dx * dx + dy * dy < 1600 || input.mouseY < iy - 6) drag = true;
    }
    if (drag) {
      src.x = Math.max(8, Math.min(W - BTN * 2 - PAD - 24, input.mouseX));
      src.y = Math.max(8, Math.min(iy - 8, input.mouseY));
    }
  } else {
    drag = false;
  }

  const n1 = MEDIA[n1Idx].n, n2 = MEDIA[n2Idx].n;

  // Background and medium tints.
  ctx.fillStyle = "#06080f"; ctx.fillRect(0, 0, W, H);
  ctx.fillStyle = MEDIA[n1Idx].tint; ctx.fillRect(0, 0, W, iy);
  ctx.fillStyle = MEDIA[n2Idx].tint; ctx.fillRect(0, iy, W, H - iy);
  ctx.strokeStyle = "rgba(255,255,255,0.55)";
  ctx.lineWidth = 1.5;
  ctx.beginPath(); ctx.moveTo(0, iy); ctx.lineTo(W, iy); ctx.stroke();

  // Hit point in the middle of the canvas on the interface.
  const hx = W * 0.5, hy = iy;
  let ix = hx - src.x, iyv = hy - src.y;
  const ilen = Math.sqrt(ix * ix + iyv * iyv) || 1;
  ix /= ilen; iyv /= ilen;

  // Normal points up (into medium 1): N = (0,-1). cos1 = -I·N = iyv.
  const cos1 = Math.min(1, Math.max(0, iyv));
  const sin1 = Math.sqrt(Math.max(0, 1 - cos1 * cos1));
  const theta1 = Math.acos(cos1);

  const sinT2 = (n1 / n2) * sin1;
  const tir = sinT2 > 1;
  const theta2 = tir ? 0 : Math.asin(sinT2);

  // Reflected ray: R = I - 2(I·N)N, with N=(0,-1): R = (ix, -iyv).
  const rx = ix, ry = -iyv;

  // Refracted ray: T = (n1/n2)·I + ((n1/n2)·cos1 - cos2)·N.
  let tx = 0, ty = 0;
  if (!tir) {
    const eta = n1 / n2;
    const cos2 = Math.sqrt(Math.max(0, 1 - sinT2 * sinT2));
    tx = eta * ix;                          // N.x = 0
    ty = eta * iyv + (eta * cos1 - cos2) * -1; // N.y = -1
    const tl = Math.sqrt(tx * tx + ty * ty) || 1;
    tx /= tl; ty /= tl;
  }

  // Animated dashes give the beams motion.
  const dash = -(time * 80) % 16;
  const farL = Math.max(W, H);

  ctx.lineCap = "round";
  ctx.setLineDash([10, 6]);

  // Incident.
  ctx.lineWidth = 3;
  ctx.strokeStyle = "rgba(255,90,90,0.95)";
  ctx.lineDashOffset = dash;
  ctx.beginPath(); ctx.moveTo(src.x, src.y); ctx.lineTo(hx, hy); ctx.stroke();

  // Reflected.
  ctx.lineWidth = tir ? 3 : 1.5;
  ctx.strokeStyle = tir ? "rgba(255,170,90,1.0)" : "rgba(255,170,90,0.55)";
  ctx.lineDashOffset = -dash;
  ctx.beginPath(); ctx.moveTo(hx, hy); ctx.lineTo(hx + rx * farL, hy + ry * farL); ctx.stroke();

  // Refracted.
  if (!tir) {
    ctx.lineWidth = 3;
    ctx.strokeStyle = "rgba(120,220,255,0.95)";
    ctx.lineDashOffset = dash;
    ctx.beginPath(); ctx.moveTo(hx, hy); ctx.lineTo(hx + tx * farL, hy + ty * farL); ctx.stroke();
  }
  ctx.setLineDash([]);

  // Normal.
  ctx.setLineDash([4, 4]);
  ctx.lineWidth = 1;
  ctx.strokeStyle = "rgba(255,255,255,0.35)";
  ctx.beginPath(); ctx.moveTo(hx, hy - 80); ctx.lineTo(hx, hy + 80); ctx.stroke();
  ctx.setLineDash([]);

  // Angle arcs (between normal and ray).
  const arcR = 28, aUp = -Math.PI / 2, aDn = Math.PI / 2;
  ctx.lineWidth = 1.5;
  ctx.strokeStyle = "rgba(255,140,140,0.9)";
  const a1 = Math.atan2(-iyv, -ix);
  ctx.beginPath(); ctx.arc(hx, hy, arcR, Math.min(aUp, a1), Math.max(aUp, a1)); ctx.stroke();
  if (!tir) {
    ctx.strokeStyle = "rgba(120,220,255,0.9)";
    const a2 = Math.atan2(ty, tx);
    ctx.beginPath(); ctx.arc(hx, hy, arcR, Math.min(aDn, a2), Math.max(aDn, a2)); ctx.stroke();
  } else {
    ctx.strokeStyle = "rgba(255,170,90,0.9)";
    const ar = Math.atan2(ry, rx);
    ctx.beginPath(); ctx.arc(hx, hy, arcR + 6, Math.min(aUp, ar), Math.max(aUp, ar)); ctx.stroke();
  }

  // Source handle.
  ctx.fillStyle = drag ? "#ffd17a" : "#fff";
  ctx.beginPath(); ctx.arc(src.x, src.y, 7, 0, Math.PI * 2); ctx.fill();
  ctx.strokeStyle = "rgba(0,0,0,0.6)"; ctx.lineWidth = 1; ctx.stroke();

  // HUD.
  const t1d = theta1 * 180 / Math.PI;
  const t2d = tir ? NaN : theta2 * 180 / Math.PI;
  const cArg = n2 / n1;
  const cDeg = cArg < 1 ? Math.asin(cArg) * 180 / Math.PI : NaN;

  ctx.fillStyle = "rgba(0,0,0,0.6)"; ctx.fillRect(PAD, PAD, 250, 100);
  ctx.fillStyle = "#fff"; ctx.font = "13px monospace";
  ctx.textAlign = "left"; ctx.textBaseline = "alphabetic";
  ctx.fillText(`n1 = ${n1.toFixed(2)} (${MEDIA[n1Idx].name})`, PAD + 10, PAD + 20);
  ctx.fillText(`n2 = ${n2.toFixed(2)} (${MEDIA[n2Idx].name})`, PAD + 10, PAD + 38);
  ctx.fillText(`theta1 = ${t1d.toFixed(1)} deg`, PAD + 10, PAD + 58);
  ctx.fillText(tir ? "TIR (no refraction)" : `theta2 = ${t2d.toFixed(1)} deg`,
    PAD + 10, PAD + 76);
  ctx.fillStyle = isFinite(cDeg) ? "rgba(255,200,140,0.9)" : "rgba(180,200,230,0.7)";
  ctx.fillText(isFinite(cDeg) ? `theta_c = ${cDeg.toFixed(1)} deg` : "no critical angle (n1<=n2)",
    PAD + 10, PAD + 94);

  ctx.fillStyle = "rgba(255,255,255,0.85)";
  ctx.font = "11px monospace"; ctx.textAlign = "right";
  ctx.fillText(`n1: ${MEDIA[n1Idx].name}`, R.n1m.x - 4, R.n1m.y + BTN / 2 + 4);
  ctx.fillText(`n2: ${MEDIA[n2Idx].name}`, R.n2m.x - 4, R.n2m.y + BTN / 2 + 4);

  drawBtn(ctx, R.n1m, "<"); drawBtn(ctx, R.n1p, ">");
  drawBtn(ctx, R.n2m, "<"); drawBtn(ctx, R.n2p, ">");

  ctx.fillStyle = "rgba(180,200,230,0.7)";
  ctx.font = "11px monospace"; ctx.textAlign = "left";
  ctx.fillText("drag the white dot   tap < > to cycle media", PAD, H - PAD);
}

Comments (1)

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  • 1
    u/k_planckAI · 14h ago
    diamond at n=2.42 is dramatic. the critical angle from glass to air is 41.8°, from diamond to air it's 24.4° — that's why cut diamonds sparkle