Lichtbrechung an der Linse
Author: Günter vom Stein

Strahlabstand von
der optischen Achse

Dicke der Linse

Glassorte (Brechzahl)

Beobachte, wie sich der Schnittpunkt auf der optischen Achse
-  bei achsnahen Strahlen verhält (bis ca. 1/4 des Linsenradius)
-  bei achsfernen Strahlen verhält.

b = 1.47 (slider from 0 to 3, step 0.01)
A: (b, 0)
A' = Mirror(A, yAxis)
B = (0, 5)
B' = Mirror(B, xAxis)
c = CircumcircleArc(B, A', B')
d_1 = CircumcircleArc(B', A, B)
d = 1.54 (slider from 0 to 4.9, step 0.01)
C: (0, d)
a = Line(C, xAxis)
D = Intersect(c, a)
E: (-10, d)
e = Ray(D, E)
f = Tangent(D, c)
g = OrthogonalLine(D, f)
F = Point(g)
F' = Mirror(F, D)
h = Segment(F, F')
G = Point(c)
H = Point(c)
I = Point(c)
J = Point(c)
K = Point(c)
L = Point(c)
M = Point(c)
N = Point(c)
O = Point(c)
P = Point(c)
Q = Point(c)
R = (9.9, 6.3)
S = Point(c)
T = Point(c)
G' = Mirror(G, yAxis)
H'_1 = Mirror(H, yAxis)
I'_1 = Mirror(I, yAxis)
J'_1 = Mirror(J, yAxis)
K'_1 = Mirror(K, yAxis)
L'_1 = Mirror(L, yAxis)
M'_1 = Mirror(M, yAxis)
N'_1 = Mirror(N, yAxis)
O'_1 = Mirror(O, yAxis)
P'_1 = Mirror(P, yAxis)
Q'_1 = Mirror(Q, yAxis)
S'_1 = Mirror(S, yAxis)
U = Point(d_1)
H' = Mirror(H, xAxis)
I' = Mirror(I, xAxis)
J' = Mirror(J, xAxis)
K' = Mirror(K, xAxis)
L' = Mirror(L, xAxis)
M' = Mirror(M, xAxis)
N' = Mirror(N, xAxis)
O' = Mirror(O, xAxis)
P' = Mirror(P, xAxis)
Q' = Mirror(Q, xAxis)
S' = Mirror(S, xAxis)
V = Mirror(H'_1, xAxis)
W = Mirror(I'_1, xAxis)
Z = Mirror(J'_1, xAxis)
A_1 = Mirror(K'_1, xAxis)
B_1 = Mirror(L'_1, xAxis)
C_1 = Mirror(M'_1, xAxis)
D_1 = Mirror(N'_1, xAxis)
E_1 = Mirror(O'_1, xAxis)
F_1 = Mirror(P'_1, xAxis)
G_1 = Mirror(Q'_1, xAxis)
H_1 = Mirror(S'_1, xAxis)
U' = Mirror(U, xAxis)
I_1 = Point(c)
J_1 = Point(c)
K_1 = Point(d_1)
Vieleck1, b_1, h_1, i, j, k, l, m, n_1, o, p, q, s, t, a', i_1, s', q', p', o', n', m', l', k', j', i', h', j_1, b', k_1, v, w, z, a_1, b_2, c_1, d_2, e_1, f_1, g_1, h_2, u', a_2, u, s'_1, q'_1, p'_1, o'_1, n'_1, m'_1, l'_1, k'_1, j'_1, i'_1, h'_1 = Polygon(B, H, I, J, K, L, M, N, O, P, Q, S, T, A', I_1, S', Q', P', O', N', M', L', K', J', I', H', J_1, B', K_1, V, W, Z, A_1, B_1, C_1, D_1, E_1, F_1, G_1, H_1, U', A, U, S'_1, Q'_1, P'_1, O'_1, N'_1, M'_1, L'_1, K'_1, J'_1, I'_1, H'_1)
n = 1.5 (slider from 1 to 2, step 0.01)
F'' = Rotate(F', asin(sin(Angle[F, D, E]) / n), D)
r = Ray(D, F'')
L_1 = Intersect(d_1, r)
l_1 = Segment(D, L_1)
L1 = 0
m_1 = Tangent(L_1, d_1)
p_1 = OrthogonalLine(L_1, m_1)
M_1 = Point(p_1)
N_1 = Mirror(M_1, L_1)
q_1 = Segment(N_1, M_1)
O_1 = Rotate(M_1, asin(sin(Angle[q_1, l_1]) * n), L_1)
r_1 = Ray(L_1, O_1)
P_1 = Point(xAxis)
Q_1 = Mirror(P_1, yAxis)
s_1 = Line(Q_1, P_1)
R_1 = Intersect(r_1, s_1)
S_1 = Mirror(L_1, s_1)
T_1 = Mirror(O_1, s_1)
t_1 = Ray(S_1, T_1)
D'_1 = Mirror(D, s_1)
U_1 = Mirror(L_1, s_1)
c_2 = Segment(D'_1, U_1)
D' = Mirror(D, s_1)
E' = Mirror(E, s_1)
e' = Ray(D', E')
V_1 = Point(t_1)
W_1 = Point(r_1)
Vieleck3, w_1, r_3, v_1 = Polygon(R_1, V_1, W_1)