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ricktu288 committed Jan 31, 2025
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14 changes: 7 additions & 7 deletions locales/en/gallery.json
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},
"apparentDepth": {
"title": "Apparent Depth",
"description": "When you look at an object underwater from the air, the depth of the object appears to be smaller than its actual depth. This phenomenon is due to the reflection of light, and is demonstrated in this simulation. The apparent depth depends on the position of the observer, which can be demonstrated by dragging the blue circle.",
"description": "When you look at an object underwater from the air, the depth of the object appears to be smaller than its actual depth. This phenomenon is due to the refraction of light, and is demonstrated in this simulation. The apparent depth depends on the position of the observer, which can be demonstrated by dragging the blue circle.",
"observedimageorange": "Observed image (orange)",
"observer": "Observer",
"objectunderwatergree": "Object underwater (green)"
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},
"keplerianTelescope": {
"title": "Keplerian telescope",
"description": "This simulation describes the ray diagram of the Keplerian telescope",
"lightfromstar": "Light from star ",
"description": "This simulation describes the ray diagram of the Keplerian telescope.",
"lightfromstar": "Light from star",
"virtualimage": "Virtual image",
"realimage": "Real image",
"thekepleriantelescop": "The Keplerian telescope",
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},
"grinSlab": {
"title": "GRIN slab",
"description": "This is a simulation of a rectangular dielectric material with a refractive index \\(n(\\rho) = n_0 \\sqrt{1-(\\alpha \\rho)^2}\\), where \\(n_0=2\\) is the refractive index on its central axis and \\(\\rho \\) is the radial distance from its central axis, such that \\(\\alpha=\\frac{\\sqrt{3}}{2R} \\) where \\(R=100 \\) is its radius.\nThe top dielectric in this simulation is made of thin dielectric rectangles of constant refractive index, according to \\(n(\\rho)\\), while the bottom dielectric is a gradient-index material with the refractive index \\(n(\\rho)\\).",
"description": "This is a simulation of a rectangular dielectric material with a refractive index \\(n(\\rho) = n_0 \\sqrt{1-(\\alpha \\rho)^2}\\), where \\(n_0=2\\) is the refractive index on its central axis and \\(\\rho \\) is the radial distance from its central axis, such that \\(\\alpha=\\frac{\\sqrt{3}}{2R} \\) where \\(R=100 \\) is its radius. The top dielectric in this simulation is made of thin dielectric rectangles of constant refractive index, according to \\(n(\\rho)\\), while the bottom dielectric is a gradient-index material with the refractive index \\(n(\\rho)\\).",
"approximatedmultilay": "Approximated multilayer GRIN slab (You can select and change N, the number of layers.)",
"classicalgrinslabyou": "Classical GRIN slab (You can select and change the numerical solver step size.)"
},
"inferiorMirage": {
"title": "Inferior mirage",
"description": "This is a qualitative simulation of the inferior mirage effect.\nThe refractive index of the air in this example, is approximated with the function \\(n(y)=\\sqrt{1 + (\\frac{y}{h})^2 }\\), where \\(h=600\\) represents the height of a light emitting/reflecting object above the ground.",
"description": "This is a qualitative simulation of the inferior mirage effect. The refractive index of the air in this example, is approximated with the function \\(n(y)=\\sqrt{1 + (\\frac{y}{h})^2 }\\), where \\(h=600\\) represents the height of a light emitting/reflecting object above the ground.",
"airwithoutinferiormi": "Air (without inferior mirage effect)",
"airwithinferiormirag": "Air (with inferior mirage effect)",
"ground": "Ground",
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},
"luneburgLens": {
"title": "Luneburg lens",
"description": "This is a simulation of a Luneburg lens, which is a spherical dielectric with refractive index \\(n(r) = \\sqrt{n_0-(\\frac{r}{R})^2} \\), where \\(n_0=2\\) is the refractive index in the center of the lens, \\(R=100\\) is the radius of the lens, and \\(r\\) is the radial distance from the center of the lens.\n\nThe top dielectric is composed of \\(N=20\\) concentric spherical lenses with radius \\(R_i=5(N+1-i)\\) and refractive index \\(n_i = \\sqrt{n_0-(\\frac{R_i}{R})^2} \\), where \\(i=1,...,N\\). However, since this simulator calculates the effective refractive index of an optical element by multiplying the element's numerical refractive index with the numerical refractive indices of the optical elements which are embedded within it, the numerical refractive index of the \\(i\\)th concentric spherical lens is given by \\(n_{i}^\\text{numerical}=\\frac{n_i}{n_{i-1}}\\).\n\nThe bottom dielectric is a gradient-index material with the refractive index \\(n(r)\\).",
"description": "This is a simulation of a Luneburg lens, which is a spherical dielectric with refractive index \\(n(r) = \\sqrt{n_0-(\\frac{r}{R})^2} \\), where \\(n_0=2\\) is the refractive index in the center of the lens, \\(R=100\\) is the radius of the lens, and \\(r\\) is the radial distance from the center of the lens.\n\nThe top dielectric is composed of \\(N=20\\) concentric spherical lenses with radius \\(R_i=5(N+1-i)\\) and refractive index \\(n_i = \\sqrt{n_0-(\\frac{R_i}{R})^2} \\), where \\(i=1,\\ldots,N\\). However, since this simulator calculates the effective refractive index of an optical element by multiplying the element's numerical refractive index with the numerical refractive indices of the optical elements which are embedded within it, the numerical refractive index of the \\(i\\)th concentric spherical lens is given by \\(n_{i}^\\text{numerical}=\\frac{n_i}{n_{i-1}}\\).\n\nThe bottom dielectric is a gradient-index material with the refractive index \\(n(r)\\).",
"approximatedmultilay1": "Approximated multilayer Luneburg lens (You can select and change N, the number of layers.)",
"classicalluneburglen": "Classical Luneburg lens (You can select and change the numerical solver step size.)"
},
"maxwellFisheyeLens": {
"title": "Maxwell fisheye lens",
"description": "This is a simulation of a Maxwell fish-eye lens, which is a spherical dielectric with refractive index \\(n(r) = \\frac{n_0}{1+(\\frac{r}{R})^2} \\), where \\(n_0=2\\) is the refractive index in the center of the lens, \\(R=100\\) is the radius of the lens, and \\(r\\) is the radial distance from the center of the lens.\n\nThe top dielectric is composed of \\(N=20\\) concentric spherical lenses with radius \\(R_i=5(N+1-i)\\) and refractive index \\(n_i = \\frac{n_0}{1+(\\frac{R_i}{R})^2} \\), where \\(i=1,...,N\\). However, since this simulator calculates the effective refractive index of an optical element by multiplying the element's numerical refractive index with the numerical refractive indices of the optical elements which are embedded within it, the numerical refractive index of the \\(i\\)th concentric spherical lens is given by \\(n_{i}^\\text{numerical}=\\frac{n_i}{n_{i-1}}\\).\n\nThe bottom dielectric is a gradient-index material with the refractive index \\(n(r)\\).",
"description": "This is a simulation of a Maxwell fish-eye lens, which is a spherical dielectric with refractive index \\(n(r) = \\frac{n_0}{1+(\\frac{r}{R})^2} \\), where \\(n_0=2\\) is the refractive index in the center of the lens, \\(R=100\\) is the radius of the lens, and \\(r\\) is the radial distance from the center of the lens.\n\nThe top dielectric is composed of \\(N=20\\) concentric spherical lenses with radius \\(R_i=5(N+1-i)\\) and refractive index \\(n_i = \\frac{n_0}{1+(\\frac{R_i}{R})^2} \\), where \\(i=1,\\ldots,N\\). However, since this simulator calculates the effective refractive index of an optical element by multiplying the element's numerical refractive index with the numerical refractive indices of the optical elements which are embedded within it, the numerical refractive index of the \\(i\\)th concentric spherical lens is given by \\(n_{i}^\\text{numerical}=\\frac{n_i}{n_{i-1}}\\).\n\nThe bottom dielectric is a gradient-index material with the refractive index \\(n(r)\\).",
"approximatedmultilay2": "Approximated multilayer Maxwell fisheye lens (You can select and change N, the number of layers.)",
"classicalmaxwellfish": "Classical Maxwell fisheye lens (You can select and change the numerical solver step size.)"
},
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4 changes: 2 additions & 2 deletions locales/en/main.json
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"description": "Drag to move the view. (Mouse right button drag has the same function.)"
},
"modules": {
"import": "Import Modules...",
"import": "Import Modules",
"remove": "Remove module"
}
},
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"title": "Simulate Colors",
"description": "Simulate colors (wavelengths) of light sources, mixture of colors, color filtering of blockers and mirrors, and chromatic dispersion of glasses.",
"instruction": "You can set those parameters for those objects when selected. To simulate color spectra, overlap rays with different wavelengths.",
"warning": "The colors shown on the screen are only rough approximations, and can be very inaccurate when 'Ray density' is too high or too low."
"warning": "Color mixing is inaccurate unless used with \"Correct Brightness\"."
},
"aboutPage": {
"description": "This project, including the gallery contents, is licensed under the [Apache License 2.0](/license), and is officially hosted on the [PhyDemo (phydemo.app)](/phydemo) website (formerly on ricktu288.github.io). The source code is [available on GitHub](/github), and you are [welcome to contribute](/contributing). If you have questions or suggestions, you can open [issues](/github/issues) or [discussions](/github/discussions) on GitHub, or email us at [[email protected]](/email) if you do not use GitHub.",
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4 changes: 2 additions & 2 deletions locales/en/modules.json
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},
"ContSpectrum": {
"title": "Continuous spectrum light source",
"description": "A light source with a uniform continuous spectrum decretized with a given constant step. Only works when \"Simulate Colors\" is on.",
"description": "A light source with a uniform continuous spectrum discretized with a given constant step. Only works when \"Simulate Colors\" is on.",
"point1": "The origin of the rays",
"point2": "Determines the direction of the rays",
"min": "The minimum wavelength",
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"title": "Basics of a module",
"lookAtExample": "Let's look at our first example of a module.",
"lookAtJson": "You should see four lines of texts. By looking at the JSON editor, you will see that the first two are directly in the top-level `objs` array as usual, but the last two are in `modules.ExampleModule.objs` instead.",
"moduleDef": "The `module` is a dictionary where the key is the name of the module (in this case `ExampleModule`), and the value is the definition of that module. In particular, the `modules.ExampleModule.objs` array describes the (template of) objects within that module, which is different from the top-level `objs` which describes the objects in the scene.",
"moduleDef": "The `modules` is a dictionary where the key is the name of the module (in this case `ExampleModule`), and the value is the definition of that module. In particular, the `modules.ExampleModule.objs` array describes the (template of) objects within that module, which is different from the top-level `objs` which describes the objects in the scene.",
"putToScene": "To put the objects within the module to the scene, we need a \"module object\" in the top-level `objs` array, which is `objs[2]` in this example, whose type is `ModuleObj` and whose `module` property is the name of the module.",
"moduleDefNotEditable": "The module definition in the `modules` dictionary is not editable by the visual scene editor. So when you click any of the last two texts in this example, you are just selecting the module object, and not the objects in the module. Since the coordinates of the texts in the module definition in this example are absolute coordinates, the last two texts are not draggable. We will learn how to make them draggable by using control points later.",
"demodulize": "If you select a module object, there is a \"Demodulize\" button on the object bar. Clicking it will \"expand\" the module object into its constituent, and `objs` will now contain all the four texts. This operation is not reversible (but of course you can click \"undo\").",
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14 changes: 7 additions & 7 deletions locales/en/simulator.json
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"welcome": {
"title": "Welcome to Ray Optics Simulation",
"instruction": "To add an optical component, select a tool and click the blank space.\nTo load an example, please [go to the Gallery page](/gallery).",
"loading": "Loading scene from URL... Please wait."
"loading": "Loading scene from URL Please wait."
},
"common": {
"saveButton": "Save",
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},
"objBar": {
"showAdvanced": {
"title": "More options..."
"title": "More options"
},
"applyToAll": {
"title": "Apply to All"
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"functions": "Supported functions"
},
"imageDetectionWarning": "This tool does not support image detection.",
"nonSimulateColorsWarning": "This tool only works when \"Simulate Color\" is on."
"nonSimulateColorsWarning": "This tool only works when \"Simulate Colors\" is on."
},
"Beam": {
"imageDetectionWarning": "Image detection may not work with divergent/random beams."
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"lambda": "To simulate chromatic dispersion, use parameter {{lambda}} for the vacuum wavelength in nanometers.",
"diff": "Only supports differentiable functions.",
"origin": "The origin of n(x,y) is in the absolute coordinates and does not move with the object. You may double-click a control-point to inspect its absolute coordinates.",
"accuracy": "For a more accurate simulation, see \"More options...\""
"accuracy": "For a more accurate simulation, see \"More options\""
},
"refIndexFnOrigin": "Origin of n(x,y)",
"stepSize": "Numerical solver step size",
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"DiffractionGrating": {
"lineDensity": "Lines/{{lengthUnit}}",
"customBrightness": "Custom Brightness",
"customBrightnessInfo": "When on, the brightnesses of the diffracted rays are customized by an array of numbers corresponding to m = 0, 1, -1, 2, -2, .... The number is to be normalized to the brightness of the incident ray. The values not in the array are set to 0. For example, \"1, 0.5, 0.5\" means the m=0 ray has the same brightness as the incident ray, the m=1 and m=-1 rays have half the brightness, and all other rays are ignored.",
"customBrightnessInfo": "When on, the brightnesses of the diffracted rays are customized by an array of numbers corresponding to m = 0, 1, -1, 2, -2, . The number is to be normalized to the brightness of the incident ray. The values not in the array are set to 0. For example, \"1, 0.5, 0.5\" means the m=0 ray has the same brightness as the incident ray, the m=1 and m=-1 rays have half the brightness, and all other rays are ignored.",
"slitRatio": "Slit width / line spacing",
"mirrored": "Mirrored"
},
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"format": "Format",
"width": "Width",
"rayCountLimit": "Ray count limit",
"svgWarning": "Export to SVG: Color mixtures and relative refractive indices below 1 are not supported.",
"svgWarning": "Export to SVG: Color mixtures, correct brightness, and relative refractive indices below 1 are not supported.",
"rayCountWarning": "The current number of rays in the scene is larger than the ray count limit. You may need to increase the ray count limit in the Crop Box options."
}
},
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"mouseCoordinates": "Mouse coordinates"
},
"footer": {
"processing": "Processing... Click here to stop.",
"processing": "Processing Click here to stop.",
"helpPopup": {
"constrainedDragging": {
"title": "Constrained dragging",
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