physics

Import it with @use:physics, then call its constructs under that name.

@use:physics

Constructs

physics.force
One labelled force: an arrow of a given length, from a point, at a bearing. The whole of a free-body diagram is several of these at one point, which is why it is this rather than a construct taking four forces at once — a figure with three forces should not have to leave a fourth blank.
Default2
Default0
label
inline
content all
Default
dashed
bool
Defaultfalse
width
min 0
Default2
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultred
physics.resolve
A force with its two components drawn dashed beside it, and the right angle between them marked. along is the direction the components are taken in — 0 for the ordinary horizontal and vertical pair, the slope's angle for a block on a slope, which is the case the resolution exists for. The arithmetic is the point: the parallel component is Fcos(θα)F\cos(\theta - \alpha) and the perpendicular one Fsin(θα)F\sin(\theta - \alpha), and getting the sign of that difference right by hand is where the figure usually goes wrong.
Default3
Default55
Default0
label
inline
content all
Default$F$
parallel-label
inline
content all
Default
perpendicular-label
inline
content all
Default
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultred
parallel-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultorange
perpendicular-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultteal
physics.incline
A block on a slope: the ground, the incline, the block sitting on it and the angle at the foot. The block is a rectangle turned to lie on the slope, so its corners come out of the slope's own direction and normal rather than being written down — which is what a hand-drawn version of this figure never quite manages. at is how far along the slope it sits, as a fraction.
Default30
Default6
Default0.55
Default1
label
inline
content all
Default$\theta$
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultgrey
slope-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultblue
block-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultorange
physics.pendulum
A pendulum hanging from a pivot: the string at an angle FROM THE VERTICAL, the bob, the vertical it swings about, and the angle between them.
Default25
Default4
Default14
label
inline
content all
Default$\theta$
length-label
inline
content all
Default$l$
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultgrey
string-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultblue
bob-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultorange
physics.projectile
A projectile's flight: the trajectory, the apex, and the range, from a launch speed and an angle. Everything but the curve is a consequence of those two — the range is u2sin2θ/gu^2\sin 2\theta / g and the apex u2sin2θ/2gu^2\sin^2\theta / 2g — so the markers land where the curve actually goes rather than where they were dragged.
Default45
Default9.81
label
inline
content all
Default
apex-label
inline
content all
Default$H$
range-label
inline
content all
Default$R$
launch-label
inline
content all
Default$u$
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultblue
apex-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultteal
launch-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultred
physics.vt-displacement
A velocity–time graph under constant acceleration, with the area under it shaded: the displacement, which is what the area IS. The line is a curve rather than a line so that integral can shade under it — the area is sampled from the curve itself, so it follows the line however the acceleration changes.
Default0
label
inline
content all
Default$v = u + at$
area-label
inline
content all
Default$s$
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultblue
area-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultteal
physics.wave
A travelling wave, with its amplitude ruled across and its wavelength braced along the axis. phase moves the wave along without changing anything else, so a step can show the same wave a quarter period later.
Default2
Default4
Default0
Default0
label
inline
content all
Default
amplitude-label
inline
content all
Default$A$
wavelength-label
inline
content all
Default$\lambda$
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultblue
marks-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultgrey
physics.thin-lens
A thin converging lens with the three construction rays and the image they meet at. The image is where the lens equation puts it: v=uf/(uf)v = uf/(u - f), with the height scaled by v/u-v/u — so the rays meet AT the image rather than near it, which is the one thing a hand-drawn ray diagram cannot promise. Distances are positive: the object stands u to the left of the lens, the focal points at ±f\pm f either side. The real-image case, so u must be greater than f. Nearer than the focal point the rays diverge and the image is virtual — a different construction, with the rays extended back rather than crossing.
Default2.6
filled
bool
Defaultfalse
object-label
inline
content all
Default$O$
image-label
inline
content all
Default$I$
focus-label
inline
content all
Default$F$
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultgrey
lens-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultblue
ray-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultorange
object-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultteal
image-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultpurple
physics.refraction
Refraction at a boundary: the incident ray, the normal, and the refracted ray at the angle Snell's law puts it, with both angles marked. The refracted angle is arcsin(n1n2sinθ1)\arcsin\left(\frac{n_1}{n_2}\sin\theta_1\right), worked out here rather than by the author — so the ray bends towards the normal when it should, and by as much as it should. Both angles are measured FROM THE NORMAL, as they are in the subject. The boundary runs along y=0y = 0 with medium 1 above it.
Default40
Default1.5
Default4
Default5
incident-label
inline
content all
Default
refracted-label
inline
content all
Default
normal-label
inline
content all
Default
angle-label
inline
content all
Default$\theta_1$
refracted-angle-label
inline
content all
Default$\theta_2$
colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultgrey
boundary-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultneutral
ray-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultorange
refracted-colour
neutralredorangeyellowgreentealbluepurplepinkgreywhiteblack
Defaultpurple