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/**

 * main.js — Application entry point, animation loop, module coordination.

 * Loaded as a plain script after all other modules.

 */

(function () {
  'use strict';

  // Default simulation parameters
  var NX = 800;
  var NY = 600;
  var DX = 1.0;
  var DT = 0.4;
  var C = 1.0;
  var DAMPING_WIDTH = 50;
  var DEFAULT_WAVELENGTH = 20;
  var DEFAULT_SLIT_WIDTH = 40;          // in grid cells
  var DEFAULT_SLIT_SEPARATION = 80;     // in grid cells
  var BARRIER_COL = Math.floor(600 * 0.35);  // 210
  var DETECTOR_COL = Math.floor(600 * 0.55); // 330 — initial position
  
  var STEPS_PER_FRAME = 3;
  var HEIGHT_SCALE = 5.0;

  // Module instances
  var solver = null;
  var solver2 = null;  // Second solver for orthogonal polarization (slit 2 only)
  var sceneManager = null;
  var waveSurface = null;
  var intensityPanel = null;
  var controlPanel = null;
  var useOrthogonalPol = false;
  var usePolarizer45 = false;
  var polarizerMesh = null;
  var POLARIZER_COL = 0; // Will be set between barrier and detector
  var slitFilterGroup = null; // Yellow/green filter planes at slits
  var currentAmplitude = 2.0; // Track current amplitude for element heights
  var colorGradient = null;
  var playing = false;

  /**

   * Build a BarrierConfig from the current control panel params.

   * @param {SimParams} params

   * @returns {BarrierConfig}

   */
  function getElementHeight() {
    return currentAmplitude * HEIGHT_SCALE * 1.5 + 5;
  }

  function buildBarrierConfig(params) {
    var config = {
      mode: params.mode,
      barrierCol: BARRIER_COL,
      slitWidth: Math.round(params.slitWidth),
      slitSeparation: Math.round(params.slitSeparation),
      ny: NY
    };
    // If in double-slit mode and one slit is closed, switch to single-slit
    // positioned at the open slit's location
    if (params.mode === 'double') {
      var topOpen = params.topSlitOpen !== false;
      var bottomOpen = params.bottomSlitOpen !== false;
      if (!topOpen && !bottomOpen) {
        // Both closed: full barrier (use single slit with width 0)
        config.mode = 'single';
        config.slitWidth = 0;
      } else if (!topOpen) {
        // Only bottom slit open
        config.mode = 'single';
        var centerY = Math.floor(NY / 2);
        var halfSep = Math.floor(config.slitSeparation / 2);
        config._slitCenter = centerY + halfSep;
      } else if (!bottomOpen) {
        // Only top slit open
        config.mode = 'single';
        var centerY = Math.floor(NY / 2);
        var halfSep = Math.floor(config.slitSeparation / 2);
        config._slitCenter = centerY - halfSep;
      }
    }
    return config;
  }

  /**

   * Build a barrier config with only slit 1 open (for orthogonal polarization).

   */
  function buildSlit1OnlyConfig(params) {
    var sw = Math.round(params.slitWidth);
    var sep = Math.round(params.slitSeparation);
    var centerY = Math.floor(NY / 2);
    var halfSep = Math.floor(sep / 2);
    // Slit 1 is at centerY - halfSep. Use single-slit mode centered there.
    return {
      mode: 'single',
      barrierCol: BARRIER_COL,
      slitWidth: sw,
      slitSeparation: 0,
      ny: NY,
      _slitCenter: centerY - halfSep
    };
  }

  /**

   * Build a barrier config with only slit 2 open (for orthogonal polarization).

   */
  function buildSlit2OnlyConfig(params) {
    var sw = Math.round(params.slitWidth);
    var sep = Math.round(params.slitSeparation);
    var centerY = Math.floor(NY / 2);
    var halfSep = Math.floor(sep / 2);
    return {
      mode: 'single',
      barrierCol: BARRIER_COL,
      slitWidth: sw,
      slitSeparation: 0,
      ny: NY,
      _slitCenter: centerY + halfSep
    };
  }

  // Barrier meshes group — holds individual wall segments
  var barrierGroup = null;

  /**

   * Create or update the 3D barrier in the scene.

   * Renders individual red wall segments with gaps for slit openings,

   * so the user can clearly see where the slits are.

   * @param {BarrierConfig} config

   */
  function updateBarrierMesh(config) {
    // Remove old barrier group
    if (barrierGroup && sceneManager && sceneManager.scene) {
      sceneManager.scene.remove(barrierGroup);
      barrierGroup.traverse(function (child) {
        if (child.geometry) child.geometry.dispose();
        if (child.material) child.material.dispose();
      });
    }

    barrierGroup = new THREE.Group();

    var barrierThickness = 2;
    var barrierHeight = getElementHeight();
    var surfaceWidth = (NX - 1) * DX;
    var surfaceDepth = (NY - 1) * DX;
    var barrierX = -surfaceWidth / 2 + config.barrierCol * DX;

    var material = new THREE.MeshPhongMaterial({
      color: 0xcc2222,
      specular: 0x441111,
      shininess: 40
    });

    // Compute wall segments (barrier regions) from the slit config
    var centerY = Math.floor(config.ny / 2);
    var halfSlit = Math.floor(config.slitWidth / 2);
    var segments = []; // each: { startZ, endZ } in grid coords

    if (config.mode === 'single') {
      var slitStart = centerY - halfSlit;
      var slitEnd = slitStart + config.slitWidth;
      // Wall below slit
      if (slitStart > 0) segments.push({ start: 0, end: slitStart });
      // Wall above slit
      if (slitEnd < config.ny) segments.push({ start: slitEnd, end: config.ny });
    } else {
      var halfSep = Math.floor(config.slitSeparation / 2);
      var slit1Start = (centerY - halfSep) - halfSlit;
      var slit1End = slit1Start + config.slitWidth;
      var slit2Start = (centerY + halfSep) - halfSlit;
      var slit2End = slit2Start + config.slitWidth;

      var topOpen = config.topSlitOpen !== false;
      var bottomOpen = config.bottomSlitOpen !== false;

      if (!topOpen && !bottomOpen) {
        // Both closed: full wall
        segments.push({ start: 0, end: config.ny });
      } else if (!topOpen) {
        // Top slit closed: wall from 0 to slit2Start, then slit2End to ny
        if (slit2Start > 0) segments.push({ start: 0, end: slit2Start });
        if (slit2End < config.ny) segments.push({ start: slit2End, end: config.ny });
      } else if (!bottomOpen) {
        // Bottom slit closed: wall from 0 to slit1Start, then slit1End to ny
        if (slit1Start > 0) segments.push({ start: 0, end: slit1Start });
        if (slit1End < config.ny) segments.push({ start: slit1End, end: config.ny });
      } else {
        // Both open: normal double slit
        if (slit1Start > 0) segments.push({ start: 0, end: slit1Start });
        if (slit1End < slit2Start) segments.push({ start: slit1End, end: slit2Start });
        if (slit2End < config.ny) segments.push({ start: slit2End, end: config.ny });
      }
    }

    // Create a box for each wall segment
    for (var i = 0; i < segments.length; i++) {
      var seg = segments[i];
      var segLength = (seg.end - seg.start) * DX;
      var segCenter = ((seg.start + seg.end) / 2) * DX - surfaceDepth / 2;

      var geo = new THREE.BoxGeometry(barrierThickness, barrierHeight, segLength);
      var mesh = new THREE.Mesh(geo, material);
      mesh.position.set(barrierX, barrierHeight / 2, segCenter);
      barrierGroup.add(mesh);
    }

    if (sceneManager && sceneManager.scene) {
      sceneManager.scene.add(barrierGroup);
    }
  }

  /**

   * Create or update the 45° polarizer plane in the 3D scene.

   * Positioned halfway between barrier and detector.

   * @param {boolean} visible

   */
  function updatePolarizerMesh(visible) {
    if (polarizerMesh && sceneManager && sceneManager.scene) {
      sceneManager.scene.remove(polarizerMesh);
      if (polarizerMesh.geometry) polarizerMesh.geometry.dispose();
      if (polarizerMesh.material) polarizerMesh.material.dispose();
      polarizerMesh = null;
    }
    if (!visible) return;

    POLARIZER_COL = Math.floor((BARRIER_COL + DETECTOR_COL) / 2);
    var surfaceWidth = (NX - 1) * DX;
    var surfaceDepth = (NY - 1) * DX;
    var worldX = -surfaceWidth / 2 + POLARIZER_COL * DX;
    var screenHeight = getElementHeight();

    var geometry = new THREE.PlaneGeometry(surfaceDepth, screenHeight);
    var material = new THREE.MeshBasicMaterial({
      color: 0x4488ff,
      transparent: true,
      opacity: 0.2,
      side: THREE.DoubleSide,
      depthWrite: false
    });

    polarizerMesh = new THREE.Mesh(geometry, material);
    polarizerMesh.rotation.y = Math.PI / 2;
    polarizerMesh.position.set(worldX, screenHeight / 2 - 5, 0);

    if (sceneManager && sceneManager.scene) {
      sceneManager.scene.add(polarizerMesh);
    }
  }

  /**

   * Create or remove small colored filter planes at each slit opening.

   * Yellow for slit 1, green for slit 2. Only shown in orthogonal polarization mode.

   * @param {boolean} visible

   * @param {object} params - current sim params

   */
  function updateSlitFilters(visible, params) {
    // Remove old
    if (slitFilterGroup && sceneManager && sceneManager.scene) {
      sceneManager.scene.remove(slitFilterGroup);
      slitFilterGroup.traverse(function (child) {
        if (child.geometry) child.geometry.dispose();
        if (child.material) child.material.dispose();
      });
      slitFilterGroup = null;
    }
    if (!visible || !params) return;

    slitFilterGroup = new THREE.Group();

    var sw = Math.round(params.slitWidth);
    var sep = Math.round(params.slitSeparation);
    var centerY = Math.floor(NY / 2);
    var halfSep = Math.floor(sep / 2);
    var halfSlit = Math.floor(sw / 2);
    var surfaceWidth = (NX - 1) * DX;
    var surfaceDepth = (NY - 1) * DX;
    var barrierX = -surfaceWidth / 2 + BARRIER_COL * DX;
    var filterOffset = 3; // slightly in front of barrier (toward source)
    var filterHeight = getElementHeight();

    // Slit 1 center
    var slit1CenterY = centerY - halfSep;
    var slit1WorldZ = (slit1CenterY * DX) - surfaceDepth / 2;
    var filterDepth = sw * DX;

    // Yellow filter for slit 1
    var geo1 = new THREE.PlaneGeometry(filterDepth, filterHeight);
    var mat1 = new THREE.MeshBasicMaterial({
      color: 0xffcc00, transparent: true, opacity: 0.35,
      side: THREE.DoubleSide, depthWrite: false
    });
    var filter1 = new THREE.Mesh(geo1, mat1);
    filter1.rotation.y = Math.PI / 2;
    filter1.position.set(barrierX - filterOffset, filterHeight / 2 - 3, slit1WorldZ);
    slitFilterGroup.add(filter1);

    // Slit 2 center
    var slit2CenterY = centerY + halfSep;
    var slit2WorldZ = (slit2CenterY * DX) - surfaceDepth / 2;

    // Green filter for slit 2
    var geo2 = new THREE.PlaneGeometry(filterDepth, filterHeight);
    var mat2 = new THREE.MeshBasicMaterial({
      color: 0x00cc44, transparent: true, opacity: 0.35,
      side: THREE.DoubleSide, depthWrite: false
    });
    var filter2 = new THREE.Mesh(geo2, mat2);
    filter2.rotation.y = Math.PI / 2;
    filter2.position.set(barrierX - filterOffset, filterHeight / 2 - 3, slit2WorldZ);
    slitFilterGroup.add(filter2);

    if (sceneManager && sceneManager.scene) {
      sceneManager.scene.add(slitFilterGroup);
    }
  }

  /**

   * Initialise all modules, set default parameters, and start the animation loop.

   */
  function init() {
    // 1. Get DOM containers
    var sceneContainer = document.getElementById('scene-container');
    var intensityContainer = document.getElementById('intensity-container');
    var controlContainer = document.getElementById('control-container');

    // 2. Create FDTD solver
    solver = new FDTDSolver({
      nx: NX,
      ny: NY,
      dx: DX,
      dt: DT,
      c: C,
      dampingWidth: DAMPING_WIDTH
    });
    solver.wavelength = DEFAULT_WAVELENGTH;
    solver.sourceAmplitude = 2.0;
    solver.sourceWidth = 600;

    // 2b. Create second solver for orthogonal polarization mode
    solver2 = new FDTDSolver({
      nx: NX, ny: NY, dx: DX, dt: DT, c: C, dampingWidth: DAMPING_WIDTH
    });
    solver2.wavelength = DEFAULT_WAVELENGTH;
    solver2.sourceAmplitude = 2.0;
    solver2.sourceWidth = 600;

    // 3. Create and init SceneManager
    sceneManager = new SceneManager();
    sceneManager.init(sceneContainer, {
      nx: NX,
      ny: NY,
      detectorCol: DETECTOR_COL
    });

    // 4. Create and init WaveSurface, add mesh to scene
    waveSurface = new WaveSurface();
    var surfaceMesh = waveSurface.init(NX, NY, DX);
    if (sceneManager.scene && surfaceMesh) {
      sceneManager.scene.add(surfaceMesh);
    }

    // 5. Create color gradient
    colorGradient = new ColorGradient();

    // 6. Create and init IntensityPanel
    intensityPanel = new IntensityPanel();
    intensityPanel.init(intensityContainer, NY);

    // 7. Create and init ControlPanel
    controlPanel = new ControlPanel();
    var controlInner = document.getElementById('control-inner') || controlContainer;
    controlPanel.init(controlInner);

    // 8. Build initial barrier — default is double slit, light, orthogonal
    var defaultParams = {
      mode: 'double',
      slitWidth: DEFAULT_SLIT_WIDTH,
      slitSeparation: DEFAULT_SLIT_SEPARATION,
      wavelength: DEFAULT_WAVELENGTH,
      playing: false
    };
    // Orthogonal polarization: set up two solvers with one slit each
    useOrthogonalPol = true;
    solver.setBarrier(buildSlit1OnlyConfig(defaultParams));
    solver2.setBarrier(buildSlit2OnlyConfig(defaultParams));

    // 9. Create 3D barrier mesh
    var initVisualConfig = {
      mode: 'double', barrierCol: BARRIER_COL,
      slitWidth: DEFAULT_SLIT_WIDTH, slitSeparation: DEFAULT_SLIT_SEPARATION,
      ny: NY, topSlitOpen: true, bottomSlitOpen: true
    };
    updateBarrierMesh(initVisualConfig);

    // 9b. Show slit filter planes for orthogonal mode
    updateSlitFilters(true, defaultParams);

    // Track previous params to detect actual parameter changes vs just play/pause
    var prevSimParams = {
      mode: 'double', slitWidth: DEFAULT_SLIT_WIDTH, slitSeparation: DEFAULT_SLIT_SEPARATION,
      wavelength: DEFAULT_WAVELENGTH, amplitude: 2.0, sourceWidth: 600, detectorPos: DETECTOR_COL,
      waveNature: 'light', polarization: 'orthogonal'
    };

    // 10. Wire controlPanel.onChange
    controlPanel.onChange = function (params) {
      // Update solver wavelength and amplitude
      solver.wavelength = params.wavelength;
      solver.sourceAmplitude = params.amplitude;
      solver.sourceWidth = params.sourceWidth;
      solver2.wavelength = params.wavelength;
      solver2.sourceAmplitude = params.amplitude;
      solver2.sourceWidth = params.sourceWidth;

      // Track current amplitude for element heights
      currentAmplitude = params.amplitude;

      // Determine if orthogonal polarization mode
      useOrthogonalPol = (params.waveNature === 'light' && params.mode === 'double' && params.polarization === 'orthogonal');
      usePolarizer45 = useOrthogonalPol && params.polarizer45;

      // Update 45° polarizer plane visibility
      updatePolarizerMesh(usePolarizer45);

      // Update slit filter planes (yellow/green) for orthogonal mode
      updateSlitFilters(useOrthogonalPol, params);

      // Update detector screen height
      if (sceneManager) {
        sceneManager.updateDetectorHeight(getElementHeight());
      }

      // Update detector position
      if (params.detectorPos != null) {
        DETECTOR_COL = Math.max(1, Math.min(NX - 1, params.detectorPos));
        if (sceneManager && sceneManager.detectorMarker) {
          var surfaceWidth = (NX - 1) * DX;
          var worldX = -surfaceWidth / 2 + DETECTOR_COL * DX;
          sceneManager.detectorMarker.position.x = worldX;
        }
      }

      // Check if polarization or wave nature changed (needs full solver reset)
      var polChanged = (
        params.waveNature !== prevSimParams.waveNature ||
        params.polarization !== prevSimParams.polarization ||
        params.mode !== prevSimParams.mode
      );

      // Check if simulation parameters changed (not just play/pause)
      var simChanged = (
        polChanged ||
        params.slitWidth !== prevSimParams.slitWidth ||
        params.slitSeparation !== prevSimParams.slitSeparation ||
        params.wavelength !== prevSimParams.wavelength ||
        params.sourceWidth !== prevSimParams.sourceWidth
      );

      // Set up barriers based on polarization mode
      if (useOrthogonalPol) {
        // Two independent solvers, each with one slit
        var topOpen = params.topSlitOpen !== false;
        var bottomOpen = params.bottomSlitOpen !== false;
        if (topOpen) {
          solver.setBarrier(buildSlit1OnlyConfig(params));
        } else {
          // Close slit 1: full barrier
          solver.setBarrier({ mode: 'single', barrierCol: BARRIER_COL, slitWidth: 0, slitSeparation: 0, ny: NY });
        }
        if (bottomOpen) {
          solver2.setBarrier(buildSlit2OnlyConfig(params));
        } else {
          solver2.setBarrier({ mode: 'single', barrierCol: BARRIER_COL, slitWidth: 0, slitSeparation: 0, ny: NY });
        }
      } else {
        // Single solver with both slits
        var newBarrierConfig = buildBarrierConfig(params);
        solver.setBarrier(newBarrierConfig);
      }

      if (simChanged) {
        // Reset solvers when polarization/mode changes so wave field restarts clean
        if (polChanged) {
          solver.reset();
          solver2.reset();
        }
        intensityPanel.reset(NY);
        prevSimParams = Object.assign({}, params);
      }

      // Update barrier mesh — always show double-slit visual with open/closed state
      var visualBarrierConfig = {
        mode: params.mode,
        barrierCol: BARRIER_COL,
        slitWidth: Math.round(params.slitWidth),
        slitSeparation: Math.round(params.slitSeparation),
        ny: NY,
        topSlitOpen: params.topSlitOpen !== false,
        bottomSlitOpen: params.bottomSlitOpen !== false
      };
      updateBarrierMesh(visualBarrierConfig);

      // Update playing state
      playing = params.playing;
      solver.paused = !playing;
      solver2.paused = !playing;
    };

    // 11. Wire controlPanel.onReset
    controlPanel.onReset = function () {
      solver.reset();
      solver2.reset();
      intensityPanel.reset(NY);
      if (sceneManager) {
        sceneManager.resetCamera();
      }
      playing = false;
      solver.paused = true;
      controlPanel.params.playing = false;
    };

    // 12. Wire window resize handler (RAF-throttled)
    var resizePending = false;
    window.addEventListener('resize', function () {
      if (resizePending) return;
      resizePending = true;
      requestAnimationFrame(function () {
        resizePending = false;
        var w = Math.max(sceneContainer.clientWidth, 1);
        var h = Math.max(sceneContainer.clientHeight, 1);
        if (sceneManager) {
          sceneManager.resize(w, h);
        }
        if (intensityPanel) {
          intensityPanel.resize();
        }
      });
    });

    // 13. Wire view buttons
    var btnTopView = document.getElementById('btn-top-view');
    var btnAngleView = document.getElementById('btn-angle-view');
    var btn135View = document.getElementById('btn-135-view');
    if (btnTopView && btnAngleView && btn135View) {
      var allBtns = [btnTopView, btnAngleView, btn135View];
      function setActiveBtn(active) {
        allBtns.forEach(function(b) {
          b.style.background = 'rgba(255,255,255,0.05)';
          b.style.color = '#8899bb';
        });
        active.style.background = 'rgba(100,140,255,0.2)';
        active.style.color = '#c0ccff';
      }
      btnTopView.addEventListener('click', function () {
        sceneManager.setBottomView('top');
        setActiveBtn(btnTopView);
      });
      btnAngleView.addEventListener('click', function () {
        sceneManager.setBottomView('angle');
        setActiveBtn(btnAngleView);
      });
      btn135View.addEventListener('click', function () {
        sceneManager.setBottomView('135');
        setActiveBtn(btn135View);
      });
    }

    // 14. Start animation loop
    animate();
  }

  /**

   * requestAnimationFrame loop — steps the solver, updates visuals, renders.

   */
  function animate() {
    requestAnimationFrame(animate);

    if (!solver || !waveSurface || !sceneManager) return;

    // Step the solver(s) if playing
    if (playing) {
      solver.step(STEPS_PER_FRAME);
      if (useOrthogonalPol) {
        solver2.step(STEPS_PER_FRAME);
      }
    }

    // Get current amplitude
    var amplitude;
    if (useOrthogonalPol) {
      // Orthogonal polarization: sum intensities (not amplitudes)
      // For display, show sqrt(a1² + a2²) with sign of the larger component
      var a1 = solver.getAmplitude();
      var a2 = solver2.getAmplitude();
      var combined = new Float32Array(a1.length);
      for (var i = 0; i < a1.length; i++) {
        combined[i] = a1[i] + a2[i]; // For visual display, sum amplitudes
      }
      amplitude = combined;
    } else {
      amplitude = solver.getAmplitude();
    }

    // Update wave surface visuals
    waveSurface.updateHeights(amplitude, HEIGHT_SCALE);
    if (useOrthogonalPol) {
      // Custom coloring: yellow for slit 1, green for slit 2
      waveSurface.updateColorsOrthogonal(solver.getAmplitude(), solver2.getAmplitude());
    } else {
      waveSurface.updateColors(amplitude, colorGradient);
    }

    // Sample intensity if playing
    if (playing) {
      if (useOrthogonalPol) {
        var a1 = solver.getAmplitude();
        var a2 = solver2.getAmplitude();
        var alpha = 0.003;
        for (var y = 0; y < NY; y++) {
          var v1 = a1[y * NX + DETECTOR_COL];
          var v2 = a2[y * NX + DETECTOR_COL];
          var intensity;
          if (usePolarizer45) {
            var projected = (v1 + v2) / Math.SQRT2;
            intensity = projected * projected;
            intensityPanel.lastAmplitude[y] = projected;
          } else {
            intensity = v1 * v1 + v2 * v2;
            intensityPanel.lastAmplitude[y] = v1 + v2;
          }
          intensityPanel.accumulatedIntensity[y] = intensityPanel.accumulatedIntensity[y] * (1 - alpha) + intensity * alpha;
        }
        intensityPanel.sampleCount++;
      } else {
        intensityPanel.sample(amplitude, DETECTOR_COL, NX);
      }
    }

    // Draw intensity panel
    intensityPanel.draw();

    // Render 3D scene
    sceneManager.render();
  }

  // When loaded dynamically after the ES module bootstrap, DOMContentLoaded
  // has already fired. Check readyState and call init immediately if ready.
  if (document.readyState === 'loading') {
    document.addEventListener('DOMContentLoaded', init);
  } else {
    init();
  }
})();