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<!DOCTYPE html>
<html lang="zh">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>宇宙行星球體空間扭曲現象</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
            background-color: #000;
            cursor: grab;
        }
        body.grabbing {
            cursor: grabbing;
        }
        canvas {
            display: block;
        }
        .info-panel {
            position: absolute;
            bottom: 20px;
            left: 20px;
            background: rgba(0, 0, 0, 0.7);
            color: white;
            padding: 15px;
            border-radius: 10px;
            max-width: 300px;
            font-family: 'Arial', sans-serif;
        }
        .title {
            position: absolute;
            top: 20px;
            left: 50%;
            transform: translateX(-50%);
            color: white;
            font-size: 2rem;
            text-align: center;
            text-shadow: 0 0 10px #4f8fff;
            font-family: 'Arial', sans-serif;
        }
        .controls {
            position: absolute;
            top: 20px;
            right: 20px;
            display: flex;
            flex-direction: column;
            gap: 10px;
        }
        .control-btn {
            background: rgba(0, 0, 0, 0.7);
            color: white;
            border: 1px solid #4f8fff;
            border-radius: 5px;
            padding: 8px 12px;
            cursor: pointer;
            transition: all 0.3s;
        }
        .control-btn:hover {
            background: rgba(79, 143, 255, 0.3);
        }
        .star {
            position: absolute;
            background-color: white;
            border-radius: 50%;
            pointer-events: none;
        }
    </style>
</head>
<body>
    <div class="title">宇宙行星球體空間扭曲現象</div>
    
    <div class="controls">
        <button id="addPlanet" class="control-btn">添加行星</button>
        <button id="reset" class="control-btn">重置模擬</button>
        <button id="toggleGravity" class="control-btn">切換引力</button>
        <button id="toggleDistortion" class="control-btn">切換扭曲效果</button>
        <button id="resetView" class="control-btn">重置視角</button>
    </div>
    
    <div class="info-panel">
        <h3 class="text-xl font-bold mb-2 text-blue-300">空間扭曲現象</h3>
        <p class="text-sm mb-2">當大質量天體在時空中移動時,會造成周圍空間的彎曲和扭曲,這正是愛因斯坦廣義相對論所描述的現象。</p>
        <p class="text-sm">在此模擬中,行星的運動會在其周圍產生引力井效應,導致光線偏折和空間變形。</p>
        <p class="text-sm mt-2 text-blue-200">提示: 用滑鼠拖曳可以改變視角</p>
    </div>
    
    <canvas id="spaceCanvas"></canvas>
    
    <script>
        // 初始化畫布
        const canvas = document.getElementById('spaceCanvas');
        const ctx = canvas.getContext('2d');
        
        // 設置畫布大小為窗口大小
        function resizeCanvas() {
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
        }
        resizeCanvas();
        window.addEventListener('resize', resizeCanvas);
        
        // 模擬參數
        const params = {
            gravity: true,
            distortion: true,
            distortionStrength: 0.3,
            friction: 0.98,
            bounce: 0.7,
            starCount: 200
        };
        
        // 視角控制
        const view = {
            x: 0,
            y: 0,
            scale: 1,
            isDragging: false,
            lastX: 0,
            lastY: 0
        };
        
        // 行星類
        class Planet {
            constructor(x, y, radius, mass, color) {
                this.x = x;
                this.y = y;
                this.radius = radius;
                this.mass = mass;
                this.color = color;
                this.vx = (Math.random() - 0.5) * 5;
                this.vy = (Math.random() - 0.5) * 5;
                this.rotation = 0;
                this.rotationSpeed = (Math.random() - 0.5) * 0.02;
                this.texture = this.createTexture(radius, color);
            }
            
            createTexture(radius, color) {
                const textureCanvas = document.createElement('canvas');
                const textureCtx = textureCanvas.getContext('2d');
                const size = radius * 2;
                textureCanvas.width = size;
                textureCanvas.height = size;
                
                // 繪製行星紋理
                const gradient = textureCtx.createRadialGradient(
                    radius, radius, 0,
                    radius, radius, radius
                );
                gradient.addColorStop(0, lightenColor(color, 30));
                gradient.addColorStop(0.7, color);
                gradient.addColorStop(1, darkenColor(color, 20));
                
                textureCtx.beginPath();
                textureCtx.arc(radius, radius, radius, 0, Math.PI * 2);
                textureCtx.fillStyle = gradient;
                textureCtx.fill();
                
                // 添加一些隨機的斑點紋理
                for (let i = 0; i < radius / 2; i++) {
                    const spotRadius = Math.random() * radius / 4;
                    const spotX = Math.random() * size;
                    const spotY = Math.random() * size;
                    
                    // 確保斑點在行星內部
                    const dist = Math.sqrt(
                        Math.pow(spotX - radius, 2) + 
                        Math.pow(spotY - radius, 2)
                    );
                    
                    if (dist < radius - spotRadius) {
                        const spotColor = Math.random() > 0.5 ? 
                            lightenColor(color, 15) : 
                            darkenColor(color, 15);
                        
                        textureCtx.beginPath();
                        textureCtx.arc(spotX, spotY, spotRadius, 0, Math.PI * 2);
                        textureCtx.fillStyle = spotColor;
                        textureCtx.fill();
                    }
                }
                
                return textureCanvas;
            }
            
            update() {
                this.x += this.vx;
                this.y += this.vy;
                this.rotation += this.rotationSpeed;
                
                // 邊界碰撞檢測 - 現在基於原始空間而非視口
                const scaledWidth = canvas.width / view.scale;
                const scaledHeight = canvas.height / view.scale;
                
                if (this.x - this.radius < 0) {
                    this.x = this.radius;
                    this.vx = -this.vx * params.bounce;
                } else if (this.x + this.radius > scaledWidth) {
                    this.x = scaledWidth - this.radius;
                    this.vx = -this.vx * params.bounce;
                }
                
                if (this.y - this.radius < 0) {
                    this.y = this.radius;
                    this.vy = -this.vy * params.bounce;
                } else if (this.y + this.radius > scaledHeight) {
                    this.y = scaledHeight - this.radius;
                    this.vy = -this.vy * params.bounce;
                }
                
                // 應用摩擦力
                this.vx *= params.friction;
                this.vy *= params.friction;
            }
            
            draw() {
                ctx.save();
                
                // 應用視角變換
                ctx.translate(view.x, view.y);
                ctx.scale(view.scale, view.scale);
                
                ctx.translate(this.x, this.y);
                ctx.rotate(this.rotation);
                
                // 繪製行星
                ctx.drawImage(
                    this.texture, 
                    -this.radius, 
                    -this.radius, 
                    this.radius * 2, 
                    this.radius * 2
                );
                
                // 繪製行星光暈
                if (params.distortion) {
                    const gradient = ctx.createRadialGradient(
                        0, 0, this.radius,
                        0, 0, this.radius * 2
                    );
                    gradient.addColorStop(0, `rgba(${hexToRgb(this.color)}, 0.3)`);
                    gradient.addColorStop(1, 'rgba(0, 0, 0, 0)');
                    
                    ctx.beginPath();
                    ctx.arc(0, 0, this.radius * 2, 0, Math.PI * 2);
                    ctx.fillStyle = gradient;
                    ctx.fill();
                }
                
                ctx.restore();
            }
            
            applyGravity(otherPlanets) {
                if (!params.gravity) return;
                
                otherPlanets.forEach(planet => {
                    if (planet !== this) {
                        const dx = planet.x - this.x;
                        const dy = planet.y - this.y;
                        const distance = Math.sqrt(dx * dx + dy * dy);
                        
                        // 避免除以零和極端力
                        if (distance > 5) {
                            const force = (planet.mass * this.mass) / (distance * distance) * 0.0001;
                            const fx = (dx / distance) * force;
                            const fy = (dy / distance) * force;
                            
                            this.vx += fx / this.mass;
                            this.vy += fy / this.mass;
                        }
                    }
                });
            }
            
            // 獲取行星在屏幕上的位置
            getScreenPosition() {
                return {
                    x: this.x * view.scale + view.x,
                    y: this.y * view.scale + view.y
                };
            }
        }
        
        // 恆星類
        class Star {
            constructor() {
                this.x = Math.random() * (canvas.width / view.scale);
                this.y = Math.random() * (canvas.height / view.scale);
                this.size = Math.random() * 3;
                this.brightness = Math.random();
                this.color = `rgba(255, 255, 255, ${this.brightness})`;
                this.speed = 0.1 + Math.random() * 0.5;
                this.direction = Math.random() * Math.PI * 2;
            }
            
            update(planets) {
                // 恆星受行星引力影響
                if (params.gravity) {
                    planets.forEach(planet => {
                        const dx = planet.x - this.x;
                        const dy = planet.y - this.y;
                        const distance = Math.sqrt(dx * dx + dy * dy);
                        
                        if (distance < planet.radius * 3) {
                            const angle = Math.atan2(dy, dx);
                            const force = (planet.mass * 0.0001) / (distance * distance);
                            
                            this.x -= Math.cos(angle) * force * 10;
                            this.y -= Math.sin(angle) * force * 10;
                        }
                    });
                }
                
                // 恆星基本運動
                this.x += Math.cos(this.direction) * this.speed;
                this.y += Math.sin(this.direction) * this.speed;
                
                // 邊界檢查 - 現在基於原始空間而非視口
                const scaledWidth = canvas.width / view.scale;
                const scaledHeight = canvas.height / view.scale;
                
                if (this.x < 0 || this.x > scaledWidth || 
                    this.y < 0 || this.y > scaledHeight) {
                    this.x = Math.random() * scaledWidth;
                    this.y = Math.random() * scaledHeight;
                    this.direction = Math.random() * Math.PI * 2;
                }
            }
            
            draw() {
                ctx.save();
                ctx.translate(view.x, view.y);
                ctx.scale(view.scale, view.scale);
                
                ctx.fillStyle = this.color;
                ctx.beginPath();
                ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
                ctx.fill();
                
                ctx.restore();
            }
        }
        
        // 工具函數
        function lightenColor(color, percent) {
            const num = parseInt(color.replace("#", ""), 16);
            const amt = Math.round(2.55 * percent);
            const R = (num >> 16) + amt;
            const G = (num >> 8 & 0x00FF) + amt;
            const B = (num & 0x0000FF) + amt;
            
            return `#${(
                0x1000000 +
                (R < 255 ? (R < 1 ? 0 : R) : 255) * 0x10000 +
                (G < 255 ? (G < 1 ? 0 : G) : 255) * 0x100 +
                (B < 255 ? (B < 1 ? 0 : B) : 255)
            ).toString(16).slice(1)}`;
        }
        
        function darkenColor(color, percent) {
            const num = parseInt(color.replace("#", ""), 16);
            const amt = Math.round(2.55 * percent);
            const R = (num >> 16) - amt;
            const G = (num >> 8 & 0x00FF) - amt;
            const B = (num & 0x0000FF) - amt;
            
            return `#${(
                0x1000000 +
                (R > 0 ? (R < 255 ? R : 255) : 0) * 0x10000 +
                (G > 0 ? (G < 255 ? G : 255) : 0) * 0x100 +
                (B > 0 ? (B < 255 ? B : 255) : 0)
            ).toString(16).slice(1)}`;
        }
        
        function hexToRgb(hex) {
            const r = parseInt(hex.slice(1, 3), 16);
            const g = parseInt(hex.slice(3, 5), 16);
            const b = parseInt(hex.slice(5, 7), 16);
            return `${r}, ${g}, ${b}`;
        }
        
        function getRandomPlanetColor() {
            const colors = [
                '#4A6FA5', // 藍色
                '#A54A4A', // 紅色
                '#4AA54A', // 綠色
                '#A54AA5', // 紫色
                '#A5A54A', // 黃色
                '#4AA5A5', // 青色
                '#A56F4A'  // 橙色
            ];
            return colors[Math.floor(Math.random() * colors.length)];
        }
        
        // 初始化行星和恆星
        let planets = [];
        let stars = [];
        
        function init() {
            planets = [];
            stars = [];
            
            // 創建一些初始行星
            for (let i = 0; i < 3; i++) {
                const radius = 20 + Math.random() * 30;
                planets.push(new Planet(
                    Math.random() * (canvas.width / view.scale - radius * 2) + radius,
                    Math.random() * (canvas.height / view.scale - radius * 2) + radius,
                    radius,
                    radius * radius * 0.1,
                    getRandomPlanetColor()
                ));
            }
            
            // 創建恆星背景
            for (let i = 0; i < params.starCount; i++) {
                stars.push(new Star());
            }
            
            // 重置視角
            resetView();
        }
        
        // 重置視角
        function resetView() {
            view.x = 0;
            view.y = 0;
            view.scale = 1;
        }
        
        // 動畫循環
        function animate() {
            // 清除畫布
            ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
            ctx.fillRect(0, 0, canvas.width, canvas.height);
            
            // 繪製扭曲網格
            if (params.distortion) {
                drawSpaceGrid();
            }
            
            // 更新和繪製恆星
            stars.forEach(star => {
                star.update(planets);
                star.draw();
            });
            
            // 更新和繪製行星
            planets.forEach(planet => {
                planet.applyGravity(planets);
                planet.update();
                planet.draw();
            });
            
            requestAnimationFrame(animate);
        }
        
        // 繪製空間網格以展示扭曲效果
        function drawSpaceGrid() {
            const gridSize = 40;
            const rows = Math.ceil(canvas.height / (gridSize * view.scale));
            const cols = Math.ceil(canvas.width / (gridSize * view.scale));
            
            ctx.save();
            ctx.translate(view.x, view.y);
            ctx.scale(view.scale, view.scale);
            
            ctx.strokeStyle = 'rgba(100, 150, 255, 0.2)';
            ctx.lineWidth = 1 / view.scale;
            
            // 繪製水平線
            for (let i = 0; i < rows; i++) {
                const y = i * gridSize;
                ctx.beginPath();
                
                for (let j = 0; j < cols; j++) {
                    const x = j * gridSize;
                    let newX = x;
                    let newY = y;
                    
                    // 應用行星引力扭曲
                    planets.forEach(planet => {
                        const dx = x - planet.x;
                        const dy = y - planet.y;
                        const distance = Math.sqrt(dx * dx + dy * dy);
                        
                        if (distance < planet.radius * 5) {
                            const strength = params.distortionStrength * (planet.mass / 100) * (1 - distance / (planet.radius * 5));
                            const angle = Math.atan2(dy, dx);
                            
                            newX -= Math.cos(angle) * strength * 10;
                            newY -= Math.sin(angle) * strength * 10;
                        }
                    });
                    
                    if (j === 0) {
                        ctx.moveTo(newX, newY);
                    } else {
                        ctx.lineTo(newX, newY);
                    }
                }
                
                ctx.stroke();
            }
            
            // 繪製垂直線
            for (let j = 0; j < cols; j++) {
                const x = j * gridSize;
                ctx.beginPath();
                
                for (let i = 0; i < rows; i++) {
                    const y = i * gridSize;
                    let newX = x;
                    let newY = y;
                    
                    // 應用行星引力扭曲
                    planets.forEach(planet => {
                        const dx = x - planet.x;
                        const dy = y - planet.y;
                        const distance = Math.sqrt(dx * dx + dy * dy);
                        
                        if (distance < planet.radius * 5) {
                            const strength = params.distortionStrength * (planet.mass / 100) * (1 - distance / (planet.radius * 5));
                            const angle = Math.atan2(dy, dx);
                            
                            newX -= Math.cos(angle) * strength * 10;
                            newY -= Math.sin(angle) * strength * 10;
                        }
                    });
                    
                    if (i === 0) {
                        ctx.moveTo(newX, newY);
                    } else {
                        ctx.lineTo(newX, newY);
                    }
                }
                
                ctx.stroke();
            }
            
            ctx.restore();
        }
        
        // 事件監聽器
        document.getElementById('addPlanet').addEventListener('click', () => {
            const radius = 20 + Math.random() * 30;
            planets.push(new Planet(
                Math.random() * (canvas.width / view.scale - radius * 2) + radius,
                Math.random() * (canvas.height / view.scale - radius * 2) + radius,
                radius,
                radius * radius * 0.1,
                getRandomPlanetColor()
            ));
        });
        
        document.getElementById('reset').addEventListener('click', init);
        
        document.getElementById('toggleGravity').addEventListener('click', () => {
            params.gravity = !params.gravity;
            document.getElementById('toggleGravity').textContent = 
                params.gravity ? '關閉引力' : '開啟引力';
        });
        
        document.getElementById('toggleDistortion').addEventListener('click', () => {
            params.distortion = !params.distortion;
            document.getElementById('toggleDistortion').textContent = 
                params.distortion ? '關閉扭曲' : '開啟扭曲';
        });
        
        document.getElementById('resetView').addEventListener('click', resetView);
        
        // 滑鼠拖曳事件
        canvas.addEventListener('mousedown', (e) => {
            view.isDragging = true;
            view.lastX = e.clientX;
            view.lastY = e.clientY;
            document.body.classList.add('grabbing');
        });
        
        canvas.addEventListener('mousemove', (e) => {
            if (view.isDragging) {
                const dx = e.clientX - view.lastX;
                const dy = e.clientY - view.lastY;
                
                view.x += dx;
                view.y += dy;
                
                view.lastX = e.clientX;
                view.lastY = e.clientY;
            }
        });
        
        canvas.addEventListener('mouseup', () => {
            view.isDragging = false;
            document.body.classList.remove('grabbing');
        });
        
        canvas.addEventListener('mouseleave', () => {
            view.isDragging = false;
            document.body.classList.remove('grabbing');
        });
        
        // 滑鼠滾輪縮放
        canvas.addEventListener('wheel', (e) => {
            e.preventDefault();
            
            // 獲取滑鼠位置相對於畫布的座標
            const mouseX = e.clientX - canvas.getBoundingClientRect().left;
            const mouseY = e.clientY - canvas.getBoundingClientRect().top;
            
            // 計算滑鼠在原始空間中的位置
            const worldX = (mouseX - view.x) / view.scale;
            const worldY = (mouseY - view.y) / view.scale;
            
            // 計算縮放因子
            const delta = -e.deltaY;
            const zoomFactor = delta > 0 ? 1.1 : 0.9;
            
            // 限制縮放範圍
            const newScale = view.scale * zoomFactor;
            if (newScale > 0.1 && newScale < 5) {
                view.scale = newScale;
                
                // 調整視圖位置以保持滑鼠下的點不變
                view.x = mouseX - worldX * view.scale;
                view.y = mouseY - worldY * view.scale;
            }
        });
        
        // 初始化並開始動畫
        init();
        animate();
    </script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=engerl/space" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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