File size: 35,018 Bytes
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<!DOCTYPE html>
<html lang="en" class="h-full">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Coulomb's Law & Electric Field Visualizer</title>
    <!-- Tailwind CSS -->
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        /* Custom styled sliders for consistent UI */
        input[type="range"] {
            -webkit-appearance: none;
            appearance: none;
            background: #2d3748;
            height: 6px;
            border-radius: 9999px;
            outline: none;
        }
        input[type="range"]::-webkit-slider-thumb {
            -webkit-appearance: none;
            appearance: none;
            width: 16px;
            height: 16px;
            border-radius: 50%;
            background: #3b82f6;
            cursor: pointer;
            transition: transform 0.1s ease;
        }
        input[type="range"]::-webkit-slider-thumb:hover {
            transform: scale(1.2);
        }
        /* Glowing neon utilities */
        .neon-shadow-red {
            box-shadow: 0 0 15px rgba(239, 68, 68, 0.6);
        }
        .neon-shadow-blue {
            box-shadow: 0 0 15px rgba(59, 130, 246, 0.6);
        }
    </style>
</head>
<body class="bg-[#0b0f19] text-gray-200 h-full overflow-hidden flex flex-col font-sans select-none">

    <!-- Header / Navbar -->
    <header class="bg-[#111827]/80 backdrop-blur border-b border-gray-800 px-6 py-4 flex items-center justify-between z-10 shrink-0">
        <div class="flex items-center space-x-3">
            <div class="bg-gradient-to-tr from-blue-500 to-red-500 p-2 rounded-lg">
                <svg class="w-6 h-6 text-white" fill="none" stroke="currentColor" viewBox="0 0 24 24">
                    <path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 10V3L4 14h7v7l9-11h-7z" />
                </svg>
            </div>
            <div>
                <h1 class="text-lg font-bold tracking-tight text-white flex items-center gap-2">
                    Coulomb Field Sandbox <span class="text-xs bg-gray-800 text-blue-400 border border-blue-500/30 px-2 py-0.5 rounded-full font-mono">v2.5</span>
                </h1>
                <p class="text-xs text-gray-400 hidden sm:block">Dynamic electric field lines & many-body Coulomb interactions</p>
            </div>
        </div>

        <!-- Desktop Quick Stats -->
        <div class="flex items-center space-x-6 text-xs text-gray-400 font-mono">
            <div>Charges: <span id="stat-charges" class="text-white font-bold">0</span></div>
            <div>FPS: <span id="stat-fps" class="text-emerald-400 font-bold">60</span></div>
        </div>
    </header>

    <!-- Main Container Layout -->
    <main class="flex-1 flex flex-col md:flex-row relative overflow-hidden">
        
        <!-- Canvas Viewport -->
        <div class="flex-1 relative bg-black overflow-hidden h-full">
            <canvas id="physics-canvas" class="block w-full h-full cursor-grab active:cursor-grabbing"></canvas>

            <!-- On-Screen Controls Overlay (Floating) -->
            <div class="absolute bottom-6 left-6 right-6 md:right-auto flex flex-wrap gap-3 z-10">
                <button id="btn-add-pos" class="flex items-center gap-2 px-4 py-2.5 bg-red-600/90 hover:bg-red-500 text-white font-semibold rounded-lg shadow-lg hover:shadow-red-500/20 active:scale-95 transition duration-150 text-sm">
                    <span class="text-lg font-black">+</span> Add Positive
                </button>
                <button id="btn-add-neg" class="flex items-center gap-2 px-4 py-2.5 bg-blue-600/90 hover:bg-blue-500 text-white font-semibold rounded-lg shadow-lg hover:shadow-blue-500/20 active:scale-95 transition duration-150 text-sm">
                    <span class="text-lg font-black">&minus;</span> Add Negative
                </button>
                <button id="btn-clear" class="flex items-center gap-2 px-4 py-2.5 bg-gray-800/90 hover:bg-gray-700 text-gray-300 rounded-lg border border-gray-700 hover:border-gray-600 active:scale-95 transition duration-150 text-sm">
                    Clear Sandbox
                </button>
            </div>

            <!-- Welcome/Instructive overlay banner -->
            <div id="instruction-overlay" class="absolute top-4 left-4 right-4 bg-gray-950/85 border border-gray-800 p-4 rounded-xl max-w-md pointer-events-none transition-opacity duration-500 z-10">
                <h3 class="text-sm font-semibold text-white flex items-center gap-2">
                    💡 Sandbox Instructions
                </h3>
                <ul class="text-xs text-gray-400 mt-1.5 space-y-1 list-disc list-inside">
                    <li>Drag existing charges to reposition them.</li>
                    <li>Toggle physics to let them orbit, attract, or repel!</li>
                    <li>Add multiple charges to see intricate field patterns.</li>
                </ul>
            </div>
        </div>

        <!-- Sidebar Config & Tuning Panel -->
        <aside class="w-full md:w-80 bg-[#111827] border-t md:border-t-0 md:border-l border-gray-800 p-6 flex flex-col overflow-y-auto shrink-0 z-10 max-h-[40vh] md:max-h-none">
            
            <!-- Subsection: Preset Configurations -->
            <div class="mb-6">
                <h2 class="text-xs font-semibold text-gray-400 tracking-wider uppercase mb-3">Simulation Presets</h2>
                <div class="grid grid-cols-2 gap-2">
                    <button class="preset-btn px-3 py-2 bg-gray-800 hover:bg-gray-700 rounded-lg text-xs font-medium text-white transition text-center" data-preset="dipole">
                        🧲 Dipole
                    </button>
                    <button class="preset-btn px-3 py-2 bg-gray-800 hover:bg-gray-700 rounded-lg text-xs font-medium text-white transition text-center" data-preset="quadrupole">
                        🌀 Quadrupole
                    </button>
                    <button class="preset-btn px-3 py-2 bg-gray-800 hover:bg-gray-700 rounded-lg text-xs font-medium text-white transition text-center" data-preset="chaos">
                        💫 Chaotic Orbit
                    </button>
                    <button class="preset-btn px-3 py-2 bg-gray-800 hover:bg-gray-700 rounded-lg text-xs font-medium text-white transition text-center" data-preset="grid">
                        ⏹️ Particle Grid
                    </button>
                </div>
            </div>

            <!-- Subsection: Physics Play/Pause -->
            <div class="mb-6 flex gap-2">
                <button id="btn-toggle-physics" class="flex-1 py-2.5 rounded-lg font-bold text-sm flex items-center justify-center gap-2 shadow transition duration-200 bg-emerald-600 hover:bg-emerald-500 text-white">
                    <span id="play-pause-icon"></span> <span id="play-pause-text">Pause Physics</span>
                </button>
            </div>

            <!-- Divider -->
            <hr class="border-gray-800 mb-6" />

            <!-- Subsection: Toggles -->
            <div class="space-y-3 mb-6">
                <h2 class="text-xs font-semibold text-gray-400 tracking-wider uppercase mb-1">Display Toggles</h2>
                
                <label class="flex items-center justify-between cursor-pointer py-1">
                    <span class="text-xs text-gray-300">Show Field Lines</span>
                    <input type="checkbox" id="toggle-field-lines" class="rounded bg-gray-800 border-gray-700 text-blue-600 focus:ring-blue-500 h-4 w-4" checked>
                </label>

                <label class="flex items-center justify-between cursor-pointer py-1">
                    <span class="text-xs text-gray-300">Animate Vector Flow</span>
                    <input type="checkbox" id="toggle-vector-flow" class="rounded bg-gray-800 border-gray-700 text-blue-600 focus:ring-blue-500 h-4 w-4" checked>
                </label>

                <label class="flex items-center justify-between cursor-pointer py-1">
                    <span class="text-xs text-gray-300">Bounce on Canvas Edge</span>
                    <input type="checkbox" id="toggle-bounds" class="rounded bg-gray-800 border-gray-700 text-blue-600 focus:ring-blue-500 h-4 w-4" checked>
                </label>
            </div>

            <!-- Divider -->
            <hr class="border-gray-800 mb-6" />

            <!-- Subsection: Param Sliders -->
            <div class="space-y-5 flex-1">
                <h2 class="text-xs font-semibold text-gray-400 tracking-wider uppercase mb-1">Physical Constants</h2>

                <!-- Coulomb Strength -->
                <div>
                    <div class="flex justify-between items-center mb-1.5">
                        <span class="text-xs text-gray-300">Coulomb Constant ($k_e$)</span>
                        <span id="val-k" class="text-xs font-mono text-blue-400">1000</span>
                    </div>
                    <input type="range" id="slide-k" min="100" max="5000" step="50" value="1200" class="w-full">
                </div>

                <!-- Simulation Friction (Damping) -->
                <div>
                    <div class="flex justify-between items-center mb-1.5">
                        <span class="text-xs text-gray-300">Medium Viscosity (Damping)</span>
                        <span id="val-damping" class="text-xs font-mono text-blue-400">1%</span>
                    </div>
                    <input type="range" id="slide-damping" min="0" max="100" step="1" value="5" class="w-full">
                </div>

                <!-- Softening Factor (to avoid divide by zero singularities) -->
                <div>
                    <div class="flex justify-between items-center mb-1.5">
                        <span class="text-xs text-gray-300">Singularity Softening ($\epsilon^2$)</span>
                        <span id="val-softening" class="text-xs font-mono text-blue-400">400</span>
                    </div>
                    <input type="range" id="slide-softening" min="100" max="2500" step="50" value="400" class="w-full">
                </div>

                <!-- Line Density -->
                <div>
                    <div class="flex justify-between items-center mb-1.5">
                        <span class="text-xs text-gray-300">Lines per Charge</span>
                        <span id="val-density" class="text-xs font-mono text-blue-400">12</span>
                    </div>
                    <input type="range" id="slide-density" min="4" max="24" step="2" value="12" class="w-full">
                </div>

                <!-- Vector Flow speed -->
                <div>
                    <div class="flex justify-between items-center mb-1.5">
                        <span class="text-xs text-gray-300">Flow Indicator Velocity</span>
                        <span id="val-flow-speed" class="text-xs font-mono text-blue-400">Medium</span>
                    </div>
                    <input type="range" id="slide-flow-speed" min="1" max="10" step="0.5" value="4" class="w-full">
                </div>
            </div>

            <!-- Bottom Disclaimer/Footer info -->
            <div class="mt-6 pt-6 border-t border-gray-800 text-[10px] text-gray-500 leading-relaxed font-mono">
                Formula used: $F = k_e \frac{q_1 q_2}{r^2 + \epsilon^2}$. Lines integrated via Euler-Heun path-tracer.
            </div>
        </aside>
    </main>

    <!-- App Logic Script -->
    <script>
        // Setup state variables
        const canvas = document.getElementById('physics-canvas');
        const ctx = canvas.getContext('2d');

        // High DPI Support
        function resizeCanvas() {
            const rect = canvas.getBoundingClientRect();
            canvas.width = rect.width * window.devicePixelRatio;
            canvas.height = rect.height * window.devicePixelRatio;
            ctx.scale(window.devicePixelRatio, window.devicePixelRatio);
        }
        window.addEventListener('resize', resizeCanvas);
        
        // Physics variables & configs
        let particles = [];
        let physicsEnabled = true;
        let showFieldLines = true;
        let showVectorFlow = true;
        let bounceBounds = true;

        // Constants from slider inputs
        let k_e = 1200;
        let dampingCoeff = 0.005; // Friction % (damping = 1 - dampingCoeff)
        let softening = 400; // soft factor to prevent infinite forces at proximity
        let linesPerCharge = 12;
        let flowVelocityMultiplier = 4;

        // Interaction state
        let selectedParticle = null;
        let isDragging = false;
        let lastMousePos = { x: 0, y: 0 };

        // FPS tracking
        let lastTime = performance.now();
        let fps = 60;
        let flowAnimOffset = 0; // global offset parameter for flowing arrows

        // Model of particle charge
        class ChargeParticle {
            constructor(x, y, charge) {
                this.x = x;
                this.y = y;
                this.charge = charge; // Positive (+1) or Negative (-1)
                this.vx = 0;
                this.vy = 0;
                this.radius = 18;
                this.mass = Math.abs(charge) * 1.5; // proportional to charge value
            }

            draw() {
                ctx.save();
                ctx.beginPath();
                ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);

                // Glow style based on charge sign
                if (this.charge > 0) {
                    ctx.fillStyle = '#ef4444'; // Red
                    ctx.shadowColor = 'rgba(239, 68, 68, 0.7)';
                } else {
                    ctx.fillStyle = '#3b82f6'; // Blue
                    ctx.shadowColor = 'rgba(59, 130, 246, 0.7)';
                }
                ctx.shadowBlur = 15;
                ctx.fill();

                // Draw outline border
                ctx.lineWidth = 2;
                ctx.strokeStyle = '#ffffff';
                ctx.shadowBlur = 0; // turn off shadow for lines
                ctx.stroke();

                // Draw central sign indicator (+ or -)
                ctx.font = 'bold 20px monospace';
                ctx.fillStyle = '#ffffff';
                ctx.textAlign = 'center';
                ctx.textBaseline = 'middle';
                ctx.fillText(this.charge > 0 ? '+' : '−', this.x, this.y - 1);
                ctx.restore();
            }

            containsPoint(px, py) {
                const dist = Math.hypot(this.x - px, this.y - py);
                return dist < this.radius + 8;
            }
        }

        // Initialize Simulation Canvas
        function init() {
            resizeCanvas();
            loadPreset('dipole');
            setupControls();
            
            // Fade out instructions after 5s
            setTimeout(() => {
                document.getElementById('instruction-overlay').style.opacity = '0';
            }, 6000);

            // Start animation loop
            requestAnimationFrame(updateLoop);
        }

        // Setup Controls & UI Observers
        function setupControls() {
            // Slider linkages
            const bindSlider = (id, valId, callback, suffix = '') => {
                const slider = document.getElementById(id);
                const display = document.getElementById(valId);
                slider.addEventListener('input', (e) => {
                    const val = parseFloat(e.target.value);
                    display.innerText = val + suffix;
                    callback(val);
                });
            };

            bindSlider('slide-k', 'val-k', (v) => k_e = v);
            bindSlider('slide-damping', 'val-damping', (v) => dampingCoeff = v / 100, '%');
            bindSlider('slide-softening', 'val-softening', (v) => softening = v);
            bindSlider('slide-density', 'val-density', (v) => linesPerCharge = v);
            bindSlider('slide-flow-speed', 'val-flow-speed', (v) => {
                flowVelocityMultiplier = v;
                const txt = v < 3 ? 'Slow' : (v < 7 ? 'Medium' : 'Fast');
                document.getElementById('val-flow-speed').innerText = txt;
            });

            // Toggles
            document.getElementById('toggle-field-lines').addEventListener('change', (e) => {
                showFieldLines = e.target.checked;
            });
            document.getElementById('toggle-vector-flow').addEventListener('change', (e) => {
                showVectorFlow = e.target.checked;
            });
            document.getElementById('toggle-bounds').addEventListener('change', (e) => {
                bounceBounds = e.target.checked;
            });

            // Play/Pause Action
            const toggleBtn = document.getElementById('btn-toggle-physics');
            const playPauseIcon = document.getElementById('play-pause-icon');
            const playPauseText = document.getElementById('play-pause-text');
            
            toggleBtn.addEventListener('click', () => {
                physicsEnabled = !physicsEnabled;
                if (physicsEnabled) {
                    toggleBtn.className = "flex-1 py-2.5 rounded-lg font-bold text-sm flex items-center justify-center gap-2 shadow transition duration-200 bg-emerald-600 hover:bg-emerald-500 text-white";
                    playPauseIcon.innerText = "⏸";
                    playPauseText.innerText = "Pause Physics";
                } else {
                    toggleBtn.className = "flex-1 py-2.5 rounded-lg font-bold text-sm flex items-center justify-center gap-2 shadow transition duration-200 bg-amber-600 hover:bg-amber-500 text-white";
                    playPauseIcon.innerText = "▶";
                    playPauseText.innerText = "Resume Physics";
                }
            });

            // Sandbox clear/add actions
            document.getElementById('btn-clear').addEventListener('click', () => {
                particles = [];
                updateStats();
            });

            document.getElementById('btn-add-pos').addEventListener('click', () => {
                const { w, h } = getCanvasLogicalSize();
                const x = w / 2 + (Math.random() - 0.5) * 150;
                const y = h / 2 + (Math.random() - 0.5) * 150;
                particles.push(new ChargeParticle(x, y, 1.0));
                updateStats();
            });

            document.getElementById('btn-add-neg').addEventListener('click', () => {
                const { w, h } = getCanvasLogicalSize();
                const x = w / 2 + (Math.random() - 0.5) * 150;
                const y = h / 2 + (Math.random() - 0.5) * 150;
                particles.push(new ChargeParticle(x, y, -1.0));
                updateStats();
            });

            // Presets
            document.querySelectorAll('.preset-btn').forEach(btn => {
                btn.addEventListener('click', (e) => {
                    const preset = e.target.getAttribute('data-preset');
                    loadPreset(preset);
                });
            });

            // Interaction Drag Logic (Mouse & Touch)
            const getCoords = (e) => {
                const rect = canvas.getBoundingClientRect();
                const clientX = e.touches ? e.touches[0].clientX : e.clientX;
                const clientY = e.touches ? e.touches[0].clientY : e.clientY;
                // Scale back based on element bounding box vs coordinate spacing
                return {
                    x: (clientX - rect.left),
                    y: (clientY - rect.top)
                };
            };

            const dragStart = (coords) => {
                for (let p of particles) {
                    if (p.containsPoint(coords.x, coords.y)) {
                        selectedParticle = p;
                        isDragging = true;
                        lastMousePos = coords;
                        break;
                    }
                }
            };

            const dragMove = (coords) => {
                if (isDragging && selectedParticle) {
                    selectedParticle.x = coords.x;
                    selectedParticle.y = coords.y;
                    // Reset velocities during drag so it doesn't build crazy speed
                    selectedParticle.vx = 0;
                    selectedParticle.vy = 0;
                }
            };

            const dragEnd = () => {
                isDragging = false;
                selectedParticle = null;
            };

            canvas.addEventListener('mousedown', (e) => dragStart(getCoords(e)));
            canvas.addEventListener('mousemove', (e) => dragMove(getCoords(e)));
            window.addEventListener('mouseup', dragEnd);

            canvas.addEventListener('touchstart', (e) => {
                e.preventDefault();
                dragStart(getCoords(e));
            }, { passive: false });

            canvas.addEventListener('touchmove', (e) => {
                e.preventDefault();
                dragMove(getCoords(e));
            }, { passive: false });

            window.addEventListener('touchend', dragEnd);
        }

        // Get Logical size for styling boundaries
        function getCanvasLogicalSize() {
            const rect = canvas.getBoundingClientRect();
            return { w: rect.width, h: rect.height };
        }

        // Reusable configuration setup
        function loadPreset(name) {
            const { w, h } = getCanvasLogicalSize();
            particles = [];
            
            // Re-center setup dynamically based on size
            const cx = w > 0 ? w / 2 : 400;
            const cy = h > 0 ? h / 2 : 300;

            if (name === 'dipole') {
                particles.push(new ChargeParticle(cx - 100, cy, 1.0));
                particles.push(new ChargeParticle(cx + 100, cy, -1.0));
            } else if (name === 'quadrupole') {
                particles.push(new ChargeParticle(cx - 100, cy - 80, 1.0));
                particles.push(new ChargeParticle(cx + 100, cy - 80, -1.0));
                particles.push(new ChargeParticle(cx - 100, cy + 80, -1.0));
                particles.push(new ChargeParticle(cx + 100, cy + 80, 1.0));
            } else if (name === 'chaos') {
                // Fixed massive heavy negative charge inside, lightweight positive orbits
                const heavyCenter = new ChargeParticle(cx, cy, -3.0);
                heavyCenter.radius = 26;
                particles.push(heavyCenter);

                const orbiter1 = new ChargeParticle(cx - 160, cy, 0.8);
                orbiter1.vy = 4.5; // horizontal spin-velocity
                orbiter1.vx = -1.2;
                particles.push(orbiter1);

                const orbiter2 = new ChargeParticle(cx + 180, cy + 10, 0.8);
                orbiter2.vy = -3.8;
                orbiter2.vx = 0.5;
                particles.push(orbiter2);
            } else if (name === 'grid') {
                // Alternating matrix of positive and negatives
                const sizeX = 3;
                const sizeY = 3;
                const spacingX = Math.min(150, w / 4);
                const spacingY = Math.min(130, h / 4);
                const startX = cx - ((sizeX - 1) * spacingX) / 2;
                const startY = cy - ((sizeY - 1) * spacingY) / 2;

                for (let i = 0; i < sizeX; i++) {
                    for (let j = 0; j < sizeY; j++) {
                        const type = (i + j) % 2 === 0 ? 1.0 : -1.0;
                        particles.push(new ChargeParticle(startX + i * spacingX, startY + j * spacingY, type));
                    }
                }
            }
            updateStats();
        }

        // Live stats rendering
        function updateStats() {
            document.getElementById('stat-charges').innerText = particles.length;
        }

        // Calculate Electric Field Vector E(x, y) at any coordinate
        function calculateEField(x, y) {
            let Ex = 0;
            let Ey = 0;

            for (let p of particles) {
                const dx = x - p.x;
                const dy = y - p.y;
                const dSq = dx * dx + dy * dy;
                
                // Introduce softening factor to avoid numerical infinity (singularity) near the point charge
                const denominator = Math.pow(dSq + softening, 1.5);
                
                // E = k_e * q / r^2
                const magnitude = (k_e * p.charge) / denominator;
                
                Ex += magnitude * dx;
                Ey += magnitude * dy;
            }

            return { Ex, Ey };
        }

        // Vector tracing algorithm for field lines
        function traceFieldLine(startX, startY, direction) {
            const { w, h } = getCanvasLogicalSize();
            const points = [{ x: startX, y: startY }];
            let x = startX;
            let y = startY;
            const maxSteps = 160;
            const stepSize = 8; // Step size of the Euler integration path tracer

            for (let step = 0; step < maxSteps; step++) {
                const { Ex, Ey } = calculateEField(x, y);
                const E_mag = Math.hypot(Ex, Ey);

                if (E_mag < 0.0001) break; // field is zero

                // Direction of integration step
                const dx = (Ex / E_mag) * stepSize * direction;
                const dy = (Ey / E_mag) * stepSize * direction;

                x += dx;
                y += dy;

                points.push({ x, y });

                // Bounds termination check
                if (x < -100 || x > w + 100 || y < -100 || y > h + 100) {
                    break;
                }

                // Hit detection check with nearby charge
                let hitCharge = false;
                for (let p of particles) {
                    const distToP = Math.hypot(x - p.x, y - p.y);
                    if (distToP < p.radius - 2) {
                        // Landed on or inside the charge
                        hitCharge = true;
                        break;
                    }
                }
                if (hitCharge) {
                    break;
                }
            }

            return points;
        }

        // Render calculated lines and fluid movement vectors
        function drawElectricField() {
            if (particles.length === 0) return;

            const linesToTrace = [];

            // Spawn paths radiating outward from positive charges, and inward to negative ones
            particles.forEach(p => {
                const N = Math.floor(linesPerCharge * Math.abs(p.charge));
                for (let i = 0; i < N; i++) {
                    const angle = (Math.PI * 2 * i) / N;
                    // Slightly offset outward from the border of the charge
                    const startX = p.x + Math.cos(angle) * (p.radius + 1);
                    const startY = p.y + Math.sin(angle) * (p.radius + 1);

                    // Integrate forward (+) if charge is positive, backward (-) if negative
                    const dir = p.charge > 0 ? 1 : -1;
                    linesToTrace.push(traceFieldLine(startX, startY, dir));
                }
            });

            // Draw Paths on Canvas
            linesToTrace.forEach(line => {
                if (line.length < 2) return;

                if (showFieldLines) {
                    ctx.beginPath();
                    ctx.moveTo(line[0].x, line[0].y);
                    for (let i = 1; i < line.length; i++) {
                        ctx.lineTo(line[i].x, line[i].y);
                    }
                    // Field line styling: Neon semi-transparent teal-white line style
                    ctx.strokeStyle = 'rgba(243, 244, 246, 0.16)';
                    ctx.lineWidth = 1.5;
                    ctx.stroke();
                }

                // Show Animated Energy Flow
                if (showVectorFlow) {
                    // We can sample points along the calculated line to draw glowing field markers
                    // The markers move down the path continuously based on global offset
                    const speed = flowVelocityMultiplier * 0.5;
                    const dashSpacing = 70; // gap distance between cascading glow points
                    
                    // Track path-length spacing to place dots perfectly
                    let lengthAccumulator = 0;
                    const segments = [];
                    for (let i = 0; i < line.length - 1; i++) {
                        const segmentLen = Math.hypot(line[i+1].x - line[i].x, line[i+1].y - line[i].y);
                        segments.push({
                            start: line[i],
                            end: line[i+1],
                            len: segmentLen,
                            accum: lengthAccumulator
                        });
                        lengthAccumulator += segmentLen;
                    }

                    // Draw moving flow indicators
                    let flowDist = flowAnimOffset % dashSpacing;
                    while (flowDist < lengthAccumulator) {
                        // Find the segment representing this distance
                        const seg = segments.find(s => flowDist >= s.accum && flowDist <= s.accum + s.len);
                        if (seg) {
                            const ratio = (flowDist - seg.accum) / seg.len;
                            const dotX = seg.start.x + (seg.end.x - seg.start.x) * ratio;
                            const dotY = seg.start.y + (seg.end.y - seg.start.y) * ratio;

                            // Draw a small bright field vector dot
                            ctx.beginPath();
                            ctx.arc(dotX, dotY, 2, 0, Math.PI * 2);
                            ctx.fillStyle = 'rgba(255, 255, 255, 0.85)';
                            ctx.shadowColor = '#00f2ff';
                            ctx.shadowBlur = 4;
                            ctx.fill();
                            ctx.shadowBlur = 0; // reset
                        }
                        flowDist += dashSpacing;
                    }
                }
            });
        }

        // Apply Coulomb many-body forces
        function updatePhysics() {
            if (!physicsEnabled) return;

            // 1. Calculate and accumulate net force vector
            const forces = particles.map(() => ({ fx: 0, fy: 0 }));

            for (let i = 0; i < particles.length; i++) {
                // Skip calculations for the charge currently held by user
                if (particles[i] === selectedParticle) continue;

                for (let j = 0; j < particles.length; j++) {
                    if (i === j) continue;

                    const p1 = particles[i];
                    const p2 = particles[j];

                    const dx = p1.x - p2.x;
                    const dy = p1.y - p2.y;
                    const dSq = dx * dx + dy * dy;

                    // Compute vector distance
                    const distance = Math.hypot(dx, dy);
                    if (distance < 0.1) continue;

                    // Electrostatic Force (Coulomb's Law): F = k_e * q1 * q2 / r^2
                    // Softening factor avoids divide-by-zero singularity when particles overlaps
                    const forceMag = (k_e * p1.charge * p2.charge) / (dSq + softening);

                    // Direction of forces (like charges repel, opposite charges attract)
                    forces[i].fx += (dx / distance) * forceMag;
                    forces[i].fy += (dy / distance) * forceMag;
                }
            }

            // 2. Integration and Update of Position and Velocity Vectors
            const { w, h } = getCanvasLogicalSize();
            const damping = 1 - dampingCoeff;

            for (let i = 0; i < particles.length; i++) {
                const p = particles[i];
                if (p === selectedParticle) continue; // locked under mouse drag

                const f = forces[i];

                // F = m * a -> a = F / m
                const ax = f.fx / p.mass;
                const ay = f.fy / p.mass;

                p.vx += ax;
                p.vy += ay;

                // Apply friction / viscous damping
                p.vx *= damping;
                p.vy *= damping;

                p.x += p.vx;
                p.y += p.vy;

                // 3. Keep within canvas boundaries (Elastic or non-destructive bounces)
                if (bounceBounds) {
                    const padding = p.radius;
                    if (p.x < padding) {
                        p.x = padding;
                        p.vx *= -0.6; // absorb partial kinetic energy on hit
                    } else if (p.x > w - padding) {
                        p.x = w - padding;
                        p.vx *= -0.6;
                    }

                    if (p.y < padding) {
                        p.y = padding;
                        p.vy *= -0.6;
                    } else if (p.y > h - padding) {
                        p.y = h - padding;
                        p.vy *= -0.6;
                    }
                }
            }
        }

        // Animation Frame loop handler
        function updateLoop() {
            // Calculate real-time FPS
            const now = performance.now();
            const delta = now - lastTime;
            lastTime = now;
            fps = Math.round(1000 / delta);
            document.getElementById('stat-fps').innerText = fps;

            // Clear Canvas Frame
            const { w, h } = getCanvasLogicalSize();
            ctx.clearRect(0, 0, w, h);

            // Redraw background space grid
            drawBackgroundSpaceGrid(w, h);

            // Update physical positions & velocities
            updatePhysics();

            // Render field lines and flow tracers
            flowAnimOffset += flowVelocityMultiplier * 0.4;
            drawElectricField();

            // Render actual charged particles
            particles.forEach(p => p.draw());

            requestAnimationFrame(updateLoop);
        }

        // Premium ambient digital grid background
        function drawBackgroundSpaceGrid(w, h) {
            ctx.strokeStyle = 'rgba(31, 41, 55, 0.4)';
            ctx.lineWidth = 1;
            const step = 40;

            for (let x = 0; x < w; x += step) {
                ctx.beginPath();
                ctx.moveTo(x, 0);
                ctx.lineTo(x, h);
                ctx.stroke();
            }
            for (let y = 0; y < h; y += step) {
                ctx.beginPath();
                ctx.moveTo(0, y);
                ctx.lineTo(w, y);
                ctx.stroke();
            }
        }

        // Launch Application sandbox
        window.onload = init;
    </script>
</body>
</html>