Spaces:
Running
Running
File size: 35,018 Bytes
b79f369 860e698 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 |
<!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">−</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>
|