/* ========================================================================== 倫敦塔益智盒 - 二維俯視幾何投影模擬器 (Interactive 2D Simulator) 支援剛性碰撞約束物理、滑鼠/觸控拖曳、幾何動態運算與 KaTeX 公式連動 ========================================================================== */ class Interactive2DSimulator { constructor(canvasId, options = {}) { this.canvas = document.getElementById(canvasId); if (!this.canvas) { console.error(`[Interactive2D] 找不到畫布元素: #${canvasId}`); return; } this.ctx = this.canvas.getContext('2d'); this.scale = 100; // 繪圖縮放基準 (px/cm) this.r = 1.10; // 球半徑 1.10cm (直徑 2.20cm) this.holeR = 1.10; // 出口孔半徑 1.10cm (直徑 2.20cm) this.S = options.initialS || 4.40; // 盒子內徑預設 4.40cm (死鎖初始) this.showEscapeDist = false; // 是否顯示對角逃脫線 // 四顆關鍵粒子 (投影在 X-Z 水平俯視平面) // G1, G3: 綠球 (柱球); R: 紅球 (頂/底動態球); B: 藍球 (底/頂動態球) this.particles = [ { x: 0, z: 0, color: '#10b981', label: 'G1', baseColor: '#10b981' }, { x: 0, z: 0, color: '#10b981', label: 'G3', baseColor: '#10b981' }, { x: 0, z: 0, color: '#ef4444', label: 'R', baseColor: '#ef4444' }, { x: 0, z: 0, color: '#38bdf8', label: 'B', baseColor: '#38bdf8' } ]; // 互動狀態 this.mouseX = 0; this.mouseZ = 0; this.draggedParticle = null; this.isRunning = false; this.animationFrameId = null; // 外部懸停聯動高亮目標 ('dg' | 'drb' | 'drg' | 'escapeNet' | null) this.highlightTarget = null; // 回呼函式 (供外部 UI 更新數值與公式) this.onStatsUpdate = options.onStatsUpdate || null; // 物理穩定收斂計數器 (避免未操作時數值微幅抖動) this.settleFrames = 60; // 初始化 this.setupEvents(); this.resetToInitialState(); } /** * 重置球體至對角極限角落初始狀態 */ resetToInitialState() { const S = this.S; const limit = S / 2 - this.r; const c = Math.min(limit, this.r); // 綠球 G1, G3 置於對角 this.particles[0].x = c; this.particles[0].z = c; this.particles[1].x = -c; this.particles[1].z = -c; // 紅藍球 R, B 放置於另一對角線 (3*(2r)^2 = 3 * 4.84 = 14.52) const safeUnderSqrt = Math.max(0, 14.52 - 8 * c * c); const v = Math.sqrt(safeUnderSqrt) / 2; const v_proj = v / Math.SQRT2; this.particles[2].x = v_proj; this.particles[2].z = -v_proj; this.particles[3].x = -v_proj; this.particles[3].z = v_proj; // 預熱物理步驟以穩定接觸面 for (let i = 0; i < 60; i++) { this.stepPhysics(S); } this.settleFrames = 15; } /** * 設定盒子內徑 S */ setBoxSize(S) { this.S = S; this.settleFrames = 20; this.stepPhysics(this.S); } /** * 設定是否顯示對角逃脫線 */ setEscapeDistVisible(visible) { this.showEscapeDist = !!visible; } /** * 設定側邊欄 hover 聯動高亮目標 */ setHighlightTarget(target) { this.highlightTarget = target || null; } /** * 綁定指標與觸控事件 */ setupEvents() { const getPos = (clientX, clientY) => { const rect = this.canvas.getBoundingClientRect(); // 計算 Canvas 實際渲染縮放比 (處理 CSS 響應式尺寸) const scaleX = this.canvas.width / rect.width; const scaleY = this.canvas.height / rect.height; const px = (clientX - rect.left) * scaleX; const py = (clientY - rect.top) * scaleY; return { x: (px - this.canvas.width / 2) / this.scale, z: (py - this.canvas.height / 2) / this.scale }; }; const handleDown = (clientX, clientY) => { const pos = getPos(clientX, clientY); let closest = null; let minDist = 1.3; // 抓取半徑門檻 (cm) for (const p of this.particles) { const d = Math.hypot(pos.x - p.x, pos.z - p.z); if (d < minDist) { minDist = d; closest = p; } } if (closest) { this.draggedParticle = closest; this.mouseX = pos.x; this.mouseZ = pos.z; this.settleFrames = 30; } }; const handleMove = (clientX, clientY) => { if (this.draggedParticle) { const pos = getPos(clientX, clientY); this.mouseX = pos.x; this.mouseZ = pos.z; this.settleFrames = 15; } }; const handleUp = () => { if (this.draggedParticle) { this.draggedParticle = null; this.settleFrames = 15; // 放開手後收斂15幀以穩定固定 } }; // 滑鼠事件 this.canvas.addEventListener('mousedown', (e) => { handleDown(e.clientX, e.clientY); }); window.addEventListener('mousemove', (e) => { handleMove(e.clientX, e.clientY); }); window.addEventListener('mouseup', handleUp); // 觸控事件 (支援行動平板防誤觸與手勢鎖定) this.canvas.addEventListener('touchstart', (e) => { e.preventDefault(); // 嚴格阻擋原生手勢與縮放 if (e.touches.length > 0) { // 使用主觸控點進行球體拖曳 handleDown(e.touches[0].clientX, e.touches[0].clientY); } }, { passive: false }); this.canvas.addEventListener('touchmove', (e) => { e.preventDefault(); // 防止在畫布上滑動時觸發頁面彈跳 }, { passive: false }); window.addEventListener('touchmove', (e) => { if (this.draggedParticle && e.touches.length > 0) { e.preventDefault(); handleMove(e.touches[0].clientX, e.touches[0].clientY); } }, { passive: false }); window.addEventListener('touchend', handleUp); window.addEventListener('touchcancel', handleUp); } /** * 剛性物理求解:限制條件、邊界約束與剛性排斥 */ stepPhysics(S) { // 若未拖曳球體且系統已收斂平衡,直接進入靜態休眠,徹底杜絕數值微幅抖動 if (!this.draggedParticle && this.settleFrames <= 0) { return; } if (!this.draggedParticle && this.settleFrames > 0) { this.settleFrames--; } // 1. 滑鼠彈簧牽引力 if (this.draggedParticle) { const dx = this.mouseX - this.draggedParticle.x; const dz = this.mouseZ - this.draggedParticle.z; const distToMouse = Math.hypot(dx, dz); if (distToMouse > 0.001) { const move = Math.min(distToMouse * 0.12, 0.06); this.draggedParticle.x += (dx / distToMouse) * move; this.draggedParticle.z += (dz / distToMouse) * move; } } // 2. 真實 3D 天花板位移限制 // 綠球被紅藍擠壓時沿 Y 軸往頂壁貼齊,最大位移為 Y = S/2 - r const max_Y = Math.max(0, S / 2 - this.r); const safe_Y = Math.min(max_Y, 2.19); const true_L = Math.sqrt(Math.max(0.01, 4.84 - safe_Y * safe_Y)); const limit = S / 2 - this.r; const constraints = [ { i: 0, j: 2, minD: true_L }, // G1-R { i: 1, j: 2, minD: true_L }, // G3-R { i: 0, j: 3, minD: true_L }, // G1-B { i: 1, j: 3, minD: true_L }, // G3-B { i: 0, j: 1, minD: 2.20 }, // G1-G3 { i: 2, j: 3, minD: 2.20 } // R-B 不可穿透 ]; // 100 次迭代求解以達到絕對剛性無穿模效果 for (let iter = 0; iter < 100; iter++) { for (const c of constraints) { const p1 = this.particles[c.i]; const p2 = this.particles[c.j]; const dx = p2.x - p1.x; const dz = p2.z - p1.z; const dist = Math.hypot(dx, dz); if (dist < c.minD && dist > 0.0001) { const diff = (dist - c.minD) / dist; // 負值代表穿模擠壓 p1.x += dx * diff * 0.5; p1.z += dz * diff * 0.5; p2.x -= dx * diff * 0.5; p2.z -= dz * diff * 0.5; } } // 四面盒壁與左右兩端圓形開口 const hr = this.holeR; // 1.10 for (const p of this.particles) { // 若已經徹底逃出盒子,則不限制 if (p.x > S / 2 + 1 || p.x < -S / 2 - 1 || p.z > S / 2 + 1 || p.z < -S / 2 - 1) continue; let px = p.x; let pz = p.z; // 右側邊壁 (含中段孔洞) if (px > limit && px <= S / 2 + 1) { if (pz >= hr || pz <= -hr) { px = limit; } else { const d1 = Math.hypot(px - S / 2, pz - hr); if (d1 < hr && d1 > 0.001) { px += ((px - S / 2) / d1) * (hr - d1); pz += ((pz - hr) / d1) * (hr - d1); } const d2 = Math.hypot(px - S / 2, pz + hr); if (d2 < hr && d2 > 0.001) { px += ((px - S / 2) / d2) * (hr - d2); pz += ((pz + hr) / d2) * (hr - d2); } } } // 左側邊壁 (含中段孔洞) if (px < -limit && px >= -S / 2 - 1) { if (pz >= hr || pz <= -hr) { px = -limit; } else { const d1 = Math.hypot(px + S / 2, pz - hr); if (d1 < hr && d1 > 0.001) { px += ((px + S / 2) / d1) * (hr - d1); pz += ((pz - hr) / d1) * (hr - d1); } const d2 = Math.hypot(px + S / 2, pz + hr); if (d2 < hr && d2 > 0.001) { px += ((px + S / 2) / d2) * (hr - d2); pz += ((pz + hr) / d2) * (hr - d2); } } } // 下實體牆壁 if (pz > limit) pz = limit; // 上實體牆壁 if (pz < -limit) pz = -limit; p.x = px; p.z = pz; } } } /** * 計算幾何數據並觸發 UI 回呼 */ calculateStats() { const pG1 = this.particles[0]; const pG3 = this.particles[1]; const pR = this.particles[2]; const pB = this.particles[3]; const dg = Math.hypot(pG1.x - pG3.x, pG1.z - pG3.z); const drb = Math.hypot(pR.x - pB.x, pR.z - pB.z); const drg = Math.hypot(pR.x - pG1.x, pR.z - pG1.z); const S = this.S; const max_Y = Math.max(0, S / 2 - this.r); const safe_Y = Math.min(max_Y, 2.19); const true_L = Math.sqrt(Math.max(0.01, 4.84 - safe_Y * safe_Y)); const escapeTotal = Math.sqrt(S * S + 4.84); const escapeNet = escapeTotal - 2.20; const statsData = { S, dg, drb, drg, safe_Y, true_L, escapeTotal, escapeNet, pG1: { x: pG1.x, z: pG1.z }, pG3: { x: pG3.x, z: pG3.z }, pR: { x: pR.x, z: pR.z }, pB: { x: pB.x, z: pB.z } }; if (this.onStatsUpdate) { this.onStatsUpdate(statsData); } return statsData; } /** * 高階暗色科技風格畫布渲染 */ draw() { if (!this.ctx) return; const ctx = this.ctx; const S = this.S; const scale = this.scale; const w = this.canvas.width; const h = this.canvas.height; this.stepPhysics(S); const stats = this.calculateStats(); // 1. 清理背景 - 深邃漸層 ctx.clearRect(0, 0, w, h); const bgGrad = ctx.createRadialGradient(w / 2, h / 2, 20, w / 2, h / 2, Math.max(w, h) / 1.4); bgGrad.addColorStop(0, '#111827'); bgGrad.addColorStop(1, '#030712'); ctx.fillStyle = bgGrad; ctx.fillRect(0, 0, w, h); ctx.save(); ctx.translate(w / 2, h / 2); // 2. 幾何座標網格線 (精緻微光) ctx.strokeStyle = 'rgba(56, 189, 248, 0.08)'; ctx.lineWidth = 1; const gridSize = scale; const boundW = w / 2; const boundH = h / 2; for (let x = -boundW; x <= boundW; x += gridSize) { ctx.beginPath(); ctx.moveTo(x, -boundH); ctx.lineTo(x, boundH); ctx.stroke(); } for (let y = -boundH; y <= boundH; y += gridSize) { ctx.beginPath(); ctx.moveTo(-boundW, y); ctx.lineTo(boundW, y); ctx.stroke(); } // 3. 左右兩側出口區域半透明光暈 const hr = this.holeR * scale; ctx.fillStyle = 'rgba(16, 185, 129, 0.10)'; ctx.fillRect((S / 2) * scale, -hr, 2 * scale, 2 * hr); // 右出口 ctx.fillRect((-S / 2 - 2) * scale, -hr, 2 * scale, 2 * hr); // 左出口 // 4. 盒子邊壁 (發光科技外框) const ext = (S / 2) * scale; // 壁身主線 ctx.strokeStyle = '#f43f5e'; ctx.lineWidth = 6; ctx.lineCap = 'round'; // 右牆 (留出孔洞) ctx.beginPath(); ctx.moveTo(ext, ext); ctx.lineTo(ext, hr); ctx.stroke(); ctx.beginPath(); ctx.moveTo(ext, -hr); ctx.lineTo(ext, -ext); ctx.stroke(); // 左牆 (留出孔洞) ctx.beginPath(); ctx.moveTo(-ext, ext); ctx.lineTo(-ext, hr); ctx.stroke(); ctx.beginPath(); ctx.moveTo(-ext, -hr); ctx.lineTo(-ext, -ext); ctx.stroke(); // 下實體牆 ctx.beginPath(); ctx.moveTo(ext, ext); ctx.lineTo(-ext, ext); ctx.stroke(); // 上實體牆 ctx.beginPath(); ctx.moveTo(ext, -ext); ctx.lineTo(-ext, -ext); ctx.stroke(); // 出孔綠色虛線指標 ctx.strokeStyle = '#10b981'; ctx.lineWidth = 4; ctx.setLineDash([6, 6]); ctx.beginPath(); ctx.moveTo(ext, hr); ctx.lineTo(ext, -hr); ctx.stroke(); ctx.beginPath(); ctx.moveTo(-ext, hr); ctx.lineTo(-ext, -hr); ctx.stroke(); ctx.setLineDash([]); // 6. 滑鼠牽引彈簧虛線 if (this.draggedParticle) { ctx.save(); ctx.beginPath(); ctx.moveTo(this.draggedParticle.x * scale, this.draggedParticle.z * scale); ctx.lineTo(this.mouseX * scale, this.mouseZ * scale); ctx.strokeStyle = '#f59e0b'; ctx.setLineDash([4, 4]); ctx.lineWidth = 3; ctx.stroke(); // 指標點 ctx.beginPath(); ctx.arc(this.mouseX * scale, this.mouseZ * scale, 5, 0, Math.PI * 2); ctx.fillStyle = '#f59e0b'; ctx.fill(); ctx.restore(); } // 7. 碰撞接觸約束剛性線視覺化 const max_Y_d = Math.max(0, S / 2 - this.r); const safe_Y_d = Math.min(max_Y_d, 2.19); const true_L_draw = Math.sqrt(Math.max(0.01, 4.84 - safe_Y_d * safe_Y_d)); const drawConstraints = [ { i: 0, j: 2, minD: true_L_draw }, { i: 1, j: 2, minD: true_L_draw }, { i: 0, j: 3, minD: true_L_draw }, { i: 1, j: 3, minD: true_L_draw }, { i: 0, j: 1, minD: 2.20 }, { i: 2, j: 3, minD: 2.20 } ]; for (const c of drawConstraints) { const p1 = this.particles[c.i]; const p2 = this.particles[c.j]; const dist = Math.hypot(p2.x - p1.x, p2.z - p1.z); if (dist < c.minD + 0.08) { ctx.save(); ctx.beginPath(); ctx.moveTo(p1.x * scale, p1.z * scale); ctx.lineTo(p2.x * scale, p2.z * scale); const isDynamic = (c.minD === true_L_draw); ctx.lineWidth = isDynamic ? 3.5 : 2; ctx.strokeStyle = isDynamic ? 'rgba(56, 189, 248, 0.9)' : 'rgba(255, 255, 255, 0.4)'; if (!isDynamic) ctx.setLineDash([4, 4]); ctx.stroke(); ctx.restore(); } } // 8. 繪製球體 (帶光影立體質感與光暈) for (const p of this.particles) { const cx = p.x * scale; const cz = p.z * scale; const rPx = this.r * scale; ctx.save(); // 陰影 ctx.shadowColor = 'rgba(0, 0, 0, 0.4)'; ctx.shadowBlur = 12; ctx.shadowOffsetX = 3; ctx.shadowOffsetY = 5; // 漸層球體 const grad = ctx.createRadialGradient( cx - rPx * 0.35, cz - rPx * 0.35, rPx * 0.1, cx, cz, rPx ); if (p.label.startsWith('G')) { // 翡翠綠球 grad.addColorStop(0, '#6ee7b7'); grad.addColorStop(0.5, '#10b981'); grad.addColorStop(1, '#065f46'); } else if (p.label === 'R') { // 烈焰紅球 grad.addColorStop(0, '#fca5a5'); grad.addColorStop(0.5, '#ef4444'); grad.addColorStop(1, '#991b1b'); } else { // 科技天藍球 grad.addColorStop(0, '#bae6fd'); grad.addColorStop(0.5, '#0ea5e9'); grad.addColorStop(1, '#075985'); } ctx.beginPath(); ctx.arc(cx, cz, rPx, 0, Math.PI * 2); ctx.fillStyle = grad; ctx.fill(); // 外圈描邊 ctx.lineWidth = 2; ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)'; ctx.stroke(); ctx.restore(); // 球心標籤 (等寬清晰字型) ctx.save(); ctx.fillStyle = '#ffffff'; ctx.font = 'bold 18px "Fira Code", Arial, sans-serif'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; ctx.shadowColor = 'rgba(0, 0, 0, 0.8)'; ctx.shadowBlur = 6; ctx.fillText(p.label, cx, cz); ctx.restore(); } // 8.5 懸停與動態高亮幾何連線 (G1-G3, R-B, R-G1) const pG1 = this.particles[0]; const pG3 = this.particles[1]; const pR = this.particles[2]; const pB = this.particles[3]; const isEscapable = (stats.drb <= stats.escapeNet + 0.001); // (A) 紅藍球心連線 (d_RB) - 平時微光,脫出時轉為暢通綠光,hover 時加粗 const isRbHighlighted = (this.highlightTarget === 'drb'); ctx.save(); ctx.beginPath(); ctx.moveTo(pR.x * scale, pR.z * scale); ctx.lineTo(pB.x * scale, pB.z * scale); if (this.showEscapeDist && isEscapable) { ctx.strokeStyle = '#10b981'; ctx.shadowColor = 'rgba(16, 185, 129, 0.8)'; ctx.shadowBlur = isRbHighlighted ? 20 : 12; ctx.lineWidth = isRbHighlighted ? 6 : 4; ctx.setLineDash([6, 4]); } else { ctx.strokeStyle = isRbHighlighted ? '#38bdf8' : 'rgba(56, 189, 248, 0.45)'; ctx.shadowColor = 'rgba(56, 189, 248, 0.8)'; ctx.shadowBlur = isRbHighlighted ? 18 : 6; ctx.lineWidth = isRbHighlighted ? 6 : 2.5; ctx.setLineDash([4, 4]); } ctx.stroke(); ctx.restore(); // (B) 綠球對角連線 (d_G) - 懸停高亮 if (this.highlightTarget === 'dg') { ctx.save(); ctx.beginPath(); ctx.moveTo(pG1.x * scale, pG1.z * scale); ctx.lineTo(pG3.x * scale, pG3.z * scale); ctx.strokeStyle = '#10b981'; ctx.shadowColor = 'rgba(16, 185, 129, 0.9)'; ctx.shadowBlur = 18; ctx.lineWidth = 6; ctx.setLineDash([6, 4]); ctx.stroke(); ctx.restore(); } // (C) 紅綠投影連線 (d_RG) - 懸停高亮 if (this.highlightTarget === 'drg') { ctx.save(); ctx.beginPath(); ctx.moveTo(pR.x * scale, pR.z * scale); ctx.lineTo(pG1.x * scale, pG1.z * scale); ctx.strokeStyle = '#f59e0b'; ctx.shadowColor = 'rgba(245, 158, 11, 0.9)'; ctx.shadowBlur = 18; ctx.lineWidth = 6; ctx.setLineDash([6, 4]); ctx.stroke(); ctx.restore(); } // 9. 極限逃脫距離線 (覆蓋於球體圖層之上的對角通道虛線) if (this.showEscapeDist) { ctx.save(); const isEscapeHighlighted = (this.highlightTarget === 'escapeNet'); // 脫出條件成立時平滑轉為翠綠霓虹色,否則為警告黃色 const escapeLineColor = isEscapable ? '#10b981' : '#facc15'; ctx.strokeStyle = escapeLineColor; ctx.lineWidth = isEscapeHighlighted ? 7 : (isEscapable ? 5 : 4); ctx.setLineDash([8, 6]); ctx.shadowColor = isEscapable ? 'rgba(16, 185, 129, 0.85)' : 'rgba(250, 204, 21, 0.6)'; ctx.shadowBlur = (isEscapeHighlighted || isEscapable) ? 16 : 8; const p1x = -ext; const p1z = hr; const p2x = ext; const p2z = -hr; ctx.beginPath(); ctx.moveTo(p1x, p1z); // 左下洞口頂點 ctx.lineTo(p2x, p2z); // 右上洞口頂點 ctx.stroke(); ctx.setLineDash([]); // 重置虛線 // 繪製端點白色圓標 (加強可讀性與深度) ctx.fillStyle = '#ffffff'; ctx.lineWidth = 2.5; ctx.strokeStyle = isEscapable ? '#065f46' : '#854d0e'; ctx.shadowColor = 'rgba(0, 0, 0, 0.5)'; ctx.shadowBlur = 4; ctx.beginPath(); ctx.arc(p1x, p1z, 6, 0, Math.PI * 2); ctx.fill(); ctx.stroke(); ctx.beginPath(); ctx.arc(p2x, p2z, 6, 0, Math.PI * 2); ctx.fill(); ctx.stroke(); ctx.restore(); // 10. 頂部即時脫出狀態膠囊 Badge ctx.save(); const badgeW = 380; const badgeH = 38; const badgeX = -badgeW / 2; const badgeY = -boundH + 20; // 膠囊圓角背景 ctx.beginPath(); ctx.roundRect(badgeX, badgeY, badgeW, badgeH, 19); ctx.fillStyle = isEscapable ? 'rgba(6, 95, 70, 0.88)' : 'rgba(120, 53, 15, 0.85)'; ctx.fill(); ctx.lineWidth = 2; ctx.strokeStyle = isEscapable ? '#10b981' : '#f59e0b'; ctx.shadowColor = isEscapable ? 'rgba(16, 185, 129, 0.6)' : 'rgba(245, 158, 11, 0.4)'; ctx.shadowBlur = 10; ctx.stroke(); // 膠囊文字 ctx.fillStyle = '#ffffff'; ctx.font = 'bold 16px "PingFang TC", "Microsoft JhengHei", sans-serif'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; ctx.shadowColor = 'rgba(0, 0, 0, 0.8)'; ctx.shadowBlur = 4; const badgeText = isEscapable ? '✨ 脫出通道已開啟!(d_RB ≤ 黃線淨距)' : '⚠️ 幾何通道受阻 (d_RB > 黃線淨距,卡死)'; ctx.fillText(badgeText, 0, badgeY + badgeH / 2); ctx.restore(); } ctx.restore(); } /** * 啟動繪圖循環 */ start() { if (this.isRunning) return; this.isRunning = true; const loop = () => { if (!this.isRunning) return; this.draw(); this.animationFrameId = requestAnimationFrame(loop); }; this.animationFrameId = requestAnimationFrame(loop); } /** * 暫停繪圖循環 (節省效能) */ stop() { this.isRunning = false; if (this.animationFrameId) { cancelAnimationFrame(this.animationFrameId); this.animationFrameId = null; } } } // 導出至全域 window window.Interactive2DSimulator = Interactive2DSimulator;