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<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>Advanced Physics Simulator – Broad Elements Menu</title>
  <style>
    body { margin: 0; overflow: hidden; font-family: Arial, sans-serif; }
    /* The canvas fills the viewport */
    canvas { display: block; }
    /* Top horizontal menu bar (outside the canvas) */
    canvas {
    display: block;
    margin-top: 94px;
}
    #topMenu {
      position: fixed;
      top: 0;
      left: 0;
      right: 0;
      background: transparent;
      border-bottom: 1px solid #ccc;
      padding: 5px;
      z-index: 2000;
      display: flex;
      align-items: center;
      gap: 15px;
      backdrop-filter: blur(10px);
    }
    #topMenu select, #topMenu button {
      padding: 5px 10px;
      font-size: 14px;
    }
    /* A container below the menu for additional options */
   #subOptionsContainer {
    position: fixed;
    top: 45px;
    left: 0;
    z-index: 2000;
    background: transparent;
    padding: 5px;
    border: 1px solid #ccc;
    border-radius: 0;
    display: flex
;
    width: -webkit-fill-available;
    align-items: baseline;
     backdrop-filter: blur(10px);
}
    /* Edit Panel (floating, triggered on double-click) */
    #editPanel {
    position: fixed;
    top: 45px;
    right: 0;
    z-index: 2000;
    background: transparent;
    padding: 10px;
    border: 1px solid #ccc;
    border-radius: 4px;
    max-width: 100%;
    max-height: 72vh;
    overflow-y: auto;
    display: none;
    backdrop-filter: blur(10px);
}
    /* Connection and Constraint panels (similar styling) */
    #connectionPanel, #constraintEditPanel {
      position: fixed;
      z-index: 2000;
      background: rgba(255,255,255,0.95);
      padding: 10px;
      border: 1px solid #ccc;
      border-radius: 4px;
      max-width: 250px;
      display: none;
    }
    #connectionPanel { top: 45px; left: 50%; transform: translateX(-50%); }
    #constraintEditPanel { bottom: 10px; right: 10px; }
    /* Common styling for labels/inputs */
    label { display: block; margin-top: 8px; font-size: 13px; }
    input, select, button {
    width: fit-content;
    padding: 5px;
    margin-top: 4px;
    font-size: 13px;
    margin: 4px;
}
    input[type="color" i] {
    width: 42px;
    height: 28px;
}
  </style>
</head>
<body>
  <!-- Top horizontal menu bar (outside the canvas) -->
  <div id="topMenu">
    <select id="simulationSelect">
      <option value="bouncingBall">Bouncing Ball</option>
      <option value="pendulum">Pendulum</option>
      <option value="projectile">Projectile Motion</option>
      <option value="inclinedPlane">Inclined Plane</option>
      <option value="springMass">Spring–Mass System</option>
      <option value="rectangleBlock">Rectangle Block</option>
      <option value="rotatingRectangle">Rotating Rectangle</option>
      <option value="triangle">Triangle</option>
    </select>
    <button id="addElement">Add Element</button>
    <button id="connectSystems">Connect Systems</button>
    <button id="reset">Reset Simulation</button>
  </div>

  <!-- Container for dynamic suboptions -->
  <div id="subOptionsContainer"></div>
  
  <!-- Edit Panel (opens on double-click on an element) -->
  <div id="editPanel"></div>
  
  <!-- Connection Options Panel -->
  <div id="connectionPanel">
    <h3>Connection Options</h3>
    <label for="connType">Connection Type:</label>
    <select id="connType">
      <option value="string">String</option>
      <option value="spring">Spring</option>
      <option value="stick">Stick</option>
    </select>
    <label for="connMode">Connection Mode:</label>
    <select id="connMode">
      <option value="element">Element</option>
      <option value="system">System</option>
    </select>
    <div id="sourceEndpointDiv">
      <label for="sourceEndpoint">Source Endpoint:</label>
      <select id="sourceEndpoint">
        <option value="mass">Mass</option>
        <option value="fixed">Fixed</option>
      </select>
    </div>
    <button id="cancelConn">Cancel</button>
    <p style="font-size: 12px; color: #555;">Click on the target element to attach.</p>
  </div>
  
  <!-- Constraint Edit Panel -->
  <div id="constraintEditPanel">
    <h3>Edit Constraint</h3>
    <label for="consA_X">Endpoint A X:</label>
    <input type="number" id="consA_X" step="1">
    <label for="consA_Y">Endpoint A Y:</label>
    <input type="number" id="consA_Y" step="1">
    <label for="consB_X">Endpoint B X:</label>
    <input type="number" id="consB_X" step="1">
    <label for="consB_Y">Endpoint B Y:</label>
    <input type="number" id="consB_Y" step="1">
    <label for="consType">Connection Type:</label>
    <select id="consType">
      <option value="string">String</option>
      <option value="spring">Spring</option>
      <option value="stick">Stick</option>
    </select>
    <button id="updateConstraint">Update Constraint</button>
    <button id="deleteConstraint">Delete Constraint</button>
  </div>
  
  <!-- Matter.js Library -->
  <script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.19.0/matter.min.js"></script>
  <script>
    // Module aliases and engine setup
    const Engine = Matter.Engine,
          Render = Matter.Render,
          Runner = Matter.Runner,
          World = Matter.World,
          Bodies = Matter.Bodies,
          Body = Matter.Body,
          Constraint = Matter.Constraint,
          Mouse = Matter.Mouse,
          MouseConstraint = Matter.MouseConstraint,
          Events = Matter.Events;
          
    const engine = Engine.create();
    const world = engine.world;
    const render = Render.create({
      element: document.body,
      engine: engine,
      options: {
        width: window.innerWidth,
        height: window.innerHeight,
        wireframes: false,
        background: '#f0f0f0'
      }
    });
    Render.run(render);
    const runner = Runner.create();
    Runner.run(runner, engine);

    // Boundaries (responsive)
    let floor, wallLeft, wallRight;
    function updateBoundaries() {
      if(floor && wallLeft && wallRight) {
        World.remove(world, [floor, wallLeft, wallRight]);
      }
      floor = Bodies.rectangle(window.innerWidth/2, window.innerHeight - 50, window.innerWidth, 100, {
        isStatic: true,
        render: { fillStyle: '#060a19' }
      });
      wallLeft = Bodies.rectangle(-50, window.innerHeight/2, 100, window.innerHeight, { isStatic: true });
      wallRight = Bodies.rectangle(window.innerWidth+50, window.innerHeight/2, 100, window.innerHeight, { isStatic: true });
      World.add(world, [floor, wallLeft, wallRight]);
    }
    updateBoundaries();

    // Mouse control
    let mouse = Mouse.create(render.canvas);
    let mouseConstraint = MouseConstraint.create(engine, {
      mouse: mouse,
      constraint: { stiffness: 0.2, render: { visible: false } }
    });
    World.add(world, mouseConstraint);
    render.mouse = mouse;

    // Global variables for editing and connection
    let selectedBody = null;
    let selectedConstraint = null;
    let attachMode = false;
    let attachFrom = null;
    const connectionPanel = document.getElementById('connectionPanel');
    const editPanel = document.getElementById('editPanel');

    // Helper: random color
    function getRandomColor() {
      return '#' + Math.floor(Math.random()*16777215).toString(16);
    }

    /* ---------- Dynamic Suboptions for Adding Elements ---------- */
    function updateSubOptions() {
      const simulationSelect = document.getElementById('simulationSelect');
      const subOptionsContainer = document.getElementById('subOptionsContainer');
      let selected = simulationSelect.value;
      let html = '';
      if(selected === 'bouncingBall'){
         html += `
          <label for="ballInitialX">Initial X:</label>
          <input type="number" id="ballInitialX" value="100">
          <label for="ballInitialY">Initial Y:</label>
          <input type="number" id="ballInitialY" value="50">
          <label for="ballRadius">Radius:</label>
          <input type="number" id="ballRadius" value="30">
          <label for="ballRestitution">Restitution:</label>
          <input type="number" id="ballRestitution" value="0.9" step="0.1" min="0" max="1">
          <label for="ballFriction">Friction:</label>
          <input type="number" id="ballFriction" value="0.005" step="0.001" min="0" max="1">
          <label for="ballColor">Color:</label>
          <input type="color" id="ballColor" value="#3498db">
         `;
      } else if(selected === 'pendulum'){
         html += `
          <label for="pendulumPivotX">Pivot X:</label>
          <input type="number" id="pendulumPivotX" value="${window.innerWidth-200}">
          <label for="pendulumPivotY">Pivot Y:</label>
          <input type="number" id="pendulumPivotY" value="50">
          <label for="pendulumBobRadius">Bob Radius:</label>
          <input type="number" id="pendulumBobRadius" value="40">
          <label for="pendulumLength">Length:</label>
          <input type="number" id="pendulumLength" value="250">
          <label for="pendulumStiffness">Stiffness:</label>
          <input type="number" id="pendulumStiffness" value="1" step="0.1" min="0" max="1">
          <label for="pendulumBobColor">Color:</label>
          <input type="color" id="pendulumBobColor" value="#ff0000">
         `;
      } else if(selected === 'projectile'){
         html += `
          <label for="projectileInitialX">Initial X:</label>
          <input type="number" id="projectileInitialX" value="100">
          <label for="projectileInitialY">Initial Y:</label>
          <input type="number" id="projectileInitialY" value="300">
          <label for="projectileRadius">Radius:</label>
          <input type="number" id="projectileRadius" value="20">
          <label for="projectileVelX">Velocity X:</label>
          <input type="number" id="projectileVelX" value="15">
          <label for="projectileVelY">Velocity Y:</label>
          <input type="number" id="projectileVelY" value="-15">
          <label for="projectileColor">Color:</label>
          <input type="color" id="projectileColor" value="#e67e22">
         `;
      } else if(selected === 'inclinedPlane'){
         html += `
          <label for="rampWidth">Ramp Width:</label>
          <input type="number" id="rampWidth" value="300">
          <label for="rampHeight">Ramp Height:</label>
          <input type="number" id="rampHeight" value="20">
          <label for="rampAngle">Ramp Angle (°):</label>
          <input type="number" id="rampAngle" value="30">
          <label for="rampX">Ramp X:</label>
          <input type="number" id="rampX" value="400">
          <label for="rampY">Ramp Y:</label>
          <input type="number" id="rampY" value="${window.innerHeight-150}">
          <label for="rampColor">Ramp Color:</label>
          <input type="color" id="rampColor" value="#8e44ad">
          <hr>
          <label for="blockWidth">Block Width:</label>
          <input type="number" id="blockWidth" value="40">
          <label for="blockHeight">Block Height:</label>
          <input type="number" id="blockHeight" value="40">
          <label for="blockFriction">Block Friction:</label>
          <input type="number" id="blockFriction" value="0.05" step="0.01" min="0" max="1">
          <label for="blockColor">Block Color:</label>
          <input type="color" id="blockColor" value="#1abc9c">
         `;
      } else if(selected === 'springMass'){
         html += `
          <label for="springMassRadius">Mass Radius:</label>
          <input type="number" id="springMassRadius" value="25">
          <label for="springMassRestitution">Restitution:</label>
          <input type="number" id="springMassRestitution" value="0.8" step="0.1" min="0" max="1">
          <label for="fixedPointX">Fixed X:</label>
          <input type="number" id="fixedPointX" value="${Math.floor(window.innerWidth/2)}">
          <label for="fixedPointY">Fixed Y:</label>
          <input type="number" id="fixedPointY" value="100">
          <label for="springLength">Spring Length:</label>
          <input type="number" id="springLength" value="200">
          <label for="springStiffness">Stiffness:</label>
          <input type="number" id="springStiffness" value="0.02" step="0.01" min="0" max="1">
          <label for="springMassColor">Color:</label>
          <input type="color" id="springMassColor" value="#f39c12">
         `;
      } else if(selected === 'rectangleBlock'){
         html += `
          <label for="blockInitX">Initial X:</label>
          <input type="number" id="blockInitX" value="150">
          <label for="blockInitY">Initial Y:</label>
          <input type="number" id="blockInitY" value="150">
          <label for="blockWidth">Width:</label>
          <input type="number" id="blockWidth" value="80">
          <label for="blockHeight">Height:</label>
          <input type="number" id="blockHeight" value="40">
          <label for="blockFriction">Friction:</label>
          <input type="number" id="blockFriction" value="0.1" step="0.01" min="0" max="1">
          <label for="blockRestitution">Restitution:</label>
          <input type="number" id="blockRestitution" value="0.3" step="0.1" min="0" max="1">
          <label for="blockColor">Color:</label>
          <input type="color" id="blockColor" value="#2ecc71">
         `;
      } else if(selected === 'rotatingRectangle'){
         html += `
          <label for="rotRectInitX">Initial X:</label>
          <input type="number" id="rotRectInitX" value="200">
          <label for="rotRectInitY">Initial Y:</label>
          <input type="number" id="rotRectInitY" value="200">
          <label for="rotRectWidth">Width:</label>
          <input type="number" id="rotRectWidth" value="100">
          <label for="rotRectHeight">Height:</label>
          <input type="number" id="rotRectHeight" value="50">
          <label for="rotRectRotationSpeed">Rotation Speed (rad/s):</label>
          <input type="number" id="rotRectRotationSpeed" value="0.05" step="0.01">
          <label for="rotRectFriction">Friction:</label>
          <input type="number" id="rotRectFriction" value="0.1" step="0.01" min="0" max="1">
          <label for="rotRectRestitution">Restitution:</label>
          <input type="number" id="rotRectRestitution" value="0.3" step="0.1" min="0" max="1">
          <label for="rotRectColor">Color:</label>
          <input type="color" id="rotRectColor" value="#9b59b6">
         `;
      } else if(selected === 'triangle'){
         html += `
          <label for="triInitX">Initial X:</label>
          <input type="number" id="triInitX" value="300">
          <label for="triInitY">Initial Y:</label>
          <input type="number" id="triInitY" value="300">
          <label for="triSize">Size (radius):</label>
          <input type="number" id="triSize" value="40">
          <label for="triFriction">Friction:</label>
          <input type="number" id="triFriction" value="0.1" step="0.01" min="0" max="1">
          <label for="triRestitution">Restitution:</label>
          <input type="number" id="triRestitution" value="0.3" step="0.1" min="0" max="1">
          <label for="triColor">Color:</label>
          <input type="color" id="triColor" value="#e74c3c">
         `;
      }
      subOptionsContainer.innerHTML = html;
    }
    updateSubOptions();
    document.getElementById('simulationSelect').addEventListener('change', updateSubOptions);

    /* ---------- Functions to Add Simulation Elements ---------- */
    function addBouncingBall(){
      const x = parseFloat(document.getElementById("ballInitialX").value);
      const y = parseFloat(document.getElementById("ballInitialY").value);
      const radius = parseFloat(document.getElementById("ballRadius").value);
      const restitution = parseFloat(document.getElementById("ballRestitution").value);
      const friction = parseFloat(document.getElementById("ballFriction").value);
      const color = document.getElementById("ballColor").value || getRandomColor();
      const ball = Bodies.circle(x, y, radius, { restitution, friction, render: { fillStyle: color } });
      ball.elementType = "bouncingBall";
      ball.customOptions = { x, y, radius, restitution, friction, color, isSystemRoot: false };
      World.add(world, ball);
    }
    function addPendulum(){
      const pivotX = parseFloat(document.getElementById("pendulumPivotX").value);
      const pivotY = parseFloat(document.getElementById("pendulumPivotY").value);
      const bobRadius = parseFloat(document.getElementById("pendulumBobRadius").value);
      const pendulumLength = parseFloat(document.getElementById("pendulumLength").value);
      const stiffness = parseFloat(document.getElementById("pendulumStiffness").value);
      const bobColor = document.getElementById("pendulumBobColor").value || "#ff0000";
      const bob = Bodies.circle(pivotX, pivotY+pendulumLength, bobRadius, { restitution: 1, density: 0.005, render: { fillStyle: bobColor } });
      bob.elementType = "pendulum";
      bob.customOptions = { pivotX, pivotY, bobRadius, pendulumLength, stiffness, bobColor, isSystemRoot: false };
      const pendulumConstraint = Constraint.create({
        pointA: { x: pivotX, y: pivotY },
        bodyB: bob,
        length: pendulumLength,
        stiffness: stiffness,
        render: { strokeStyle: '#000', lineWidth: 2 }
      });
      World.add(world, [bob, pendulumConstraint]);
    }
    function addProjectile(){
      const x = parseFloat(document.getElementById("projectileInitialX").value);
      const y = parseFloat(document.getElementById("projectileInitialY").value);
      const radius = parseFloat(document.getElementById("projectileRadius").value);
      const velX = parseFloat(document.getElementById("projectileVelX").value);
      const velY = parseFloat(document.getElementById("projectileVelY").value);
      const color = document.getElementById("projectileColor").value || getRandomColor();
      const proj = Bodies.circle(x, y, radius, { restitution: 0.8, frictionAir: 0.001, render: { fillStyle: color } });
      proj.elementType = "projectile";
      proj.customOptions = { x, y, radius, velX, velY, color, isSystemRoot: false };
      Body.setVelocity(proj, { x: velX, y: velY });
      World.add(world, proj);
    }
    function addInclinedPlane(){
      const rampWidth = parseFloat(document.getElementById("rampWidth").value);
      const rampHeight = parseFloat(document.getElementById("rampHeight").value);
      const angleDeg = parseFloat(document.getElementById("rampAngle").value);
      const angle = angleDeg * Math.PI/180;
      const rampX = parseFloat(document.getElementById("rampX").value);
      const rampY = parseFloat(document.getElementById("rampY").value);
      const rampColor = document.getElementById("rampColor").value || "#8e44ad";
      const ramp = Bodies.rectangle(rampX, rampY, rampWidth, rampHeight, {
        isStatic: true,
        angle: angle,
        render: { fillStyle: rampColor }
      });
      ramp.elementType = "inclinedPlane_ramp";
      ramp.customOptions = { rampWidth, rampHeight, angleDeg, rampX, rampY, rampColor, isSystemRoot: false };
      const blockWidth = parseFloat(document.getElementById("blockWidth").value);
      const blockHeight = parseFloat(document.getElementById("blockHeight").value);
      const blockFriction = parseFloat(document.getElementById("blockFriction").value);
      const blockColor = document.getElementById("blockColor").value || "#1abc9c";
      const block = Bodies.rectangle(rampX - rampWidth/4, rampY - 50, blockWidth, blockHeight, {
        friction: blockFriction,
        render: { fillStyle: blockColor }
      });
      block.elementType = "inclinedPlane_block";
      block.customOptions = { blockWidth, blockHeight, blockFriction, blockColor, isSystemRoot: false };
      World.add(world, [ramp, block]);
    }
    function addSpringMass(){
      const massRadius = parseFloat(document.getElementById("springMassRadius").value);
      const massRestitution = parseFloat(document.getElementById("springMassRestitution").value);
      const fixedPointX = parseFloat(document.getElementById("fixedPointX").value);
      const fixedPointY = parseFloat(document.getElementById("fixedPointY").value);
      const springLength = parseFloat(document.getElementById("springLength").value);
      const springStiffness = parseFloat(document.getElementById("springStiffness").value);
      const massColor = document.getElementById("springMassColor").value || getRandomColor();
      const mass = Bodies.circle(fixedPointX, fixedPointY+springLength, massRadius, {
        restitution: massRestitution,
        density: 0.004,
        render: { fillStyle: massColor }
      });
      mass.elementType = "springMass";
      mass.customOptions = { massRadius, massRestitution, fixedPointX, fixedPointY, springLength, springStiffness, massColor, isSystemRoot: false };
      mass.fixedPoint = { x: fixedPointX, y: fixedPointY };
      const spring = Constraint.create({
        pointA: { x: fixedPointX, y: fixedPointY },
        bodyB: mass,
        length: springLength,
        stiffness: springStiffness,
        damping: 0.05,
        render: { strokeStyle: '#000', lineWidth: 2 }
      });
      World.add(world, [mass, spring]);
    }
    function addRectangleBlock(){
      const x = parseFloat(document.getElementById("blockInitX").value);
      const y = parseFloat(document.getElementById("blockInitY").value);
      const width = parseFloat(document.getElementById("blockWidth").value);
      const height = parseFloat(document.getElementById("blockHeight").value);
      const friction = parseFloat(document.getElementById("blockFriction").value);
      const restitution = parseFloat(document.getElementById("blockRestitution").value);
      const color = document.getElementById("blockColor").value || getRandomColor();
      const block = Bodies.rectangle(x, y, width, height, { friction, restitution, render: { fillStyle: color } });
      block.elementType = "rectangleBlock";
      block.customOptions = { x, y, width, height, friction, restitution, color, isSystemRoot: false };
      World.add(world, block);
    }
    function addRotatingRectangle(){
      const x = parseFloat(document.getElementById("rotRectInitX").value);
      const y = parseFloat(document.getElementById("rotRectInitY").value);
      const width = parseFloat(document.getElementById("rotRectWidth").value);
      const height = parseFloat(document.getElementById("rotRectHeight").value);
      const rotationSpeed = parseFloat(document.getElementById("rotRectRotationSpeed").value);
      const friction = parseFloat(document.getElementById("rotRectFriction").value);
      const restitution = parseFloat(document.getElementById("rotRectRestitution").value);
      const color = document.getElementById("rotRectColor").value || getRandomColor();
      const rect = Bodies.rectangle(x, y, width, height, { friction, restitution, render: { fillStyle: color } });
      rect.elementType = "rotatingRectangle";
      rect.customOptions = { x, y, width, height, rotationSpeed, friction, restitution, color, isSystemRoot: false };
      // Continuously rotate the rectangle
      Events.on(engine, "beforeUpdate", function(){
         Body.rotate(rect, rotationSpeed);
      });
      World.add(world, rect);
    }
    function addTriangle(){
      const x = parseFloat(document.getElementById("triInitX").value);
      const y = parseFloat(document.getElementById("triInitY").value);
      const radius = parseFloat(document.getElementById("triSize").value);
      const friction = parseFloat(document.getElementById("triFriction").value);
      const restitution = parseFloat(document.getElementById("triRestitution").value);
      const color = document.getElementById("triColor").value || getRandomColor();
      const tri = Bodies.polygon(x, y, 3, radius, { friction, restitution, render: { fillStyle: color } });
      tri.elementType = "triangle";
      tri.customOptions = { x, y, radius, friction, restitution, color, isSystemRoot: false };
      World.add(world, tri);
    }
    document.getElementById('addElement').addEventListener('click', function(){
      const selected = document.getElementById('simulationSelect').value;
      if(selected === 'bouncingBall') addBouncingBall();
      else if(selected === 'pendulum') addPendulum();
      else if(selected === 'projectile') addProjectile();
      else if(selected === 'inclinedPlane') addInclinedPlane();
      else if(selected === 'springMass') addSpringMass();
      else if(selected === 'rectangleBlock') addRectangleBlock();
      else if(selected === 'rotatingRectangle') addRotatingRectangle();
      else if(selected === 'triangle') addTriangle();
    });
    // "Connect Systems" button to initiate attach mode (for connecting elements or systems)
    document.getElementById('connectSystems').addEventListener('click', function(){
      attachMode = true;
      attachFrom = null;
      connectionPanel.style.display = "block";
      document.getElementById('connMode').value = "system";
      alert("System connection mode activated. Click on the first system element (must be marked as system root) then the target system element.");
    });
    document.getElementById('reset').addEventListener('click', function(){
      World.clear(world);
      Engine.clear(engine);
      updateBoundaries();
      mouse = Mouse.create(render.canvas);
      mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.2, render: { visible: false } } });
      World.add(world, mouseConstraint);
      render.mouse = mouse;
      hideEditPanel();
      hideConnectionPanel();
      hideConstraintEditPanel();
    });
    
    /* ---------- Edit Panel Functions (Double-click on element) ---------- */
    function openEditPanel(body) {
      selectedBody = body;
      let html = `<h3>Edit Element</h3>
                  <label for="editPosX">Position X:</label>
                  <input type="number" id="editPosX" value="${body.position.x.toFixed(2)}">
                  <label for="editPosY">Position Y:</label>
                  <input type="number" id="editPosY" value="${body.position.y.toFixed(2)}">
                  <label for="editAngle">Angle (radians):</label>
                  <input type="number" id="editAngle" value="${body.angle.toFixed(2)}">
                  <label for="editColor">Color:</label>
                  <input type="color" id="editColor" value="${body.render.fillStyle || '#ffffff'}">
                  <label for="editSystemRoot">Is System Root?</label>
                  <input type="checkbox" id="editSystemRoot" ${body.customOptions.isSystemRoot ? "checked" : ""}>`;
      if(body.elementType === "bouncingBall"){
         const opts = body.customOptions;
         html += `<label for="editBallRadius">Radius:</label>
                  <input type="number" id="editBallRadius" value="${opts.radius}">
                  <label for="editBallRestitution">Restitution:</label>
                  <input type="number" id="editBallRestitution" value="${opts.restitution}" step="0.1" min="0" max="1">
                  <label for="editBallFriction">Friction:</label>
                  <input type="number" id="editBallFriction" value="${opts.friction}" step="0.001" min="0" max="1">`;
      }
      // Additional type-specific options can be added similarly
      html += `<div style="margin-top:10px;">
                 <button id="updateElement">Update</button>
                 <button id="deleteElement">Delete</button>
               </div>`;
      editPanel.innerHTML = html;
      editPanel.style.display = "block";
      document.getElementById("updateElement").addEventListener("click", updateElementFromEditPanel);
      document.getElementById("deleteElement").addEventListener("click", function(){
         World.remove(world, selectedBody);
         hideEditPanel();
      });
    }
    function hideEditPanel() {
      editPanel.style.display = "none";
      selectedBody = null;
    }
    function updateElementFromEditPanel(){
      if(!selectedBody) return;
      const newX = parseFloat(document.getElementById("editPosX").value);
      const newY = parseFloat(document.getElementById("editPosY").value);
      const newAngle = parseFloat(document.getElementById("editAngle").value);
      const newColor = document.getElementById("editColor").value;
      Body.setPosition(selectedBody, { x: newX, y: newY });
      Body.setAngle(selectedBody, newAngle);
      selectedBody.render.fillStyle = newColor;
      const isSysRoot = document.getElementById("editSystemRoot").checked;
      selectedBody.customOptions.isSystemRoot = isSysRoot;
      if(selectedBody.elementType === "bouncingBall"){
         const oldRadius = selectedBody.circleRadius;
         const newRadius = parseFloat(document.getElementById("editBallRadius").value);
         const newRestitution = parseFloat(document.getElementById("editBallRestitution").value);
         const newFriction = parseFloat(document.getElementById("editBallFriction").value);
         if(newRadius && oldRadius && newRadius !== oldRadius){
            const scaleFactor = newRadius / oldRadius;
            Body.scale(selectedBody, scaleFactor, scaleFactor);
         }
         selectedBody.restitution = newRestitution;
         selectedBody.friction = newFriction;
         selectedBody.customOptions = { x: newX, y: newY, radius: newRadius, restitution: newRestitution, friction: newFriction, color: newColor, isSystemRoot: isSysRoot };
      }
      hideEditPanel();
    }
    render.canvas.addEventListener("dblclick", function(event){
      const rect = render.canvas.getBoundingClientRect();
      const mousePos = { x: event.clientX - rect.left, y: event.clientY - rect.top };
      const bodies = Matter.Composite.allBodies(world);
      const clicked = Matter.Query.point(bodies, mousePos);
      if(clicked.length > 0){
         openEditPanel(clicked[0]);
      } else {
         hideEditPanel();
      }
    });
    
    /* ---------- Connection / Attachment ---------- */
    Events.on(mouseConstraint, 'mouseup', function(event){
      const mousePos = event.mouse.position;
      const bodies = Matter.Composite.allBodies(world);
      const clickedBodies = Matter.Query.point(bodies, mousePos);
      if(clickedBodies.length > 0){
         const clickedBody = clickedBodies[0];
         if(attachMode){
            if(!attachFrom){
              attachFrom = clickedBody;
              alert("First element selected. Now click on the target element.");
              return;
            } else if(clickedBody === attachFrom){
              alert("Please select a different element.");
              return;
            }
            const connType = document.getElementById('connType').value;
            const connMode = document.getElementById('connMode').value;
            if(connMode === "system"){
              if(!attachFrom.customOptions.isSystemRoot){
                alert("Source element is not marked as System Root. Please mark it in the edit panel.");
                attachMode = false;
                attachFrom = null;
                connectionPanel.style.display = "none";
                return;
              }
              if(!clickedBody.customOptions.isSystemRoot){
                alert("Target element is not marked as System Root. Please mark it in its edit panel.");
                attachMode = false;
                attachFrom = null;
                connectionPanel.style.display = "none";
                return;
              }
            }
            let sourceEndpoint = "mass";
            if(attachFrom.elementType === "springMass"){
              sourceEndpoint = document.getElementById('sourceEndpoint').value;
            }
            let targetEndpoint = "mass";
            if(clickedBody.elementType === "springMass"){
              targetEndpoint = prompt("For target springMass, choose 'fixed' or 'mass' (default: mass):", "mass") || "mass";
              if(targetEndpoint !== "fixed") { targetEndpoint = "mass"; }
            }
            let pointA = { x: 0, y: 0 }, bodyA = attachFrom;
            if(attachFrom.elementType === "springMass" && sourceEndpoint === "fixed"){
              bodyA = null;
              pointA = attachFrom.fixedPoint;
            }
            let pointB = { x: 0, y: 0 }, bodyB = clickedBody;
            if(clickedBody.elementType === "springMass" && targetEndpoint === "fixed"){
              bodyB = null;
              pointB = clickedBody.fixedPoint || { x: clickedBody.position.x, y: clickedBody.position.y };
            }
            if(connMode === "system"){
              bodyA = attachFrom;
              bodyB = clickedBody;
              pointA = { x: 0, y: 0 };
              pointB = { x: 0, y: 0 };
            }
            let posA = bodyA ? attachFrom.position : pointA;
            let posB = bodyB ? clickedBody.position : pointB;
            let dx = posB.x - posA.x, dy = posB.y - posA.y;
            let length = Math.sqrt(dx*dx + dy*dy);
            let stiffness = (connType === "spring") ? 0.05 : 1;
            const newConstraint = Constraint.create({
              bodyA: bodyA,
              pointA: pointA,
              bodyB: bodyB,
              pointB: pointB,
              length: length,
              stiffness: stiffness,
              render: { strokeStyle: '#000', lineWidth: 2 }
            });
            World.add(world, newConstraint);
            attachMode = false;
            attachFrom = null;
            connectionPanel.style.display = "none";
            alert("Attachment created using " + connType + " connection in " + connMode + " mode.");
         }
      } else {
         // Check if near a constraint for editing
         const constraints = Matter.Composite.allConstraints(world);
         for(let cons of constraints){
           let posA = cons.bodyA ? { x: cons.bodyA.position.x + cons.pointA.x, y: cons.bodyA.position.y + cons.pointA.y } : cons.pointA;
           let posB = cons.bodyB ? { x: cons.bodyB.position.x + cons.pointB.x, y: cons.bodyB.position.y + cons.pointB.y } : cons.pointB;
           let dist = distanceToSegment(mousePos, posA, posB);
           if(dist < 5){
             showConstraintEditPanel(cons);
             return;
           }
         }
         hideConstraintEditPanel();
      }
    });
    function distanceToSegment(p, v, w){
      let l2 = (w.x - v.x)**2 + (w.y - v.y)**2;
      if(l2 === 0) return Math.hypot(p.x - v.x, p.y - v.y);
      let t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;
      t = Math.max(0, Math.min(1, t));
      let proj = { x: v.x + t*(w.x-v.x), y: v.y + t*(w.y-v.y) };
      return Math.hypot(p.x - proj.x, p.y - proj.y);
    }
    
    /* ---------- Constraint Edit Panel ---------- */
    const constraintEditPanel = document.getElementById('constraintEditPanel');
    function showConstraintEditPanel(cons){
      selectedConstraint = cons;
      let posA = cons.bodyA ? { x: cons.bodyA.position.x + cons.pointA.x, y: cons.bodyA.position.y + cons.pointA.y } : cons.pointA;
      let posB = cons.bodyB ? { x: cons.bodyB.position.x + cons.pointB.x, y: cons.bodyB.position.y + cons.pointB.y } : cons.pointB;
      document.getElementById('consA_X').value = posA.x.toFixed(2);
      document.getElementById('consA_Y').value = posA.y.toFixed(2);
      document.getElementById('consB_X').value = posB.x.toFixed(2);
      document.getElementById('consB_Y').value = posB.y.toFixed(2);
      let connType = (cons.stiffness < 0.1) ? "spring" : "string";
      document.getElementById('consType').value = connType;
      constraintEditPanel.style.display = "block";
    }
    function hideConstraintEditPanel(){
      constraintEditPanel.style.display = "none";
      selectedConstraint = null;
    }
    document.getElementById('updateConstraint').addEventListener('click', function(){
      if(selectedConstraint){
        let aX = parseFloat(document.getElementById('consA_X').value);
        let aY = parseFloat(document.getElementById('consA_Y').value);
        let bX = parseFloat(document.getElementById('consB_X').value);
        let bY = parseFloat(document.getElementById('consB_Y').value);
        if(!selectedConstraint.bodyA) { selectedConstraint.pointA = { x: aX, y: aY }; }
        if(!selectedConstraint.bodyB) { selectedConstraint.pointB = { x: bX, y: bY }; }
        let connType = document.getElementById('consType').value;
        selectedConstraint.stiffness = (connType === "spring") ? 0.05 : 1;
        hideConstraintEditPanel();
      }
    });
    document.getElementById('deleteConstraint').addEventListener('click', function(){
      if(selectedConstraint){
        World.remove(world, selectedConstraint);
        hideConstraintEditPanel();
      }
    });
    
    // Window resize: update renderer and boundaries
    window.addEventListener('resize', function(){
      Render.lookAt(render, { min: { x: 0, y: 0 }, max: { x: window.innerWidth, y: window.innerHeight } });
      updateBoundaries();
    });
  </script>
</body>
</html>