{"id":1709,"date":"2025-02-20T19:31:43","date_gmt":"2025-02-20T19:31:43","guid":{"rendered":"https:\/\/sparkonelabs.com\/home\/?p=1709"},"modified":"2025-02-20T19:31:55","modified_gmt":"2025-02-20T19:31:55","slug":"round-2-grok-claude-webgl-test","status":"publish","type":"post","link":"https:\/\/sparkonelabs.com\/home\/2025\/02\/20\/round-2-grok-claude-webgl-test\/","title":{"rendered":"Round 2 Grok Claude WebGL Test"},"content":{"rendered":"\n<!-- Maxwell's Equations Simulation with Variable EM Properties -->\n<script src=\"https:\/\/cdnjs.cloudflare.com\/ajax\/libs\/three.js\/0.152.2\/three.min.js\"><\/script>\n\n<!-- Simulation container -->\n<div id=\"maxwell-container\" style=\"width: 100%; height: 600px; position: relative;\">\n    <canvas id=\"maxwell-canvas\"><\/canvas>\n    <div style=\"position: absolute; top: 10px; left: 10px; background: rgba(0,0,0,0.7); color: white; padding: 10px;\">\n        <label><input type=\"radio\" name=\"mode\" value=\"classical\" checked> Classical Maxwell<\/label>\n        <label><input type=\"radio\" name=\"mode\" value=\"variable\"> Variable EM Properties<\/label>\n        <div>\n            <label for=\"aetherDensity\">Aether Density:<\/label>\n            <input type=\"range\" id=\"aetherDensity\" min=\"0.1\" max=\"2\" step=\"0.1\" value=\"1\">\n        <\/div>\n        <div>\n            <label for=\"flowRate\">Flow Rate:<\/label>\n            <input type=\"range\" id=\"flowRate\" min=\"0\" max=\"2\" step=\"0.1\" value=\"0.5\">\n        <\/div>\n    <\/div>\n<\/div>\n\n<script>\n(function() {\n    \/\/ **Constants**\n    const EPSILON_0 = 8.854e-12;  \/\/ Vacuum permittivity\n    const MU_0 = 4 * Math.PI * 1e-7;  \/\/ Vacuum permeability\n    const C = 299792458;  \/\/ Speed of light\n\n    \/\/ **Scene Setup**\n    const container = document.getElementById('maxwell-container');\n    const canvas = document.getElementById('maxwell-canvas');\n    const renderer = new THREE.WebGLRenderer({ canvas });\n    renderer.setSize(container.clientWidth, container.clientHeight);\n\n    const scene = new THREE.Scene();\n    const camera = new THREE.PerspectiveCamera(75, container.clientWidth \/ container.clientHeight, 0.1, 1000);\n    camera.position.set(0, 0, 50);\n\n    \/\/ **Field Visualization Setup**\n    const fieldResolution = 50;\n    const fieldSize = 40;\n    const fieldGeometry = new THREE.BufferGeometry();\n    const fieldPositions = new Float32Array(fieldResolution * fieldResolution * 3);\n    const fieldColors = new Float32Array(fieldResolution * fieldResolution * 3);\n    \n    \/\/ Initialize field positions in a grid\n    let idx = 0;\n    for(let i = 0; i < fieldResolution; i++) {\n        for(let j = 0; j < fieldResolution; j++) {\n            fieldPositions[idx * 3] = (i - fieldResolution\/2) * fieldSize\/fieldResolution;\n            fieldPositions[idx * 3 + 1] = (j - fieldResolution\/2) * fieldSize\/fieldResolution;\n            fieldPositions[idx * 3 + 2] = 0;\n            idx++;\n        }\n    }\n\n    fieldGeometry.setAttribute('position', new THREE.BufferAttribute(fieldPositions, 3));\n    fieldGeometry.setAttribute('color', new THREE.BufferAttribute(fieldColors, 3));\n\n    const fieldMaterial = new THREE.PointsMaterial({\n        size: 1,  \/\/ Increased size for better visibility\n        vertexColors: true,\n        transparent: true,\n        opacity: 0.8\n    });\n\n    const fieldPoints = new THREE.Points(fieldGeometry, fieldMaterial);\n    scene.add(fieldPoints);\n\n    \/\/ **Simulation Parameters**\n    let simulationMode = 'classical';\n    let aetherDensity = 1.0;\n    let flowRate = 0.5;\n\n    \/\/ **Event Listeners**\n    document.querySelectorAll('input[name=\"mode\"]').forEach(radio => {\n        radio.addEventListener('change', (e) => {\n            simulationMode = e.target.value;\n        });\n    });\n\n    document.getElementById('aetherDensity').addEventListener('input', (e) => {\n        aetherDensity = parseFloat(e.target.value);\n    });\n\n    document.getElementById('flowRate').addEventListener('input', (e) => {\n        flowRate = parseFloat(e.target.value);\n    });\n\n    \/\/ **Maxwell's Equations Solver Functions**\n    function solveClassicalMaxwell(position, time) {\n        \/\/ Simplified solution for electromagnetic wave propagation\n        const k = 2 * Math.PI \/ 10;  \/\/ Wave number\n        const omega = k * C;  \/\/ Angular frequency\n        const Ex = Math.sin(k * position.x - omega * time);\n        const By = Math.cos(k * position.x - omega * time);\n        return { E: Ex, B: By };\n    }\n\n    function solveVariableMaxwell(position, time) {\n        \/\/ Modified Maxwell's equations with variable EM properties\n        const localEpsilon = EPSILON_0 * (1 + aetherDensity * Math.sin(position.x * 0.1));\n        const localMu = MU_0 * (1 + aetherDensity * Math.cos(position.y * 0.1));\n        const localC = 1 \/ Math.sqrt(localEpsilon * localMu);\n        \n        \/\/ Add aether flow effects\n        const flowPhase = flowRate * Math.sin(position.x * 0.05 + time * 0.001);\n        \n        const k = 2 * Math.PI \/ 10;\n        const omega = k * localC;\n        const Ex = Math.sin(k * position.x - omega * time + flowPhase);\n        const By = Math.cos(k * position.x - omega * time + flowPhase);\n        \n        return { E: Ex, B: By };\n    }\n\n    \/\/ **Animation Loop**\n    function animate(time) {\n        requestAnimationFrame(animate);\n\n        const positions = fieldPoints.geometry.attributes.position.array;\n        const colors = fieldPoints.geometry.attributes.color.array;\n\n        for(let i = 0; i < positions.length\/3; i++) {\n            const position = new THREE.Vector3(\n                positions[i * 3],\n                positions[i * 3 + 1],\n                positions[i * 3 + 2]\n            );\n\n            const fields = simulationMode === 'classical' \n                ? solveClassicalMaxwell(position, time)\n                : solveVariableMaxwell(position, time);\n\n            \/\/ Phase-based coloring\n            let phase = Math.atan2(fields.E, fields.B);\n            if (phase < 0) phase += 2 * Math.PI;\n            const color = new THREE.Color().setHSL(phase \/ (2 * Math.PI), 1, 0.5);\n            colors[i * 3] = color.r;\n            colors[i * 3 + 1] = color.g;\n            colors[i * 3 + 2] = color.b;\n        }\n\n        fieldPoints.geometry.attributes.color.needsUpdate = true;\n\n        renderer.render(scene, camera);\n    }\n\n    \/\/ **Handle Window Resize**\n    window.addEventListener('resize', () => {\n        const width = container.clientWidth;\n        const height = container.clientHeight;\n        camera.aspect = width \/ height;\n        camera.updateProjectionMatrix();\n        renderer.setSize(width, height);\n    });\n\n    \/\/ **Start Animation**\n    animate(0);\n})();\n<\/script>\n\n\n\n<p class=\"wp-block-paragraph\">Trying to add some features.<\/p>\n\n\n\n<!-- Place this code in a WordPress Custom HTML widget -->\n<div id=\"maxwell-container\" style=\"width: 100%; height: 600px; position: relative;\">\n    <canvas id=\"maxwell-canvas\"><\/canvas>\n    <div style=\"position: absolute; top: 10px; left: 10px; background: rgba(0,0,0,0.7); color: white; padding: 10px; font-family: Arial, sans-serif;\">\n        <div>\n            <label><input type=\"radio\" name=\"mode\" value=\"classical\" checked> Classical Maxwell<\/label>\n            <label><input type=\"radio\" name=\"mode\" value=\"variable\"> Variable EM Properties<\/label>\n        <\/div>\n        <div>\n            <label for=\"aetherDensity\">Aether Density: <span id=\"aetherDensityValue\">1<\/span><\/label><br>\n            <input type=\"range\" id=\"aetherDensity\" min=\"0.1\" max=\"2\" step=\"0.1\" value=\"1\" style=\"width: 100%;\">\n        <\/div>\n        <div>\n            <label for=\"flowRate\">Flow Rate: <span id=\"flowRateValue\">0.5<\/span><\/label><br>\n            <input type=\"range\" id=\"flowRate\" min=\"0\" max=\"2\" step=\"0.1\" value=\"0.5\" style=\"width: 100%;\">\n        <\/div>\n        <div>\n            <label for=\"frequency\">Frequency (Hz): <span id=\"frequencyValue\">100<\/span><\/label><br>\n            <input type=\"range\" id=\"frequency\" min=\"1\" max=\"1000\" step=\"1\" value=\"100\" style=\"width: 100%;\">\n        <\/div>\n        <div style=\"margin-top: 10px;\">\n            <button id=\"toggleCoil\">Toggle Coil<\/button>\n            <button id=\"toggleCapacitor\">Toggle Capacitor<\/button>\n            <button id=\"toggleFieldLines\">Toggle Field Lines<\/button>\n            <button id=\"toggleConductor\">Toggle Conductor<\/button>\n            <button id=\"toggleTelegraph\">Toggle Telegraph<\/button>\n        <\/div>\n        <div id=\"equations\" style=\"margin-top: 10px; font-size: 14px;\">\n            <h3 style=\"margin: 5px 0;\">Maxwell&#8217;s Equations<\/h3>\n            <p style=\"margin: 2px 0;\">\u2207\u00b7E = \u03c1 \/ \u03b5\u2080<\/p>\n            <p style=\"margin: 2px 0;\">\u2207\u00b7B = 0<\/p>\n            <p style=\"margin: 2px 0;\">\u2207\u00d7E = -\u2202B\/\u2202t<\/p>\n            <p style=\"margin: 2px 0;\">\u2207\u00d7B = \u03bc\u2080 J + \u03bc\u2080 \u03b5\u2080 \u2202E\/\u2202t<\/p>\n            <h3 style=\"margin: 5px 0;\">Telegraph Equation<\/h3>\n            <p style=\"margin: 2px 0;\">\u2202\u00b2V\/\u2202x\u00b2 = RC \u2202V\/\u2202t + LC \u2202\u00b2V\/\u2202t\u00b2<\/p>\n        <\/div>\n    <\/div>\n<\/div>\n\n<script src=\"https:\/\/cdnjs.cloudflare.com\/ajax\/libs\/three.js\/r134\/three.min.js\"><\/script>\n<script src=\"https:\/\/cdn.jsdelivr.net\/npm\/three@0.134.0\/examples\/js\/controls\/OrbitControls.js\"><\/script>\n<script>\n(function() {\n    \/\/ Constants\n    const EPSILON_0 = 8.854e-12;\n    const MU_0 = 4 * Math.PI * 1e-7;\n    const C = 299792458;\n\n    \/\/ Scene setup\n    const container = document.getElementById('maxwell-container');\n    const canvas = document.getElementById('maxwell-canvas');\n    const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });\n    renderer.setSize(container.clientWidth, container.clientHeight);\n    renderer.setPixelRatio(window.devicePixelRatio);\n    const scene = new THREE.Scene();\n    const camera = new THREE.PerspectiveCamera(75, container.clientWidth \/ container.clientHeight, 0.1, 1000);\n    camera.position.set(0, 20, 50);\n    const controls = new THREE.OrbitControls(camera, renderer.domElement);\n    controls.enableDamping = true;\n    controls.dampingFactor = 0.05;\n\n    \/\/ Lighting\n    const ambientLight = new THREE.AmbientLight(0x404040);\n    scene.add(ambientLight);\n    const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\n    directionalLight.position.set(1, 1, 1).normalize();\n    scene.add(directionalLight);\n\n    \/\/ Field points\n    const fieldResolution = 50;\n    const fieldSize = 40;\n    const fieldGeometry = new THREE.BufferGeometry();\n    const fieldPositions = new Float32Array(fieldResolution * fieldResolution * 3);\n    const fieldColors = new Float32Array(fieldResolution * fieldResolution * 3);\n    for (let i = 0; i < fieldResolution; i++) {\n        for (let j = 0; j < fieldResolution; j++) {\n            const idx = (i * fieldResolution + j) * 3;\n            fieldPositions[idx] = (i \/ (fieldResolution - 1) - 0.5) * fieldSize;\n            fieldPositions[idx + 1] = (j \/ (fieldResolution - 1) - 0.5) * fieldSize;\n            fieldPositions[idx + 2] = 0;\n        }\n    }\n    fieldGeometry.setAttribute('position', new THREE.BufferAttribute(fieldPositions, 3));\n    fieldGeometry.setAttribute('color', new THREE.BufferAttribute(fieldColors, 3));\n    const fieldMaterial = new THREE.PointsMaterial({ size: 0.5, vertexColors: true, transparent: true, opacity: 0.8 });\n    const fieldPoints = new THREE.Points(fieldGeometry, fieldMaterial);\n    scene.add(fieldPoints);\n\n    \/\/ Coil\n    const coilRadius = 5;\n    const coilTubeRadius = 0.1;\n    const coilTurns = 5;\n    const coilHeight = 10;\n    const coilPath = new THREE.CurvePath();\n    for (let i = 0; i < coilTurns; i++) {\n        const helix = new THREE.Curve();\n        helix.getPoint = t => new THREE.Vector3(\n            coilRadius * Math.cos(t * 2 * Math.PI),\n            coilRadius * Math.sin(t * 2 * Math.PI),\n            (i + t) * (coilHeight \/ coilTurns) - coilHeight \/ 2\n        );\n        coilPath.add(helix);\n    }\n    const coilGeometry = new THREE.TubeGeometry(coilPath, 64, coilTubeRadius, 8, false);\n    const coilMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000 });\n    const coil = new THREE.Mesh(coilGeometry, coilMaterial);\n    scene.add(coil);\n\n    \/\/ Capacitor\n    const plateSize = 10;\n    const plateSeparation = 5;\n    const plateGeometry = new THREE.PlaneGeometry(plateSize, plateSize);\n    const plateMaterial = new THREE.MeshPhongMaterial({ color: 0x00ff00, side: THREE.DoubleSide });\n    const plate1 = new THREE.Mesh(plateGeometry, plateMaterial);\n    plate1.position.set(15, plateSeparation \/ 2, 0);\n    scene.add(plate1);\n    const plate2 = new THREE.Mesh(plateGeometry, plateMaterial);\n    plate2.position.set(15, -plateSeparation \/ 2, 0);\n    scene.add(plate2);\n\n    \/\/ Conductor with skin effect\n    const conductorRadius = 1;\n    const conductorHeight = 10;\n    const conductorGeometry = new THREE.CylinderGeometry(conductorRadius, conductorRadius, conductorHeight, 32);\n    const conductorShader = {\n        uniforms: {\n            frequency: { value: 100 },\n            mu: { value: MU_0 },\n            sigma: { value: 5.96e7 } \/\/ Copper conductivity\n        },\n        vertexShader: `\n            varying vec3 vPosition;\n            void main() {\n                vPosition = position;\n                gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n            }\n        `,\n        fragmentShader: `\n            uniform float frequency;\n            uniform float mu;\n            uniform float sigma;\n            varying vec3 vPosition;\n            float PI = 3.141592653589793;\n            void main() {\n                float r = length(vPosition.xy);\n                float depth = ${conductorRadius.toFixed(2)} - r;\n                if (depth < 0.0) depth = 0.0;\n                float delta = 1.0 \/ sqrt(PI * frequency * mu * sigma);\n                float intensity = exp(-depth \/ delta);\n                gl_FragColor = vec4(intensity, 0.0, 1.0 - intensity, 0.7);\n            }\n        `\n    };\n    const conductorMaterial = new THREE.ShaderMaterial({\n        uniforms: conductorShader.uniforms,\n        vertexShader: conductorShader.vertexShader,\n        fragmentShader: conductorShader.fragmentShader,\n        transparent: true\n    });\n    const conductor = new THREE.Mesh(conductorGeometry, conductorMaterial);\n    conductor.position.set(-15, 0, 0);\n    scene.add(conductor);\n\n    \/\/ Telegraph line\n    const telegraphPointsCount = 50;\n    const telegraphGeometry = new THREE.BufferGeometry();\n    const telegraphPositions = new Float32Array(telegraphPointsCount * 3);\n    const telegraphColors = new Float32Array(telegraphPointsCount * 3);\n    for (let i = 0; i < telegraphPointsCount; i++) {\n        const idx = i * 3;\n        telegraphPositions[idx] = (i - telegraphPointsCount \/ 2) * (fieldSize \/ telegraphPointsCount);\n        telegraphPositions[idx + 1] = -15;\n        telegraphPositions[idx + 2] = 0;\n    }\n    telegraphGeometry.setAttribute('position', new THREE.BufferAttribute(telegraphPositions, 3));\n    telegraphGeometry.setAttribute('color', new THREE.BufferAttribute(telegraphColors, 3));\n    const telegraphMaterial = new THREE.PointsMaterial({ size: 0.5, vertexColors: true });\n    const telegraphLine = new THREE.Points(telegraphGeometry, telegraphMaterial);\n    scene.add(telegraphLine);\n\n    \/\/ Field lines as tubular vortices\n    const numFieldLines = 8;\n    const fieldLinePointsCount = 1000;\n    const fieldLineRadius = 0.05;\n    const fieldLines = [];\n    function getB(pos) {\n        const r = pos.clone();\n        const rLength = r.length();\n        if (rLength < 0.01) return new THREE.Vector3(0, 0, 0);\n        const m = new THREE.Vector3(0, 0, coilRadius * coilRadius); \/\/ Dipole moment approximation\n        const rNorm = r.clone().normalize();\n        const dot = m.dot(rNorm);\n        return rNorm.clone().multiplyScalar(3 * dot).sub(m).divideScalar(Math.pow(rLength, 3)).multiplyScalar(MU_0 \/ (4 * Math.PI));\n    }\n    const basePoints = [new THREE.Vector3(0.1, 0, 0)];\n    let currentPoint = basePoints[0].clone();\n    const stepSize = 0.1;\n    for (let j = 0; j < fieldLinePointsCount; j++) {\n        const B = getB(currentPoint);\n        if (B.length() < 0.001 || currentPoint.length() > 50) break;\n        currentPoint.add(B.normalize().multiplyScalar(stepSize));\n        basePoints.push(currentPoint.clone());\n    }\n    const baseCurve = new THREE.CatmullRomCurve3(basePoints);\n    const canvas = document.createElement('canvas');\n    canvas.width = 256;\n    canvas.height = 256;\n    const ctx = canvas.getContext('2d');\n    ctx.fillStyle = 'white';\n    ctx.fillRect(0, 0, 256, 256);\n    ctx.fillStyle = 'black';\n    for (let k = 0; k < 256; k += 20) ctx.fillRect(k, 0, 10, 256);\n    const texture = new THREE.CanvasTexture(canvas);\n    texture.wrapS = texture.wrapT = THREE.RepeatWrapping;\n    texture.repeat.set(10, 1);\n    const tubeMaterial = new THREE.MeshPhongMaterial({ map: texture, transparent: true, opacity: 0.8 });\n    for (let i = 0; i < numFieldLines; i++) {\n        const theta = i * 2 * Math.PI \/ numFieldLines;\n        const rotatedPoints = basePoints.map(p => {\n            const x = p.x * Math.cos(theta) - p.y * Math.sin(theta);\n            const y = p.x * Math.sin(theta) + p.y * Math.cos(theta);\n            return new THREE.Vector3(x, y, p.z);\n        });\n        const curve = new THREE.CatmullRomCurve3(rotatedPoints);\n        const tubeGeometry = new THREE.TubeGeometry(curve, 64, fieldLineRadius, 8, false);\n        const tube = new THREE.Mesh(tubeGeometry, tubeMaterial.clone());\n        scene.add(tube);\n        fieldLines.push({ tube, texture: tube.material.map });\n    }\n\n    \/\/ Heat particles\n    const maxParticles = 1000;\n    const particleGeometry = new THREE.BufferGeometry();\n    const particlePositions = new Float32Array(maxParticles * 3);\n    const particleColors = new Float32Array(maxParticles * 3);\n    for (let i = 0; i < maxParticles; i++) {\n        const idx = i * 3;\n        particlePositions[idx] = Infinity;\n        particleColors[idx] = 1;\n        particleColors[idx + 1] = 0;\n        particleColors[idx + 2] = 0;\n    }\n    particleGeometry.setAttribute('position', new THREE.BufferAttribute(particlePositions, 3));\n    particleGeometry.setAttribute('color', new THREE.BufferAttribute(particleColors, 3));\n    const particleMaterial = new THREE.PointsMaterial({ size: 0.1, vertexColors: true, transparent: true });\n    const particles = new THREE.Points(particleGeometry, particleMaterial);\n    scene.add(particles);\n    const particleData = Array(maxParticles).fill().map(() => ({\n        position: new THREE.Vector3(),\n        velocity: new THREE.Vector3(),\n        lifetime: 0,\n        active: false\n    }));\n\n    \/\/ Simulation parameters\n    let simulationMode = 'classical';\n    let aetherDensity = 1.0;\n    let flowRate = 0.5;\n    let frequency = 100;\n\n    \/\/ Event listeners\n    document.querySelectorAll('input[name=\"mode\"]').forEach(radio => {\n        radio.addEventListener('change', e => simulationMode = e.target.value);\n    });\n    const updateSlider = (id, valueId) => {\n        const slider = document.getElementById(id);\n        const valueSpan = document.getElementById(valueId);\n        slider.addEventListener('input', e => {\n            const value = parseFloat(e.target.value);\n            valueSpan.textContent = value.toFixed(1);\n            if (id === 'aetherDensity') aetherDensity = value;\n            else if (id === 'flowRate') flowRate = value;\n            else if (id === 'frequency') {\n                frequency = value;\n                conductorMaterial.uniforms.frequency.value = value;\n            }\n        });\n    };\n    updateSlider('aetherDensity', 'aetherDensityValue');\n    updateSlider('flowRate', 'flowRateValue');\n    updateSlider('frequency', 'frequencyValue');\n    document.getElementById('toggleCoil').addEventListener('click', () => coil.visible = !coil.visible);\n    document.getElementById('toggleCapacitor').addEventListener('click', () => {\n        plate1.visible = !plate1.visible;\n        plate2.visible = !plate2.visible;\n    });\n    document.getElementById('toggleFieldLines').addEventListener('click', () => fieldLines.forEach(line => line.tube.visible = !line.tube.visible));\n    document.getElementById('toggleConductor').addEventListener('click', () => conductor.visible = !conductor.visible);\n    document.getElementById('toggleTelegraph').addEventListener('click', () => telegraphLine.visible = !telegraphLine.visible);\n\n    \/\/ Maxwell's equations solvers\n    function solveClassicalMaxwell(position, time) {\n        const k = 2 * Math.PI \/ 10;\n        const omega = k * C;\n        const Ex = Math.sin(k * position.x - omega * time);\n        const By = Math.cos(k * position.x - omega * time);\n        return { E: Ex, B: By };\n    }\n    function solveVariableMaxwell(position, time) {\n        const localEpsilon = EPSILON_0 * (1 + aetherDensity * Math.sin(position.x * 0.1));\n        const localMu = MU_0 * (1 + aetherDensity * Math.cos(position.y * 0.1));\n        const localC = 1 \/ Math.sqrt(localEpsilon * localMu);\n        const flowPhase = flowRate * Math.sin(position.x * 0.05 + time * 0.001);\n        const k = 2 * Math.PI \/ 10;\n        const omega = k * localC;\n        const Ex = Math.sin(k * position.x - omega * time + flowPhase);\n        const By = Math.cos(k * position.x - omega * time + flowPhase);\n        return { E: Ex, B: By };\n    }\n\n    \/\/ Animation loop\n    let lastTime = 0;\n    function animate(time) {\n        requestAnimationFrame(animate);\n        const dt = (time - lastTime) * 0.001;\n        lastTime = time;\n\n        \/\/ Update field points\n        const fieldColorsArray = fieldPoints.geometry.attributes.color.array;\n        for (let i = 0; i < fieldResolution * fieldResolution; i++) {\n            const idx = i * 3;\n            const pos = new THREE.Vector3(fieldPositions[idx], fieldPositions[idx + 1], fieldPositions[idx + 2]);\n            const fields = simulationMode === 'classical' ? solveClassicalMaxwell(pos, time * 0.001) : solveVariableMaxwell(pos, time * 0.001);\n            let phase = Math.atan2(fields.E, fields.B);\n            if (phase < 0) phase += 2 * Math.PI;\n            const color = new THREE.Color().setHSL(phase \/ (2 * Math.PI), 1, 0.5);\n            fieldColorsArray[idx] = color.r;\n            fieldColorsArray[idx + 1] = color.g;\n            fieldColorsArray[idx + 2] = color.b;\n        }\n        fieldPoints.geometry.attributes.color.needsUpdate = true;\n\n        \/\/ Update telegraph line\n        const telegraphColorsArray = telegraphLine.geometry.attributes.color.array;\n        for (let i = 0; i < telegraphPointsCount; i++) {\n            const idx = i * 3;\n            const pos = new THREE.Vector3(telegraphPositions[idx], telegraphPositions[idx + 1], 0);\n            const fields = simulationMode === 'classical' ? solveClassicalMaxwell(pos, time * 0.001) : solveVariableMaxwell(pos, time * 0.001);\n            let phase = Math.atan2(fields.E, fields.B);\n            if (phase < 0) phase += 2 * Math.PI;\n            const color = new THREE.Color().setHSL(phase \/ (2 * Math.PI), 1, 0.5);\n            telegraphColorsArray[idx] = color.r;\n            telegraphColorsArray[idx + 1] = color.g;\n            telegraphColorsArray[idx + 2] = color.b;\n        }\n        telegraphLine.geometry.attributes.color.needsUpdate = true;\n\n        \/\/ Update particles\n        const particlePositionsArray = particles.geometry.attributes.position.array;\n        const spawnProbability = frequency \/ 1000;\n        for (let i = 0; i < maxParticles; i++) {\n            const p = particleData[i];\n            if (p.active) {\n                p.position.add(p.velocity.clone().multiplyScalar(dt));\n                p.lifetime -= dt;\n                if (p.lifetime < 0) p.active = false;\n            } else if (Math.random() < spawnProbability * dt * 10) {\n                const theta = Math.random() * 2 * Math.PI;\n                p.position.set(\n                    conductorRadius * Math.cos(theta),\n                    conductorRadius * Math.sin(theta),\n                    (Math.random() - 0.5) * conductorHeight\n                ).add(conductor.position);\n                p.velocity.set(Math.cos(theta), Math.sin(theta), 0).multiplyScalar(0.5).add(\n                    new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).multiplyScalar(0.5)\n                );\n                p.lifetime = 2;\n                p.active = true;\n            }\n            const idx = i * 3;\n            if (p.active) {\n                particlePositionsArray[idx] = p.position.x;\n                particlePositionsArray[idx + 1] = p.position.y;\n                particlePositionsArray[idx + 2] = p.position.z;\n            } else {\n                particlePositionsArray[idx] = Infinity;\n            }\n        }\n        particles.geometry.attributes.position.needsUpdate = true;\n\n        \/\/ Update field line textures\n        fieldLines.forEach(line => {\n            line.texture.offset.y += 0.01 * dt * 60;\n            if (line.texture.offset.y > 1) line.texture.offset.y -= 1;\n        });\n\n        controls.update();\n        renderer.render(scene, camera);\n    }\n\n    \/\/ Handle resize\n    window.addEventListener('resize', () => {\n        const width = container.clientWidth;\n        const height = container.clientHeight;\n        camera.aspect = width \/ height;\n        camera.updateProjectionMatrix();\n        renderer.setSize(width, height);\n    });\n\n    \/\/ Start animation\n    animate(0);\n})();\n<\/script>\n","protected":false},"excerpt":{"rendered":"<p>Classical Maxwell Variable EM Properties Aether Density: Flow Rate: Trying to add some features. 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