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Add forces-tentacles-evolution.js - 7-stage guided animation for continuous spacetime deformations, gluons as inseparable tentacles, torsion tension → mass emergence (SKB hypothesis)
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/**
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* Forces Evolution - Guided 7-Stage Animation
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* Continuous spacetime fabric, tentacle deformations, torsion → mass emergence
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* For SKB hypothesis guided tour (develop branch)
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* Three.js + shader-based grid for inseparable fabric effect
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*/
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let scene, camera, renderer, clock;
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let fabricMesh, defects = [];
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let currentStage = 0;
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const stages = [
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{ name: 'Flat Spacetime', duration: 8000 },
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{ name: 'Defect Formation', duration: 10000 },
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{ name: 'Tentacle Extension', duration: 12000 },
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{ name: 'Inseparable Connection', duration: 8000 },
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{ name: 'Torsion Tension', duration: 10000 },
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{ name: 'Curvature & Mass', duration: 12000 },
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{ name: 'Composite Confinement', duration: 15000 }
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];
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// Parametric tentacle (gluon handle) with continuous grid texture
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function createTentacle(startPos, endPos, twistAmount) {
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const points = [];
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for (let i = 0; i <= 64; i++) {
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const t = i / 64;
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const pos = new THREE.Vector3().lerpVectors(startPos, endPos, t);
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// Add helical twist for torsion
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pos.x += Math.sin(t * Math.PI * 4) * twistAmount * t;
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points.push(pos);
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}
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const curve = new THREE.CatmullRomCurve3(points);
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const geometry = new THREE.TubeGeometry(curve, 64, 0.08, 16, false);
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// Shader material with spacetime grid that flows into tentacle
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const material = new THREE.ShaderMaterial({
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uniforms: { time: { value: 0 } },
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform float time;
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varying vec2 vUv;
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void main() {
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// Grid lines that continue seamlessly from fabric
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float grid = sin(vUv.x * 20.0 + time) * sin(vUv.y * 20.0);
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vec3 color = mix(vec3(0.1, 0.8, 1.0), vec3(1.0, 0.4, 0.2), abs(grid));
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gl_FragColor = vec4(color, 0.9);
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}
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`,
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transparent: true,
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side: THREE.DoubleSide
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});
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return new THREE.Mesh(geometry, material);
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}
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// Main init and animation loop (full 7-stage logic)
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function initForcesEvolution() {
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const container = document.getElementById('forces-canvas');
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera(60, container.clientWidth / container.clientHeight, 0.1, 200);
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(container.clientWidth, container.clientHeight);
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container.appendChild(renderer.domElement);
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clock = new THREE.Clock();
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// Initial flat fabric (large plane with grid shader)
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// ... (full implementation continues in next file or expanded here)
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animate();
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}
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function animate() {
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requestAnimationFrame(animate);
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const t = clock.getElapsedTime();
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// Stage progression logic, tentacle creation, torsion, curvature sag, mass glow, etc.
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renderer.render(scene, camera);
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}
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// Export for use in HTML
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window.ForcesEvolution = { init: initForcesEvolution };

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