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let boundaries = [];
let balls = [];
let drawingBoundary = false;
let boundaryDrawn = false;
let w, h;
let entropyGraph = [];
let startTime;

function setup() {
  w = windowWidth;
  h = windowHeight;
  canvas = createCanvas(w, h);
  startTime = millis();
}

function draw() {
  background(0);

  // Draw the boundaries
  stroke(255);
  strokeWeight(2);
  if (boundaries.length >= 3) {
    beginShape();
    for (let v of boundaries) {
      vertex(v.x, v.y);
    }
    endShape(CLOSE);
  }

  // Update and draw the balls
  for (let ball of balls) {
    ball.move();
    ball.checkBoundaryCollision();
    ball.display();
  }

  // Calculate and display entropy
  if (boundaryDrawn && balls.length > 0) {
    let entropy = calculateEntropy();
    entropyGraph.push(entropy);
    displayEntropyGraph();
  }

  // Display instructions
  displayInstructions();
}

function mouseDragged() {
  if (!drawingBoundary && !boundaryDrawn) {
    boundaries = [];
    drawingBoundary = true;
  }
  if (drawingBoundary) {
    boundaries.push({ x: mouseX, y: mouseY });
  }
}

function mouseReleased() {
  drawingBoundary = false;
  boundaryDrawn = true;
}

function mouseClicked() {
  if (boundaryDrawn) {
    balls.push(new Ball());
  }
}

class Ball {
  constructor() {
    this.x = mouseX;
    this.y = mouseY;
    this.vx = random(-2, 2);
    this.vy = random(-2, 2);
    this.radius = 2;
    this.color = color(random(100, 255), random(100, 255), random(100, 255));
  }

  move() {
    this.x += this.vx;
    this.y += this.vy;
  }

  checkBoundaryCollision() {
    let isOutside = !this.isPointInPolygon(boundaries, this.x, this.y);

    if (isOutside) {
      let closestEdge = this.findClosestEdge(boundaries);
      let edgeNormal = p5.Vector.fromAngle(closestEdge.angle + HALF_PI);
      let reflectedVelocity = this.reflectVector(createVector(this.vx, this.vy), edgeNormal);
      this.vx = reflectedVelocity.x;
      this.vy = reflectedVelocity.y;

      // Move the ball back inside the boundary
      this.x = constrain(this.x, closestEdge.x1, closestEdge.x2);
      this.y = constrain(this.y, closestEdge.y1, closestEdge.y2);
    }
  }

  // findClosestEdge(polygon) {
  //   // ... (keep the existing implementation)
  // }

  // distanceToLine(edge) {
  //   // ... (keep the existing implementation)
  // }

  // reflectVector(vector, normal) {
  //   // ... (keep the existing implementation)
  // }

  // isPointInPolygon(polygon, px, py) {
  //   // ... (keep the existing implementation)
  // }

  findClosestEdge(polygon) {
    let closestEdge = null;
    let closestDistance = Infinity;
  
    for (let i = 0; i < polygon.length; i++) {
      let j = (i + 1) % polygon.length;
      let x1 = polygon[i].x;
      let y1 = polygon[i].y;
      let x2 = polygon[j].x;
      let y2 = polygon[j].y;
  
      let edge = { x1, y1, x2, y2 };
      let distance = this.distanceToLine(edge);
  
      if (distance < closestDistance) {
        closestDistance = distance;
        closestEdge = edge;
      }
    }
  
    let dx = closestEdge.x2 - closestEdge.x1;
    let dy = closestEdge.y2 - closestEdge.y1;
    closestEdge.angle = atan2(dy, dx);
  
    return closestEdge;
  }
  
  distanceToLine(edge) {
    let x1 = edge.x1;
    let y1 = edge.y1;
    let x2 = edge.x2;
    let y2 = edge.y2;
  
    let dx = x2 - x1;
    let dy = y2 - y1;
    let a = dy;
    let b = -dx;
    let c = dx * y1 - dy * x1;
  
    let dist = Math.abs(a * this.x + b * this.y + c) / Math.sqrt(a * a + b * b);
    return dist;
  }
  
  reflectVector(vector, normal) {
    let dotProduct = vector.x * normal.x + vector.y * normal.y;
    let reflectedVector = p5.Vector.sub(vector, p5.Vector.mult(normal, 2 * dotProduct));
    return reflectedVector;
  }
  
    isPointInPolygon(polygon, px, py) {
    const epsilon = 0.01; // Adjust this value as needed
    const radius = this.radius;
  
    let isInside = false;
    let j = polygon.length - 1;
  
    for (let i = 0; i < polygon.length; i++) {
      let x1 = polygon[i].x;
      let y1 = polygon[i].y;
      let x2 = polygon[j].x;
      let y2 = polygon[j].y;
  
      if ((y1 > py + radius + epsilon) !== (y2 > py + radius + epsilon) &&
          px + radius + epsilon < ((x2 - x1) * (py + radius + epsilon - y1)) / (y2 - y1) + x1) {
        isInside = !isInside;
      }
  
      j = i;
    }
  
    return isInside;
  }
  

  display() {
    fill(this.color);
    noStroke();
    ellipse(this.x, this.y, this.radius * 2, this.radius * 2);
  }
}

function calculateEntropy() {
  const gridSize = 10;
  const grid = {};
  const totalBalls = balls.length;

  for (let ball of balls) {
    const gridX = Math.floor(ball.x / gridSize);
    const gridY = Math.floor(ball.y / gridSize);
    const key = `${gridX},${gridY}`;
    grid[key] = (grid[key] || 0) + 1;
  }

  let entropy = 0;
  for (let count of Object.values(grid)) {
    const probability = count / totalBalls;
    entropy -= probability * Math.log2(probability);
  }

  return entropy;
}

function displayEntropyGraph() {
  const graphWidth = 200;
  const graphHeight = 100;
  const x = width - graphWidth - 10;
  const y = height - graphHeight - 10;

  fill(0, 150);
  rect(x, y, graphWidth, graphHeight);

  stroke(255);
  noFill();
  beginShape();
  for (let i = 0; i < entropyGraph.length; i++) {
    const px = map(i, 0, entropyGraph.length - 1, x, x + graphWidth);
    const py = map(entropyGraph[i], 0, 5, y + graphHeight, y);
    vertex(px, py);
  }
  endShape();

  fill(255);
  noStroke();
  textAlign(RIGHT);
  text(`Entropy: ${entropyGraph[entropyGraph.length - 1].toFixed(2)}`, x + graphWidth, y - 5);
}

function displayInstructions() {
  fill(255);
  noStroke();
  textAlign(LEFT);
  textSize(14);
  text("1. Draw a boundary by dragging the mouse", 10, 20);
  text("2. Click inside the boundary to add balls", 10, 40);
  text("3. Observe the entropy graph in the bottom right", 10, 60);
}

function windowResized() {
  w = windowWidth;
  h = windowHeight;
  resizeCanvas(w, h);
}