{"job_id":"anim-job-1ebf3fee-42e2-4e82-abc4-0d86ee92f642","request_id":"test-physics-projectile-1b2ba770-6450-4b1c-a815-8b28db3d7c87-1778704510421","status":"complete","asset":{"primary_url":"https://storage.googleapis.com/pupiltree-animation-assets/anim-job-1ebf3fee-42e2-4e82-abc4-0d86ee92f642/walkthrough.mp4","thumbnail_url":"https://storage.googleapis.com/pupiltree-animation-assets/anim-job-1ebf3fee-42e2-4e82-abc4-0d86ee92f642/thumb.jpg","transcript_url":"https://storage.googleapis.com/pupiltree-animation-assets/anim-job-1ebf3fee-42e2-4e82-abc4-0d86ee92f642/transcript.vtt","interactive_url":"https://storage.googleapis.com/pupiltree-animation-assets/anim-job-1ebf3fee-42e2-4e82-abc4-0d86ee92f642/index.html","scenefile_url":"https://storage.googleapis.com/pupiltree-animation-assets/anim-job-1ebf3fee-42e2-4e82-abc4-0d86ee92f642/scene-source.json","duration_seconds":15,"byte_size":487338,"renderer":"html_three_js_local","parameters":{"style":"auto","executor":"native_render_executor","localPath":"/app/storage/assets/anim-job-1ebf3fee-42e2-4e82-abc4-0d86ee92f642","control_count":2,"interactivity":"none","simulation_id":"physics.11.kinematics.projectile_motion","renderer_style":"three_js","durationSeconds":15,"render_manifest":{"jobId":"anim-job-1ebf3fee-42e2-4e82-abc4-0d86ee92f642","request":{"gap":{"topic":"projectile-components","severity":"dangerous","error_type":"wrong_assumption","memory_state":"fragile","display_topic":"Projectile Motion Components","common_wrong_answer":"Horizontal and vertical motions are dependent.","confidence_at_error":"high","correct_understanding":"Projectile horizontal and vertical motions evolve independently."},"target":{"style":"auto","render":{"fps":30,"format":"mp4","resolution":"1920x1080","include_thumbnail":true,"include_transcript":true},"audience":{"tone":"neutral_instructional","grade":"11","language":"en"},"interactivity":"none","duration_seconds":15},"context":{"chapter":{"name":"Kinematics","ncert_class":11,"ncert_chapter_number":3},"sub_topics":[{"topic":"Projectile Motion","key_concepts":["projectile","range"]}]},"metadata":{"priority":"normal"},"exam_type":"neet","asset_type":"simulation","request_id":"test-physics-projectile-1b2ba770-6450-4b1c-a815-8b28db3d7c87-1778704510421","subject_area":"physics"},"renderer":"html_three_js_local","storyboard":{"beats":[{"label":"Topic","visual":"Show the topic title and the key physical context.","narration":"Projectile Motion Components"},{"label":"Mistake","visual":"Show the wrong approach and why it seems plausible.","narration":"Horizontal and vertical motions are dependent."},{"label":"Correction","visual":"Show the right approach step by step.","narration":"Projectile horizontal and vertical motions evolve independently."},{"label":"Concept","visual":"Highlight the key formula and the governing relationship.","narration":"projectile. range"}],"title":"Projectile Motion Components","sceneCode":"<!doctype html>\n<html lang=\"en\">\n<head>\n  <meta charset=\"utf-8\"/>\n  <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\"/>\n  <title>Projectile Motion: Independent Components</title>\n  <style>\n    :root{--bg:#0f1418;--panel:#182228;--line:#2e3e46;--accent:#e5ba67;--text:#f4f1ea;--muted:#c8d4da;--blue:#63b3ff;--green:#87e8a8;--red:#de7f76;}\n    *{box-sizing:border-box;}\n    body{margin:0;font-family:\"Plus Jakarta Sans\",\"Manrope\",ui-sans-serif,system-ui,sans-serif;background:radial-gradient(120% 90% at 20% -5%,#24343d 0%,var(--bg) 55%);color:var(--text);}\n    main{min-height:100vh;display:grid;grid-template-columns:minmax(300px,380px) 1fr;}\n    aside{border-right:1px solid var(--line);background:linear-gradient(180deg,rgba(31,46,53,.86),rgba(24,34,40,.92));padding:24px;overflow:auto;backdrop-filter:blur(6px);}\n    section{padding:24px;display:grid;place-items:center;}\n    h1{margin:0 0 10px;font-size:1.65rem;line-height:1.15;}\n    .sub{margin:0 0 16px;color:var(--muted);}\n    .formula{margin:0 0 14px;padding:10px;border:1px solid var(--line);border-radius:10px;background:#11191e;color:var(--accent);font-family:ui-monospace,monospace;font-size:0.9rem;box-shadow:inset 0 0 28px rgba(229,186,103,.08);}\n    .control{display:grid;gap:6px;margin:12px 0;}\n    .control input{width:100%;accent-color:var(--accent);}\n    ul{margin:14px 0 0 18px;padding:0;color:var(--muted);display:grid;gap:6px;}\n    .stage{width:min(1020px,95%);aspect-ratio:16/9;border:1px solid #445862;border-radius:14px;position:relative;overflow:hidden;background:radial-gradient(circle at 50% 38%,#2f4a57,#0f1418 72%);box-shadow:0 18px 60px rgba(0,0,0,.45), inset 0 0 90px rgba(255,255,255,.03);}\n    .stage::before{content:\"\";position:absolute;inset:0;background:linear-gradient(180deg,rgba(255,255,255,.06),transparent 34%);pointer-events:none;}\n    .legend{position:absolute;right:12px;top:12px;padding:8px 10px;border-radius:10px;border:1px solid #465a64;background:rgba(9,14,18,.58);font-size:0.8rem;color:var(--muted);backdrop-filter:blur(4px);}\n    @media(max-width:900px){main{grid-template-columns:1fr;}aside{border-right:0;border-bottom:1px solid var(--line);}}\n  </style>\n</head>\n<body>\n<main>\n  <aside>\n    <h1>Projectile Motion: Independent Components</h1>\n    <p class=\"sub\">Horizontal and vertical motion are INDEPENDENT — they don't interfere with each other.</p>\n    <p class=\"formula\">x(t) = v₀ₓ·t | y(t) = v₀ᵧ·t - ½g·t²</p>\n    <label class=\"control\"><span>Launch Angle: <strong id=\"v-angle\">45</strong>°</span><input id=\"c-angle\" type=\"range\" min=\"15\" max=\"75\" step=\"5\" value=\"45\"/></label>\n    <label class=\"control\"><span>Initial Speed: <strong id=\"v-speed\">20</strong> m/s</span><input id=\"c-speed\" type=\"range\" min=\"10\" max=\"35\" step=\"2\" value=\"20\"/></label>\n    <label class=\"control\"><span>Gravity: <strong id=\"v-gravity\">9.8</strong> m/s²</span><input id=\"c-gravity\" type=\"range\" min=\"5\" max=\"15\" step=\"0.5\" value=\"9.8\"/></label>\n    <ul>\n      <li><strong>❌ Wrong:</strong> Vertical motion \"pulls down\" horizontal motion</li>\n      <li><strong>✓ Correct:</strong> Vₓ stays constant (no gravity). Vᵧ changes independently.</li>\n      <li>Watch the trajectory split into X and Y components — they evolve side-by-side.</li>\n      <li>Change angle or speed and see X & Y respond separately.</li>\n    </ul>\n  </aside>\n  <section>\n    <div class=\"stage\" id=\"stage\">\n      <div class=\"legend\" id=\"legend\">Initializing…</div>\n      <canvas id=\"sim-cv\" style=\"position:absolute;inset:0;width:100%;height:100%;\"></canvas>\n    </div>\n  </section>\n</main>\n<script>\nconst controls = [{\"key\":\"angle\",\"label\":\"Launch Angle\",\"min\":15,\"max\":75,\"step\":5,\"value\":45,\"units\":\"°\"},{\"key\":\"speed\",\"label\":\"Initial Speed\",\"min\":10,\"max\":35,\"step\":2,\"value\":20,\"units\":\"m/s\"},{\"key\":\"gravity\",\"label\":\"Gravity\",\"min\":5,\"max\":15,\"step\":0.5,\"value\":9.8,\"units\":\"m/s²\"}];\nfor(const c of controls){\n  const inp=document.getElementById('c-'+c.key);\n  const out=document.getElementById('v-'+c.key);\n  inp?.addEventListener('input',()=>{out.textContent=inp.value;window.updateModel?.();});\n}\n(function(){\n  const cv=document.getElementById('sim-cv');\n  const ctx=cv.getContext('2d');\n  function resize(){const r=cv.getBoundingClientRect();if(r.width>0){cv.width=r.width;cv.height=r.height;}}\n  resize();new ResizeObserver(resize).observe(cv);\n  let lastTs=0;\n  \n  function glowDot(x,y,r,color,a){\n    const g=ctx.createRadialGradient(x,y,0,x,y,r*2.6);\n    g.addColorStop(0,color.replace('ALPHA',String(a)));\n    g.addColorStop(1,color.replace('ALPHA','0'));\n    ctx.fillStyle=g;ctx.beginPath();ctx.arc(x,y,r*2.6,0,Math.PI*2);ctx.fill();\n  }\n  \n  function arrow(x1,y1,x2,y2,color,w){\n    const dx=x2-x1,dy=y2-y1,l=Math.sqrt(dx*dx+dy*dy);\n    if(l<2)return;\n    const nx=dx/l,ny=dy/l,s=10;\n    ctx.strokeStyle=color;ctx.lineWidth=w||2;\n    ctx.beginPath();ctx.moveTo(x1,y1);ctx.lineTo(x2,y2);ctx.stroke();\n    ctx.fillStyle=color;ctx.beginPath();\n    ctx.moveTo(x2,y2);\n    ctx.lineTo(x2-s*nx+s*0.4*ny,y2-s*ny-s*0.4*nx);\n    ctx.lineTo(x2-s*nx-s*0.4*ny,y2-s*ny+s*0.4*nx);\n    ctx.fill();\n  }\n  \n  function text(str,x,y,size,color){\n    ctx.font=Math.round(size)+'px sans-serif';\n    ctx.fillStyle=color;\n    ctx.textAlign='center';\n    ctx.textBaseline='middle';\n    ctx.fillText(str,x,y);\n  }\n  \n  // State: position, velocity, time\n  let t = 0;\n  let trajectoryX = [];\n  let trajectoryY = [];\n  let trajectoryFull = [];\n  let cycleTime = 0;\n  const CYCLE_DURATION = 15; // seconds\n  \n  function tick(ts){\n    const dt=Math.min(0.04,(ts-lastTs)/1000);lastTs=ts;\n    const W=cv.width,H=cv.height;\n    \n    // Read sliders\n    const angle = Number(document.getElementById('c-angle').value);\n    const speed = Number(document.getElementById('c-speed').value);\n    const gravity = Number(document.getElementById('c-gravity').value);\n    \n    // Increment cycle\n    cycleTime += dt;\n    if(cycleTime > CYCLE_DURATION){\n      cycleTime = 0;\n      t = 0;\n      trajectoryX = [];\n      trajectoryY = [];\n      trajectoryFull = [];\n    }\n    \n    // Physics: compute trajectory points\n    const angleRad = angle * Math.PI / 180;\n    const vx = speed * Math.cos(angleRad);\n    const vy = speed * Math.sin(angleRad);\n    \n    // Current state at time t\n    t = cycleTime;\n    const x = vx * t;\n    const y = vy * t - 0.5 * gravity * t * t;\n    \n    // Velocity components at time t\n    const vx_t = vx;  // Constant!\n    const vy_t = vy - gravity * t;\n    \n    // Build trajectories\n    trajectoryX = [];\n    trajectoryY = [];\n    trajectoryFull = [];\n    \n    for(let ti = 0; ti <= t; ti += 0.05){\n      const xi = vx * ti;\n      const yi = vy * ti - 0.5 * gravity * ti * ti;\n      \n      trajectoryFull.push({x: xi, y: yi});\n      if(yi >= 0){\n        trajectoryX.push({x: xi, y: 0});\n        trajectoryY.push({x: 0, y: yi});\n      }\n    }\n    \n    // Scale factors for visualization (pixels per meter)\n    const scale = (W * 0.35) / Math.max(1, vx * CYCLE_DURATION);\n    const yScale = (H * 0.4) / Math.max(1, speed * speed / (2 * gravity));\n    \n    // Launch point (left side)\n    const launchX = W * 0.15;\n    const launchY = H * 0.7;\n    \n    // Draw background layers\n    ctx.clearRect(0,0,W,H);\n    \n    // Ground\n    ctx.strokeStyle='#445862';\n    ctx.lineWidth=2;\n    ctx.beginPath();\n    ctx.moveTo(0,launchY);\n    ctx.lineTo(W,launchY);\n    ctx.stroke();\n    \n    ctx.fillStyle='rgba(68,88,98,0.2)';\n    ctx.fillRect(0,launchY,W,H-launchY);\n    \n    // === MAIN LAYER: Show trajectory split ===\n    \n    // Draw component graphs side-by-side\n    const graphW = (W - launchX - 60) * 0.45;\n    const graphH = 120;\n    const graphX1 = launchX + 20;\n    const graphY = H * 0.15;\n    const graphX2 = graphX1 + graphW + 40;\n    \n    // Grid background for graphs\n    ctx.fillStyle='rgba(99,179,255,0.08)';\n    ctx.fillRect(graphX1,graphY,graphW,graphH);\n    ctx.fillStyle='rgba(135,232,168,0.08)';\n    ctx.fillRect(graphX2,graphY,graphW,graphH);\n    \n    // Graph borders\n    ctx.strokeStyle='#63b3ff';ctx.lineWidth=1;\n    ctx.beginPath();ctx.rect(graphX1,graphY,graphW,graphH);ctx.stroke();\n    ctx.strokeStyle='#87e8a8';ctx.lineWidth=1;\n    ctx.beginPath();ctx.rect(graphX2,graphY,graphW,graphH);ctx.stroke();\n    \n    // Draw X(t) trajectory\n    ctx.strokeStyle='#63b3ff';\n    ctx.lineWidth=2;\n    ctx.beginPath();\n    for(let ti = 0; ti <= t; ti += 0.05){\n      const xi = vx * ti;\n      const px = graphX1 + (xi / Math.max(1, vx * CYCLE_DURATION)) * graphW;\n      const py = graphY + graphH - 20;\n      if(ti === 0) ctx.moveTo(px,py);\n      else ctx.lineTo(px,py);\n    }\n    ctx.stroke();\n    \n    // Draw Y(t) trajectory\n    ctx.strokeStyle='#87e8a8';\n    ctx.lineWidth=2;\n    ctx.beginPath();\n    for(let ti = 0; ti <= t; ti += 0.05){\n      const yi = vy * ti - 0.5 * gravity * ti * ti;\n      if(yi < 0) continue;\n      const px = graphX2 + (ti / CYCLE_DURATION) * graphW;\n      const py = graphY + graphH - (yi / Math.max(1, speed * speed / (2 * gravity))) * (graphH - 20);\n      if(ti === 0 || !ctx.currentPath) ctx.moveTo(px,py);\n      else ctx.lineTo(px,py);\n    }\n    ctx.stroke();\n    \n    // Labels\n    text('X(t) — Horizontal',graphX1+graphW/2,graphY-8,11,'#63b3ff');\n    text('Y(t) — Vertical',graphX2+graphW/2,graphY-8,11,'#87e8a8');\n    \n    // === Main trajectory view ===\n    \n    // Draw component trajectories (projected lines)\n    ctx.globalAlpha=0.25;\n    \n    // Horizontal component: flat line at launch height\n    ctx.strokeStyle='#63b3ff';\n    ctx.lineWidth=3;\n    ctx.beginPath();\n    ctx.moveTo(launchX,launchY);\n    ctx.lineTo(launchX+scale*vx*t,launchY);\n    ctx.stroke();\n    \n    // Vertical component: vertical line from launch\n    ctx.strokeStyle='#87e8a8';\n    ctx.lineWidth=3;\n    ctx.beginPath();\n    ctx.moveTo(launchX,launchY);\n    ctx.lineTo(launchX,launchY-Math.max(0,y*yScale/H*40));\n    ctx.stroke();\n    \n    ctx.globalAlpha=1;\n    \n    // Draw full parabolic trajectory\n    ctx.strokeStyle='#e5ba67';\n    ctx.lineWidth=2.5;\n    ctx.beginPath();\n    let first=true;\n    for(let ti = 0; ti <= t; ti += 0.05){\n      const xi = vx * ti;\n      const yi = vy * ti - 0.5 * gravity * ti * ti;\n      const px = launchX + scale * xi;\n      const py = launchY - yScale * yi / 40;\n      if(first){ctx.moveTo(px,py);first=false;}\n      else ctx.lineTo(px,py);\n    }\n    ctx.stroke();\n    \n    // Current projectile position\n    const projX = launchX + scale * x;\n    const projY = launchY - yScale * y / 40;","remediationGoal":"Close wrong_assumption for physics."},"rendererStyle":"three_js"},"simulation_title":"Projectile Motion"}},"metadata":{"rendered_at":"2026-05-13T20:39:46.130Z","cache_hit":false,"cost_usd":0},"error":null}