fix: sync layer animation with worker updates
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@@ -1,5 +1,5 @@
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<script setup>
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<script setup>
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import { ref, computed, onMounted, onUnmounted } from 'vue'
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import { ref, computed, onMounted, onUnmounted, watch } from 'vue'
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import { useCube } from '../../composables/useCube'
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import { useCube } from '../../composables/useCube'
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import { useSettings } from '../../composables/useSettings'
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import { useSettings } from '../../composables/useSettings'
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import Line3D from '../common/Line3D.vue'
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import Line3D from '../common/Line3D.vue'
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@@ -29,6 +29,7 @@ const selectedFace = ref(null) // 'front', 'up', etc.
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const activeLayer = ref(null) // { axis, index, tangent, direction }
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const activeLayer = ref(null) // { axis, index, tangent, direction }
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const currentLayerRotation = ref(0) // Visual rotation in degrees
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const currentLayerRotation = ref(0) // Visual rotation in degrees
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const isAnimating = ref(false)
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const isAnimating = ref(false)
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const pendingLogicalUpdate = ref(false)
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// --- Constants & Helpers ---
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// --- Constants & Helpers ---
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@@ -344,24 +345,17 @@ const snapRotation = () => {
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requestAnimationFrame(animate)
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requestAnimationFrame(animate)
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}
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}
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const finishMove = (steps) => {
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const finishMove = (steps, directionOverride = null) => {
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if (steps !== 0 && activeLayer.value) {
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if (steps !== 0 && activeLayer.value) {
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const { axis, index } = activeLayer.value
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const { axis, index } = activeLayer.value
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// Logic Call
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const count = Math.abs(steps)
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const count = Math.abs(steps)
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const direction = steps > 0 ? 1 : -1
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const direction = directionOverride !== null ? directionOverride : (steps > 0 ? 1 : -1)
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pendingLogicalUpdate.value = true
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for (let i = 0; i < count; i++) {
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for (let i = 0; i < count; i++) {
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rotateLayer(axis, index, direction)
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rotateLayer(axis, index, direction)
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}
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}
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}
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}
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// Reset
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activeLayer.value = null
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currentLayerRotation.value = 0
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isAnimating.value = false
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selectedCubie.value = null
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selectedFace.value = null
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}
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}
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const getCubieStyle = (c) => {
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const getCubieStyle = (c) => {
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@@ -426,26 +420,91 @@ const getProjectionStyle = (c, face) => {
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return { transform: `translate3d(${x}px, ${y}px, 0px)` }
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return { transform: `translate3d(${x}px, ${y}px, 0px)` }
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}
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}
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const animateProgrammaticMove = (base, modifier) => {
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if (isAnimating.value || activeLayer.value) return
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// Map base move to axis/index (same warstwa jak przy dragowaniu)
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let axis = 'y'
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let index = 1
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if (base === 'U') {
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axis = 'y'; index = 1
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} else if (base === 'D') {
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axis = 'y'; index = -1
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} else if (base === 'L') {
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axis = 'x'; index = -1
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} else if (base === 'R') {
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axis = 'x'; index = 1
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} else if (base === 'F') {
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axis = 'z'; index = 1
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} else if (base === 'B') {
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axis = 'z'; index = -1
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}
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// Kierunek zgodny z RubiksJSModel.rotateLayer:
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// dir === 1 -> ruch z apostrofem, dir === -1 -> ruch podstawowy (bez apostrofu)
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const count = modifier === '2' ? 2 : 1
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const direction = modifier === "'" ? 1 : -1
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activeLayer.value = {
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axis,
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index,
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tangent: { x: 1, y: 0 }
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}
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currentLayerRotation.value = 0
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isAnimating.value = true
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const logicalSteps = direction * count
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let visualSteps = logicalSteps
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if (axis === 'z') visualSteps = -visualSteps
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if (base === 'U') visualSteps = -visualSteps
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const target = visualSteps * 90
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const start = 0
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const startTime = performance.now()
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const duration = 200 * count
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const animate = (time) => {
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const p = Math.min((time - startTime) / duration, 1)
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const ease = 1 - Math.pow(1 - p, 3)
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currentLayerRotation.value = start + (target - start) * ease
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if (p < 1) {
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requestAnimationFrame(animate)
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} else {
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pendingLogicalUpdate.value = true
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for (let i = 0; i < count; i += 1) {
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rotateLayer(axis, index, direction)
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}
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}
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}
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requestAnimationFrame(animate)
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}
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const applyMove = (move) => {
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const applyMove = (move) => {
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let base = move
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let base = move
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let isPrime = false
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let modifier = ''
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let turns = 1
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if (move.endsWith('2')) {
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if (move.endsWith('2')) {
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turns = 2
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modifier = '2'
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base = move[0]
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base = move[0]
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} else if (move.endsWith('-prime')) {
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} else if (move.endsWith('-prime')) {
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isPrime = true
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modifier = "'"
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base = move[0]
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base = move[0]
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}
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}
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const notation = isPrime ? `${base}'` : base
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animateProgrammaticMove(base, modifier)
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for (let i = 0; i < turns; i += 1) {
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turn(notation)
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}
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}
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}
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watch(cubies, () => {
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if (!pendingLogicalUpdate.value) return
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pendingLogicalUpdate.value = false
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activeLayer.value = null
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currentLayerRotation.value = 0
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isAnimating.value = false
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selectedCubie.value = null
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selectedFace.value = null
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})
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onMounted(() => {
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onMounted(() => {
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initCube()
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initCube()
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window.addEventListener('mousemove', onMouseMove)
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window.addEventListener('mousemove', onMouseMove)
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