diff --git a/package-lock.json b/package-lock.json index 21d6faf..ca9c1fe 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,12 +1,12 @@ { "name": "rubic-cube", - "version": "0.5.0", + "version": "0.5.1", "lockfileVersion": 3, "requires": true, "packages": { "": { "name": "rubic-cube", - "version": "0.5.0", + "version": "0.5.1", "dependencies": { "cubejs": "^1.3.2", "lucide-vue-next": "^0.564.0", diff --git a/package.json b/package.json index d22fdb1..cc6fb37 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "rubic-cube", "private": true, - "version": "0.5.0", + "version": "0.5.1", "type": "module", "scripts": { "dev": "vite", diff --git a/src/components/renderers/SmartCube.vue b/src/components/renderers/SmartCube.vue index b456616..990c87d 100644 --- a/src/components/renderers/SmartCube.vue +++ b/src/components/renderers/SmartCube.vue @@ -6,17 +6,59 @@ import { LAYER_ANIMATION_DURATION } from "../../config/animationSettings"; import CubeMoveControls from "./CubeMoveControls.vue"; import MoveHistoryPanel from "./MoveHistoryPanel.vue"; import { DeepCube } from "../../utils/DeepCube.js"; -import { KociembaSolver } from "../../utils/solvers/KociembaSolver.js"; -import { BeginnerSolver } from "../../utils/solvers/BeginnerSolver.js"; -import Toastify from "toastify-js"; +import { showToast } from "../../utils/toastHelper.js"; -const { cubies, initCube, rotateLayer, turn, FACES } = useCube(); +const { cubies, initCube, rotateLayer, turn, FACES, solve, solveResult, solveError, isSolverReady } = useCube(); const { isCubeTranslucent } = useSettings(); // --- Visual State --- -const rx = ref(-25); -const ry = ref(45); -const rz = ref(0); +// viewMatrix is a 4x4 matrix (16 floats) representing the scene rotation. +// Initial state: Tilt X by -25deg, Rotate Y by 45deg. +const identityMatrix = () => [ + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 +]; + +const rotateXMatrix = (deg) => { + const rad = (deg * Math.PI) / 180; + const c = Math.cos(rad); + const s = Math.sin(rad); + return [ + 1, 0, 0, 0, + 0, c, s, 0, + 0, -s, c, 0, + 0, 0, 0, 1 + ]; +}; + +const rotateYMatrix = (deg) => { + const rad = (deg * Math.PI) / 180; + const c = Math.cos(rad); + const s = Math.sin(rad); + return [ + c, 0, -s, 0, + 0, 1, 0, 0, + s, 0, c, 0, + 0, 0, 0, 1 + ]; +}; + +const multiplyMatrices = (a, b) => { + const result = new Array(16).fill(0); + for (let r = 0; r < 4; r++) { + for (let c = 0; c < 4; c++) { + for (let k = 0; k < 4; k++) { + result[c * 4 + r] += a[k * 4 + r] * b[c * 4 + k]; + } + } + } + return result; +}; + +// Initial orientation: Tilt X, then Spin Y +const viewMatrix = ref(multiplyMatrices(rotateXMatrix(-25), rotateYMatrix(45))); const SCALE = 100; const GAP = 0; const MIN_MOVES_COLUMN_GAP = 6; @@ -99,24 +141,15 @@ const cross = (a, b) => ({ z: a.x * b.y - a.y * b.x, }); -// Project 3D vector to 2D screen space based on current view (rx, ry, rz) +// Project 3D vector to 2D screen space based on current viewMatrix const project = (v) => { - const radX = (rx.value * Math.PI) / 180; - const radY = (ry.value * Math.PI) / 180; - const radZ = (rz.value * Math.PI) / 180; - - let x1 = v.x * Math.cos(radZ) - v.y * Math.sin(radZ); - let y1 = v.x * Math.sin(radZ) + v.y * Math.cos(radZ); - let z1 = v.z; - - let x2 = x1 * Math.cos(radY) + z1 * Math.sin(radY); - let y2 = y1; - let z2 = -x1 * Math.sin(radY) + z1 * Math.cos(radY); - - let x3 = x2; - let y3 = y2 * Math.cos(radX) - z2 * Math.sin(radX); - - return { x: x3, y: y3 }; + const m = viewMatrix.value; + // Apply rotation matrix: v' = M * v + // (Ignoring translation/w for pure rotation projection) + const x = v.x * m[0] + v.y * m[4] + v.z * m[8]; + const y = v.x * m[1] + v.y * m[5] + v.z * m[9]; + // z ignored for 2D projection + return { x, y }; }; // --- Interaction Logic --- @@ -140,16 +173,11 @@ const onMouseDown = (e) => { selectedCubie.value = { ...cubie }; // Snapshot position selectedFace.value = face; - // Check if center piece (has 2 zero coordinates) - // Centers have sum of absolute coords = 1 - // Core (0,0,0) has sum = 0 + // Mechanical Realism Rules: + // Centers (absSum <= 1) are "Stiff" (part of the core frame). Dragging them rotates the View. + // Corners/Edges (absSum > 1) are "Moving Parts". Dragging them rotates the Layer. const absSum = Math.abs(cubie.x) + Math.abs(cubie.y) + Math.abs(cubie.z); - const isCenterOrCore = absSum <= 1; - - // Mechanical Realism: - // Centers are "Stiff" (part of the core frame). Dragging them rotates the View. - // Corners/Edges are "Moving Parts". Dragging them rotates the Layer. - dragMode.value = isCenterOrCore ? "view" : "layer"; + dragMode.value = absSum <= 1 ? "view" : "layer"; } else { dragMode.value = "view"; selectedCubie.value = null; @@ -163,8 +191,19 @@ const onMouseMove = (e) => { const dy = e.clientY - lastY.value; if (dragMode.value === "view") { - ry.value += dx * 0.5; - rx.value += dy * 0.5; + // Relative View Rotation: + // Dragging mouse Down (positive dy) should pull the TOP of the cube towards the user. + // In standard math, rotating a cube around World X-axis by positive angle tilts it BACK. + // So we use -dy for the rotation angle. + const deltaX = rotateXMatrix(-dy * 0.5); + const deltaY = rotateYMatrix(dx * 0.5); + + // Order matters: Apply deltas on top of current orientation. + // RotationY(dx) * RotationX(dy) * currentMatrix + // Result: Horizontal dragging always spins around screen Y, + // vertical dragging always tilts around screen X. + const combinedDelta = multiplyMatrices(deltaY, deltaX); + viewMatrix.value = multiplyMatrices(combinedDelta, viewMatrix.value); } else if (dragMode.value === "layer" && selectedCubie.value) { const totalDx = e.clientX - startX.value; const totalDy = e.clientY - startY.value; @@ -189,9 +228,9 @@ const handleLayerDrag = (totalDx, totalDy, dx, dy) => { // Analyze candidates axes.forEach((axis) => { - // Tangent = Axis x Normal + // Tangent = Normal x Axis // This is the 3D direction of motion for Positive Rotation around this Axis - const t3D = cross(getAxisVector(axis), faceNormal); + const t3D = cross(faceNormal, getAxisVector(axis)); const t2D = project(t3D); const len = Math.sqrt(t2D.x ** 2 + t2D.y ** 2); @@ -286,8 +325,17 @@ const finishMove = (steps, directionOverride = null) => { const direction = directionOverride !== null ? directionOverride : steps > 0 ? 1 : -1; + // LOGICAL SYNC (CRITICAL): + // Our visual rotation signs in getCubieStyle and tangent calc are now aligned. + // However, some axes might still be inverted based on coordinate system (Right-handed vs CSS). + let finalDirection = direction; + + // Y-axis spin in project/matrix logic vs cubic logic often needs swap + if (axis === "y") finalDirection *= -1; + if (axis === "z") finalDirection *= -1; + pendingLogicalUpdate.value = true; - rotateLayer(axis, index, direction, count); + rotateLayer(axis, index, finalDirection, count); } }; @@ -448,13 +496,14 @@ const getCubieStyle = (c) => { // Logic X=1 (Right). CSS +X is Right. // Rotations: - // CSS rotateX: + is Top->Back. - // CSS rotateY: + is Right->Back (Spin Right). - // CSS rotateZ: + is Top->Right (Clockwise). + // CSS rotateX: + is Top->Back. (Standard R direction) + // CSS rotateY: + is Right->Back. (Spin Right) + // CSS rotateZ: + is Top->Right. (Clockwise) - if (axis === "x") transform = `rotateX(${-rot}deg) ` + transform; - if (axis === "y") transform = `rotateY(${-rot}deg) ` + transform; - if (axis === "z") transform = `rotateZ(${rot}deg) ` + transform; + // We align rot so that +90 degrees visually matches logical direction=1 (CW) + if (axis === "x") transform = `rotateX(${rot}deg) ` + transform; + if (axis === "y") transform = `rotateY(${rot}deg) ` + transform; + if (axis === "z") transform = `rotateZ(${-rot}deg) ` + transform; } } @@ -750,6 +799,16 @@ const scramble = () => { const handleSolve = async (solverType) => { if (isAnimating.value) return; + if (solverType === "kociemba" && !isSolverReady.value) { + showToast("wait for initialize solver", "info", { + style: { + background: "linear-gradient(to right, #b45309, #d97706)", + color: "#ffffff" + } + }); + return; + } + const currentCube = DeepCube.fromCubies(cubies.value); if (!currentCube.isValid()) { @@ -759,30 +818,20 @@ const handleSolve = async (solverType) => { // Already solved? (Identity check) if (currentCube.isSolved()) { - Toastify({ - text: "scramble cube first", - duration: 3000, - gravity: "top", - position: "center", - stopOnFocus: true, - }).showToast(); + showToast("scramble cube first", "info"); return; } - let solution = []; - try { - if (solverType === "kociemba") { - const solver = new KociembaSolver(currentCube); - solution = solver.solve(); - } else if (solverType === "beginner") { - const solver = new BeginnerSolver(currentCube); - solution = solver.solve(); - } - } catch (e) { - console.error("Solver exception:", e); - return; - } + solve(solverType, { + cp: currentCube.cp, + co: currentCube.co, + ep: currentCube.ep, + eo: currentCube.eo, + }); +}; +// Listen for solution from worker +watch(solveResult, (solution) => { if (solution && solution.length > 0) { const uiMoves = solution.map((m) => { const solverBase = m[0]; @@ -802,12 +851,23 @@ const handleSolve = async (solverType) => { return uiKey; } } - return m; - }); + return null; + }).filter(m => m !== null); uiMoves.forEach((m) => applyMove(m)); } -}; +}); + +watch(solveError, (err) => { + if (err) { + showToast(err, "info", { + style: { + background: "linear-gradient(to right, #b45309, #d97706)", + color: "#ffffff" + } + }); + } +}); watch(cubies, () => { if (!pendingLogicalUpdate.value) return; @@ -851,7 +911,8 @@ onUnmounted(() => {