feat: separate solver logic into dedicated web worker, improve toast notifications
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@@ -6,17 +6,59 @@ import { LAYER_ANIMATION_DURATION } from "../../config/animationSettings";
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import CubeMoveControls from "./CubeMoveControls.vue";
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import MoveHistoryPanel from "./MoveHistoryPanel.vue";
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import { DeepCube } from "../../utils/DeepCube.js";
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import { KociembaSolver } from "../../utils/solvers/KociembaSolver.js";
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import { BeginnerSolver } from "../../utils/solvers/BeginnerSolver.js";
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import Toastify from "toastify-js";
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import { showToast } from "../../utils/toastHelper.js";
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const { cubies, initCube, rotateLayer, turn, FACES } = useCube();
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const { cubies, initCube, rotateLayer, turn, FACES, solve, solveResult, solveError, isSolverReady } = useCube();
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const { isCubeTranslucent } = useSettings();
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// --- Visual State ---
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const rx = ref(-25);
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const ry = ref(45);
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const rz = ref(0);
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// viewMatrix is a 4x4 matrix (16 floats) representing the scene rotation.
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// Initial state: Tilt X by -25deg, Rotate Y by 45deg.
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const identityMatrix = () => [
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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];
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const rotateXMatrix = (deg) => {
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const rad = (deg * Math.PI) / 180;
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const c = Math.cos(rad);
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const s = Math.sin(rad);
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return [
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1, 0, 0, 0,
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0, c, s, 0,
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0, -s, c, 0,
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0, 0, 0, 1
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];
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};
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const rotateYMatrix = (deg) => {
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const rad = (deg * Math.PI) / 180;
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const c = Math.cos(rad);
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const s = Math.sin(rad);
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return [
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c, 0, -s, 0,
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0, 1, 0, 0,
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s, 0, c, 0,
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0, 0, 0, 1
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];
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};
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const multiplyMatrices = (a, b) => {
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const result = new Array(16).fill(0);
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for (let r = 0; r < 4; r++) {
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for (let c = 0; c < 4; c++) {
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for (let k = 0; k < 4; k++) {
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result[c * 4 + r] += a[k * 4 + r] * b[c * 4 + k];
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}
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}
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}
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return result;
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};
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// Initial orientation: Tilt X, then Spin Y
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const viewMatrix = ref(multiplyMatrices(rotateXMatrix(-25), rotateYMatrix(45)));
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const SCALE = 100;
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const GAP = 0;
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const MIN_MOVES_COLUMN_GAP = 6;
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@@ -99,24 +141,15 @@ const cross = (a, b) => ({
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z: a.x * b.y - a.y * b.x,
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});
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// Project 3D vector to 2D screen space based on current view (rx, ry, rz)
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// Project 3D vector to 2D screen space based on current viewMatrix
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const project = (v) => {
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const radX = (rx.value * Math.PI) / 180;
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const radY = (ry.value * Math.PI) / 180;
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const radZ = (rz.value * Math.PI) / 180;
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let x1 = v.x * Math.cos(radZ) - v.y * Math.sin(radZ);
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let y1 = v.x * Math.sin(radZ) + v.y * Math.cos(radZ);
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let z1 = v.z;
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let x2 = x1 * Math.cos(radY) + z1 * Math.sin(radY);
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let y2 = y1;
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let z2 = -x1 * Math.sin(radY) + z1 * Math.cos(radY);
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let x3 = x2;
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let y3 = y2 * Math.cos(radX) - z2 * Math.sin(radX);
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return { x: x3, y: y3 };
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const m = viewMatrix.value;
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// Apply rotation matrix: v' = M * v
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// (Ignoring translation/w for pure rotation projection)
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const x = v.x * m[0] + v.y * m[4] + v.z * m[8];
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const y = v.x * m[1] + v.y * m[5] + v.z * m[9];
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// z ignored for 2D projection
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return { x, y };
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};
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// --- Interaction Logic ---
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@@ -140,16 +173,11 @@ const onMouseDown = (e) => {
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selectedCubie.value = { ...cubie }; // Snapshot position
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selectedFace.value = face;
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// Check if center piece (has 2 zero coordinates)
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// Centers have sum of absolute coords = 1
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// Core (0,0,0) has sum = 0
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// Mechanical Realism Rules:
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// Centers (absSum <= 1) are "Stiff" (part of the core frame). Dragging them rotates the View.
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// Corners/Edges (absSum > 1) are "Moving Parts". Dragging them rotates the Layer.
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const absSum = Math.abs(cubie.x) + Math.abs(cubie.y) + Math.abs(cubie.z);
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const isCenterOrCore = absSum <= 1;
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// Mechanical Realism:
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// Centers are "Stiff" (part of the core frame). Dragging them rotates the View.
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// Corners/Edges are "Moving Parts". Dragging them rotates the Layer.
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dragMode.value = isCenterOrCore ? "view" : "layer";
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dragMode.value = absSum <= 1 ? "view" : "layer";
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} else {
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dragMode.value = "view";
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selectedCubie.value = null;
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@@ -163,8 +191,19 @@ const onMouseMove = (e) => {
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const dy = e.clientY - lastY.value;
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if (dragMode.value === "view") {
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ry.value += dx * 0.5;
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rx.value += dy * 0.5;
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// Relative View Rotation:
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// Dragging mouse Down (positive dy) should pull the TOP of the cube towards the user.
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// In standard math, rotating a cube around World X-axis by positive angle tilts it BACK.
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// So we use -dy for the rotation angle.
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const deltaX = rotateXMatrix(-dy * 0.5);
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const deltaY = rotateYMatrix(dx * 0.5);
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// Order matters: Apply deltas on top of current orientation.
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// RotationY(dx) * RotationX(dy) * currentMatrix
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// Result: Horizontal dragging always spins around screen Y,
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// vertical dragging always tilts around screen X.
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const combinedDelta = multiplyMatrices(deltaY, deltaX);
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viewMatrix.value = multiplyMatrices(combinedDelta, viewMatrix.value);
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} else if (dragMode.value === "layer" && selectedCubie.value) {
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const totalDx = e.clientX - startX.value;
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const totalDy = e.clientY - startY.value;
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@@ -189,9 +228,9 @@ const handleLayerDrag = (totalDx, totalDy, dx, dy) => {
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// Analyze candidates
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axes.forEach((axis) => {
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// Tangent = Axis x Normal
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// Tangent = Normal x Axis
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// This is the 3D direction of motion for Positive Rotation around this Axis
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const t3D = cross(getAxisVector(axis), faceNormal);
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const t3D = cross(faceNormal, getAxisVector(axis));
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const t2D = project(t3D);
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const len = Math.sqrt(t2D.x ** 2 + t2D.y ** 2);
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@@ -286,8 +325,17 @@ const finishMove = (steps, directionOverride = null) => {
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const direction =
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directionOverride !== null ? directionOverride : steps > 0 ? 1 : -1;
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// LOGICAL SYNC (CRITICAL):
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// Our visual rotation signs in getCubieStyle and tangent calc are now aligned.
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// However, some axes might still be inverted based on coordinate system (Right-handed vs CSS).
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let finalDirection = direction;
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// Y-axis spin in project/matrix logic vs cubic logic often needs swap
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if (axis === "y") finalDirection *= -1;
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if (axis === "z") finalDirection *= -1;
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pendingLogicalUpdate.value = true;
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rotateLayer(axis, index, direction, count);
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rotateLayer(axis, index, finalDirection, count);
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}
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};
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@@ -448,13 +496,14 @@ const getCubieStyle = (c) => {
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// Logic X=1 (Right). CSS +X is Right.
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// Rotations:
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// CSS rotateX: + is Top->Back.
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// CSS rotateY: + is Right->Back (Spin Right).
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// CSS rotateZ: + is Top->Right (Clockwise).
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// CSS rotateX: + is Top->Back. (Standard R direction)
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// CSS rotateY: + is Right->Back. (Spin Right)
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// CSS rotateZ: + is Top->Right. (Clockwise)
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if (axis === "x") transform = `rotateX(${-rot}deg) ` + transform;
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if (axis === "y") transform = `rotateY(${-rot}deg) ` + transform;
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if (axis === "z") transform = `rotateZ(${rot}deg) ` + transform;
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// We align rot so that +90 degrees visually matches logical direction=1 (CW)
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if (axis === "x") transform = `rotateX(${rot}deg) ` + transform;
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if (axis === "y") transform = `rotateY(${rot}deg) ` + transform;
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if (axis === "z") transform = `rotateZ(${-rot}deg) ` + transform;
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}
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}
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@@ -750,6 +799,16 @@ const scramble = () => {
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const handleSolve = async (solverType) => {
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if (isAnimating.value) return;
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if (solverType === "kociemba" && !isSolverReady.value) {
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showToast("wait for initialize solver", "info", {
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style: {
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background: "linear-gradient(to right, #b45309, #d97706)",
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color: "#ffffff"
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}
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});
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return;
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}
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const currentCube = DeepCube.fromCubies(cubies.value);
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if (!currentCube.isValid()) {
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@@ -759,30 +818,20 @@ const handleSolve = async (solverType) => {
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// Already solved? (Identity check)
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if (currentCube.isSolved()) {
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Toastify({
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text: "scramble cube first",
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duration: 3000,
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gravity: "top",
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position: "center",
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stopOnFocus: true,
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}).showToast();
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showToast("scramble cube first", "info");
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return;
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}
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let solution = [];
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try {
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if (solverType === "kociemba") {
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const solver = new KociembaSolver(currentCube);
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solution = solver.solve();
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} else if (solverType === "beginner") {
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const solver = new BeginnerSolver(currentCube);
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solution = solver.solve();
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}
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} catch (e) {
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console.error("Solver exception:", e);
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return;
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}
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solve(solverType, {
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cp: currentCube.cp,
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co: currentCube.co,
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ep: currentCube.ep,
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eo: currentCube.eo,
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});
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};
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// Listen for solution from worker
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watch(solveResult, (solution) => {
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if (solution && solution.length > 0) {
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const uiMoves = solution.map((m) => {
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const solverBase = m[0];
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@@ -802,12 +851,23 @@ const handleSolve = async (solverType) => {
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return uiKey;
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}
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}
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return m;
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});
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return null;
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}).filter(m => m !== null);
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uiMoves.forEach((m) => applyMove(m));
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}
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};
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});
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watch(solveError, (err) => {
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if (err) {
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showToast(err, "info", {
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style: {
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background: "linear-gradient(to right, #b45309, #d97706)",
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color: "#ffffff"
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}
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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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@@ -851,7 +911,8 @@ onUnmounted(() => {
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<div class="smart-cube-container">
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<div
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class="scene"
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:style="{ transform: `rotateX(${rx}deg) rotateY(${ry}deg)` }"
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:style="{ transform: `matrix3d(${viewMatrix.join(',')})` }"
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@mousedown="onMouseDown"
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>
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<div class="cube">
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<div
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