Refactor: Remove unused components (Main, CubeCSS, etc.), utils (DeepCube, Matrix4), dependencies (matrix-js, utils), and untrack dist folder
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@@ -1,561 +0,0 @@
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/**
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* Deep Mechanical Rubik's Cube Model (Group Theory Approach)
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*
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* State Representation:
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* - Corners (0-7): Permutation (p) and Orientation (o: 0..2)
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* - Edges (0-11): Permutation (p) and Orientation (o: 0..1)
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*
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* Indexes:
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* Corners:
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* 0: URF, 1: UFL, 2: ULB, 3: UBR
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* 4: DFR, 5: DLF, 6: DBL, 7: DRB
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*
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* Edges:
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* 0: UR, 1: UF, 2: UL, 3: UB
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* 4: DR, 5: DF, 6: DL, 7: DB
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* 8: FR, 9: FL, 10: BL, 11: BR
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*/
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export const MOVES = {
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// Definitions of basic moves: { corners: [indices], edges: [indices], co: [deltas], eo: [deltas] }
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// Only defining Permutation Cycles and Orientation Changes.
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// Permutation: p[i] moves to p[move[i]]? Or position i takes piece from move[i]?
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// Let's use: "Piece at position i moves to position move[i]". (Isomorphism to S_n)
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// Actually, standard array rep: state.p[i] is "which piece is at position i".
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// Move M maps position i to M[i].
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// So new_state.p[M[i]] = old_state.p[i].
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// Or new_state.p[i] = old_state.p[M_inv[i]].
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// Let's stick to: "Move U moves pieces currently at indices ... to indices ..."
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// Corners: URF(0) -> UBR(3) -> ULB(2) -> UFL(1) -> URF(0) ?
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// Move U (Clockwise):
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// 0 (URF) -> 3 (UBR) ? No. U move pushes URF to position UFL?
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// Let's visualize Top Face (U):
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// B
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// 2 3
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// L 1 0 R
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// F
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// U (CW) turns: 0->1, 1->2, 2->3, 3->0? No.
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// U (CW) turns: Right to Front.
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// URF(0) is Front-Right. UFL(1) is Front-Left.
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// U moves Right face stuff to Front face? NO.
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// U moves Front face stuff to Left face.
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// So 0 (URF) -> 1 (UFL)? No.
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// URF is at corner of U, R, F faces.
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// After U CW, it goes to corner of U, F, L faces. (UFL).
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// So 0 -> 1.
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// 1 (UFL) -> 2 (ULB).
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// 2 (ULB) -> 3 (UBR).
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// 3 (UBR) -> 0 (URF).
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// So cycle is (0 1 2 3).
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// Permutation Table P: P[0]=1, P[1]=2, P[2]=3, P[3]=0.
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// Applied to state: "Piece at 0 goes to 1".
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// Orientations CO:
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// U moves do not change Corner Orientation (relative to U/D).
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// So co delta is 0 for all.
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// Edges U:
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// 0(UR), 1(UF), 2(UL), 3(UB).
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// U moves UR to UF? No.
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// UR is Right. UF is Front.
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// U CW moves Right to Front? No.
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// U CW moves Front to Left.
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// So UF(1) -> UL(2).
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// UL(2) -> UB(3).
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// UB(3) -> UR(0).
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// UR(0) -> UF(1).
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// Cycle: (0 1 2 3).
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// P[0]=1, etc.
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// Moves Definitions (Target Positions)
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U: {
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cp: [1, 2, 3, 0, 4, 5, 6, 7],
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co: [0, 0, 0, 0, 0, 0, 0, 0],
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ep: [1, 2, 3, 0, 4, 5, 6, 7, 8, 9, 10, 11],
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eo: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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},
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D: {
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// D (CW) looking from bottom.
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// DFR(4), DLF(5), DBL(6), DRB(7).
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// D CW moves Front to Right.
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// DFR(4) -> DRB(7).
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// DRB(7) -> DBL(6).
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// DBL(6) -> DLF(5).
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// DLF(5) -> DFR(4).
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// Cycle: (4 7 6 5). (Wait: 4->7, 7->6, 6->5, 5->4).
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// Indices: [0,1,2,3, 7,4,5,6] (Wait. 4->7 means P[4]=7? No.
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// P array usually means: P[i] is the location where piece i goes? OR where piece at i comes from?
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// Standard multiplication: (A * B)[i] = A[B[i]].
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// Let's define Move P as "Content of slot i comes from slot P[i]".
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// If 0 goes to 1. Then New[1] = Old[0].
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// So P[1] = 0.
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// In our U example: 0->1. So P[1]=0.
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// Let's verify U array [1,2,3,0...]
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// P[0]=1 (Content of 0 comes from 1?). No.
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// The previous array was [1, 2, 3, 0].
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// If it meant "0 goes to 1", then New[1] = Old[0].
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// Let's stick to: "Piece i goes to Position Move[i]".
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// Implementation: newP[Move[i]] = oldP[i].
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// U: 0->1, 1->2, 2->3, 3->0.
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// Array: [1, 2, 3, 0].
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// This matches "i goes to Move[i]".
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// D: 4->7, 7->6, 6->5, 5->4.
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// P[4]=7, P[5]=4, P[6]=5, P[7]=6.
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cp: [0, 1, 2, 3, 7, 4, 5, 6],
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co: [0, 0, 0, 0, 0, 0, 0, 0],
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// Edges: DR(4), DF(5), DL(6), DB(7).
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// D moves Front to Right.
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// DF(5) -> DR(4).
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// DR(4) -> DB(7).
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// DB(7) -> DL(6).
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// DL(6) -> DF(5).
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// Cycle: 5->4, 4->7, 7->6, 6->5.
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// P[4]=7, P[5]=4, P[6]=5, P[7]=6.
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ep: [0, 1, 2, 3, 7, 4, 5, 6, 8, 9, 10, 11],
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eo: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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},
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L: {
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// L (CW)
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// Corners: UFL(1), DLF(5), DBL(6), ULB(2).
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// L moves Up to Front.
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// UFL(1) -> DLF(5).
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// DLF(5) -> DBL(6).
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// DBL(6) -> ULB(2).
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// ULB(2) -> UFL(1).
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// Cycle: 1->5, 5->6, 6->2, 2->1.
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// P[1]=5, P[2]=1, P[5]=6, P[6]=2.
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cp: [0, 5, 1, 3, 4, 6, 2, 7],
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// Twist: L/R moves twist corners.
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// UFL(1) moves to DLF. (+1: CW). WHITE U face moves to F face (CW rotation relative to corner axis?).
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// DLF(5) moves to DBL. (-1: CCW).
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// DBL(6) moves to ULB. (+1).
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// ULB(2) moves to UFL. (-1).
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// Values: 1 -> +1, 5 -> -1, 6 -> +1, 2 -> -1.
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co: [0, 1, 2, 0, 0, 2, 1, 0], // 2 is -1 mod 3.
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// Edges: UL(2), FL(9), DL(6), BL(10).
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// U->F.
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// UL(2) -> FL(9).
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// FL(9) -> DL(6).
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// DL(6) -> BL(10).
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// BL(10) -> UL(2).
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// P[2]=9, P[6]=10, P[9]=6, P[10]=2.
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ep: [0, 1, 9, 3, 4, 5, 10, 7, 8, 6, 2, 11],
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// Orientation: L/R do NOT flip edges in standard U/D rep.
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eo: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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},
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R: {
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// R (CW)
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// Corners: URF(0), UBR(3), DRB(7), DFR(4).
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// R moves Up to Back.
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// URF(0) -> UBR(3).
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// UBR(3) -> DRB(7).
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// DRB(7) -> DFR(4).
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// DFR(4) -> URF(0).
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// Cycle: 0->3, 3->7, 7->4, 4->0.
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// P[0]=3, P[3]=7, P[4]=0, P[7]=4.
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cp: [3, 1, 2, 7, 0, 5, 6, 4],
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// Twist:
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// URF(0) -> UBR. (-1).
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// UBR(3) -> DRB. (+1).
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// DRB(7) -> DFR. (-1).
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// DFR(4) -> URF. (+1).
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// 0:2, 3:1, 7:2, 4:1.
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co: [2, 0, 0, 1, 1, 0, 0, 2],
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// Edges: UR(0), BR(11), DR(4), FR(8).
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// U->B.
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// UR(0) -> BR(11).
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// BR(11) -> DR(4).
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// DR(4) -> FR(8).
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// FR(8) -> UR(0).
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// P[0]=11, P[4]=8, P[8]=0, P[11]=4.
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ep: [11, 1, 2, 3, 8, 5, 6, 7, 0, 9, 10, 4],
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eo: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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},
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F: {
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// F (CW)
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// Corners: URF(0), UFL(1), DLF(5), DFR(4).
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// F moves U to R.
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// URF(0) -> DFR(4). (Wait. URF is Top-Right. F turns Top to Right. So URF -> DFR (Bottom-Right)).
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// UFL(1) -> URF(0).
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// DLF(5) -> UFL(1).
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// DFR(4) -> DLF(5).
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// Cycle: 0->4, 4->5, 5->1, 1->0.
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// P[0]=4, P[1]=0, P[4]=5, P[5]=1.
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cp: [4, 0, 2, 3, 5, 1, 6, 7],
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// Twist:
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// UFL(1) -> URF. (+1).
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// URF(0) -> DFR. (-1).
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// DFR(4) -> DLF. (+1).
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// DLF(5) -> UFL. (-1).
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// 0:2, 1:1, 4:1, 5:2.
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co: [2, 1, 0, 0, 1, 2, 0, 0],
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// Edges: UF(1), FR(8), DF(5), FL(9).
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// U->R.
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// UF(1) -> FR(8).
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// FR(8) -> DF(5).
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// DF(5) -> FL(9).
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// FL(9) -> UF(1).
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// P[1]=8, P[5]=9, P[8]=5, P[9]=1.
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ep: [0, 8, 2, 3, 4, 9, 6, 7, 5, 1, 10, 11],
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// FLIP: F and B moves flip edges.
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// 1 -> 1, 5 -> 1, 8 -> 1, 9 -> 1.
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eo: [0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0]
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},
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B: {
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// B (CW)
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// Corners: UBR(3), ULB(2), DBL(6), DRB(7).
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// B moves U to L.
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// UBR(3) -> ULB(2).
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// ULB(2) -> DBL(6).
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// DBL(6) -> DRB(7).
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// DRB(7) -> UBR(3).
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// Cycle: 3->2, 2->6, 6->7, 7->3.
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// P[2]=6, P[3]=2, P[6]=7, P[7]=3.
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cp: [0, 1, 6, 2, 4, 5, 7, 3],
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// Twist:
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// UBR(3) -> ULB. (-1).
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// ULB(2) -> DBL. (+1).
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// DBL(6) -> DRB. (-1).
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// DRB(7) -> UBR. (+1).
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// 2:1, 3:2, 6:2, 7:1.
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co: [0, 0, 1, 2, 0, 0, 2, 1],
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// Edges: UB(3), BL(10), DB(7), BR(11).
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// U->L.
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// UB(3) -> BL(10).
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// BL(10) -> DB(7).
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// DB(7) -> BR(11).
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// BR(11) -> UB(3).
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// P[3]=10, P[7]=11, P[10]=7, P[11]=3.
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ep: [0, 1, 2, 10, 4, 5, 6, 11, 8, 9, 7, 3],
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// FLIP
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eo: [0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1]
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}
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}
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export class DeepCube {
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constructor() {
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this.reset()
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}
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reset() {
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// Identity State
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this.cp = [0, 1, 2, 3, 4, 5, 6, 7]
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this.co = [0, 0, 0, 0, 0, 0, 0, 0]
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this.ep = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
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this.eo = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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}
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move(moveStr) {
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const base = moveStr[0]
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const def = MOVES[base]
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if (!def) return
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let count = 1
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if (moveStr.endsWith('2')) count = 2
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if (moveStr.endsWith("'")) count = 3 // 3 CW = 1 CCW
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for (let k = 0; k < count; k++) {
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this.applyPrimitive(def)
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}
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}
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applyPrimitive(def) {
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// Permutation: p[i] moves to def.p[i].
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// New[def.p[i]] = Old[p[i]].
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// We want to track where the pieces ARE.
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// Correct application:
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// next_cp[i] = cp[def.cp[i]] ?
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// No. def.cp[i] says "Position i comes from position P[i]" ? No.
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// I defined def.cp[i] as "Piece at i goes to def.cp[i]".
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// Let's verify:
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// U: 0->1.
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// Standard Math: (P * S)[x] = P[S[x]]. (S applied first??)
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// Here we are applying Move P to State S.
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// New State S' = P * S.
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// This usually implies: Piece at pos i in new state is...
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// Let's trace one piece.
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// Piece X is at pos 0.
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// Move U: 0->1.
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// New state: Piece X should be at pos 1.
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// So new_cp[1] = Piece X.
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// new_cp[def.cp[i]] = cp[i].
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const new_cp = [...this.cp]
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const new_co = [...this.co]
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const new_ep = [...this.ep]
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const new_eo = [...this.eo]
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// Update Corners
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for (let i = 0; i < 8; i++) {
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const dest = def.cp[i]
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new_cp[dest] = this.cp[i]
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// Orientation follows the piece
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// Twist adds to existing twist
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new_co[dest] = (this.co[i] + def.co[i]) % 3
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}
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// Update Edges
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for (let i = 0; i < 12; i++) {
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const dest = def.ep[i]
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new_ep[dest] = this.ep[i]
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// Orientation
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new_eo[dest] = (this.eo[i] + def.eo[i]) % 2
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}
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this.cp = new_cp
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this.co = new_co
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this.ep = new_ep
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this.eo = new_eo
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}
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validate() {
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const errors = [];
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// Check exact set of pieces (Permutation Validity)
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const cSet = new Set(this.cp);
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if (cSet.size !== 8) errors.push('Invalid Corner Permutation (duplicates/missing)');
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const eSet = new Set(this.ep);
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if (eSet.size !== 12) errors.push('Invalid Edge Permutation (duplicates/missing)');
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// Sum of Twists (Corners) % 3 == 0
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const twistSum = this.co.reduce((a, b) => a + b, 0);
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if (twistSum % 3 !== 0) errors.push(`Twist Sum Error: ${twistSum}`);
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// Sum of Flips (Edges) % 2 == 0
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const flipSum = this.eo.reduce((a, b) => a + b, 0);
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if (flipSum % 2 !== 0) errors.push(`Flip Sum Error: ${flipSum}`);
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// Parity Check (Corner Parity must equal Edge Parity)
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const cParity = this.getPermutationParity(this.cp);
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const eParity = this.getPermutationParity(this.ep);
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if (cParity !== eParity) errors.push(`Parity Mismatch: Corner=${cParity}, Edge=${eParity}`);
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return { valid: errors.length === 0, errors };
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}
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getPermutationParity(p) {
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const n = p.length;
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const visited = new Array(n).fill(false);
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let swaps = 0;
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for (let i = 0; i < n; i++) {
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if (!visited[i]) {
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let curr = i;
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let cycleLen = 0;
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while (!visited[curr]) {
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visited[curr] = true;
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curr = p[curr];
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cycleLen++;
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}
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swaps += (cycleLen - 1);
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}
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}
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return swaps % 2;
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}
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/**
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* Converts abstract state to physical cubies for rendering.
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* Maps Slot Positions (Where it is) -> Piece Colors (What it is) with Orientation.
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*/
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toCubies() {
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// Definitions must align with indexes
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// Corners: 0:URF, 1:UFL, 2:ULB, 3:UBR, 4:DFR, 5:DLF, 6:DBL, 7:DRB
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const cornerSlots = [
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{ x: 1, y: 1, z: 1 }, // 0 URF
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{ x: -1, y: 1, z: 1 }, // 1 UFL
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{ x: -1, y: 1, z: -1 }, // 2 ULB
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{ x: 1, y: 1, z: -1 }, // 3 UBR
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{ x: 1, y: -1, z: 1 }, // 4 DFR
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{ x: -1, y: -1, z: 1 }, // 5 DLF
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{ x: -1, y: -1, z: -1 },// 6 DBL
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{ x: 1, y: -1, z: -1 } // 7 DRB
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];
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// Edges: 0:UR, 1:UF, 2:UL, 3:UB, 4:DR, 5:DF, 6:DL, 7:DB, 8:FR, 9:FL, 10:BL, 11:BR
|
||||
const edgeSlots = [
|
||||
{ x: 1, y: 1, z: 0 }, // 0 UR
|
||||
{ x: 0, y: 1, z: 1 }, // 1 UF
|
||||
{ x: -1, y: 1, z: 0 }, // 2 UL
|
||||
{ x: 0, y: 1, z: -1 }, // 3 UB
|
||||
{ x: 1, y: -1, z: 0 }, // 4 DR
|
||||
{ x: 0, y: -1, z: 1 }, // 5 DF
|
||||
{ x: -1, y: -1, z: 0 }, // 6 DL
|
||||
{ x: 0, y: -1, z: -1 }, // 7 DB
|
||||
{ x: 1, y: 0, z: 1 }, // 8 FR
|
||||
{ x: -1, y: 0, z: 1 }, // 9 FL
|
||||
{ x: -1, y: 0, z: -1 }, // 10 BL
|
||||
{ x: 1, y: 0, z: -1 } // 11 BR
|
||||
];
|
||||
|
||||
// Centers (Fixed)
|
||||
const centers = [
|
||||
{ id: 'c0', x: 0, y: 1, z: 0, faces: { up: 'white' } },
|
||||
{ id: 'c1', x: 0, y: -1, z: 0, faces: { down: 'yellow' } },
|
||||
{ id: 'c2', x: 0, y: 0, z: 1, faces: { front: 'green' } },
|
||||
{ id: 'c3', x: 0, y: 0, z: -1, faces: { back: 'blue' } },
|
||||
{ id: 'c4', x: -1, y: 0, z: 0, faces: { left: 'orange' } },
|
||||
{ id: 'c5', x: 1, y: 0, z: 0, faces: { right: 'red' } },
|
||||
{ id: 'core', x: 0, y: 0, z: 0, faces: {} }
|
||||
];
|
||||
|
||||
const cubies = [...centers];
|
||||
|
||||
// Piece Definition (Solved State Colors)
|
||||
const getCornerColors = (id) => {
|
||||
const map = [
|
||||
{ up: 'white', right: 'red', front: 'green' }, // 0
|
||||
{ up: 'white', front: 'green', left: 'orange' }, // 1
|
||||
{ up: 'white', left: 'orange', back: 'blue' }, // 2
|
||||
{ up: 'white', back: 'blue', right: 'red' }, // 3
|
||||
{ down: 'yellow', right: 'red', front: 'green' }, // 4
|
||||
{ down: 'yellow', front: 'green', left: 'orange' }, // 5
|
||||
{ down: 'yellow', left: 'orange', back: 'blue' }, // 6
|
||||
{ down: 'yellow', back: 'blue', right: 'red' } // 7
|
||||
];
|
||||
return map[id];
|
||||
};
|
||||
|
||||
const getEdgeColors = (id) => {
|
||||
const map = [
|
||||
{ up: 'white', right: 'red' }, // 0
|
||||
{ up: 'white', front: 'green' }, // 1
|
||||
{ up: 'white', left: 'orange' }, // 2
|
||||
{ up: 'white', back: 'blue' }, // 3
|
||||
{ down: 'yellow', right: 'red' }, // 4
|
||||
{ down: 'yellow', front: 'green' }, // 5
|
||||
{ down: 'yellow', left: 'orange' }, // 6
|
||||
{ down: 'yellow', back: 'blue' }, // 7
|
||||
{ front: 'green', right: 'red' }, // 8
|
||||
{ front: 'green', left: 'orange' }, // 9
|
||||
{ back: 'blue', left: 'orange' }, // 10
|
||||
{ back: 'blue', right: 'red' } // 11
|
||||
];
|
||||
return map[id];
|
||||
};
|
||||
|
||||
// CORNERS
|
||||
const pKeys = [
|
||||
['up', 'right', 'front'], // 0
|
||||
['up', 'front', 'left'], // 1
|
||||
['up', 'left', 'back'], // 2
|
||||
['up', 'back', 'right'], // 3
|
||||
['down', 'right', 'front'], // 4
|
||||
['down', 'front', 'left'], // 5
|
||||
['down', 'left', 'back'], // 6
|
||||
['down', 'back', 'right'] // 7
|
||||
];
|
||||
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const pieceId = this.cp[i]; // Which physical piece is here
|
||||
const orientation = this.co[i]; // Twist: 0, 1 (CW), 2 (CCW)
|
||||
const slot = cornerSlots[i];
|
||||
|
||||
const baseColors = getCornerColors(pieceId);
|
||||
const slotKeys = pKeys[i]; // Keys of the SLOT
|
||||
// Primary colors of the PIECE
|
||||
const pieceKeys = pKeys[pieceId]; // Keys of the PIECE
|
||||
const colors = [baseColors[pieceKeys[0]], baseColors[pieceKeys[1]], baseColors[pieceKeys[2]]];
|
||||
|
||||
const faces = {};
|
||||
// Apply twist
|
||||
// Shift 0: S[0]=C[0], S[1]=C[1], S[2]=C[2]
|
||||
// Shift 1: S[0]=C[2], S[1]=C[0], S[2]=C[1] (CW Twist: Colors rotate CW relative to keys)
|
||||
// Shift 2: S[0]=C[1], S[1]=C[2], S[2]=C[0]
|
||||
|
||||
// Formula: index k gets color (k - o + 3) % 3
|
||||
faces[slotKeys[0]] = colors[(0 - orientation + 3) % 3];
|
||||
faces[slotKeys[1]] = colors[(1 - orientation + 3) % 3];
|
||||
faces[slotKeys[2]] = colors[(2 - orientation + 3) % 3];
|
||||
|
||||
cubies.push({ id: `corn${pieceId}`, x: slot.x, y: slot.y, z: slot.z, faces });
|
||||
}
|
||||
|
||||
// EDGES
|
||||
const eKeys = [
|
||||
['up', 'right'], // 0 UR
|
||||
['up', 'front'], // 1 UF
|
||||
['up', 'left'], // 2 UL
|
||||
['up', 'back'], // 3 UB
|
||||
['down', 'right'], // 4 DR
|
||||
['down', 'front'], // 5 DF
|
||||
['down', 'left'], // 6 DL
|
||||
['down', 'back'], // 7 DB
|
||||
['front', 'right'], // 8 FR
|
||||
['front', 'left'], // 9 FL
|
||||
['back', 'left'], // 10 BL
|
||||
['back', 'right'] // 11 BR
|
||||
];
|
||||
|
||||
for (let i = 0; i < 12; i++) {
|
||||
const pieceId = this.ep[i];
|
||||
const flip = this.eo[i];
|
||||
const slot = edgeSlots[i];
|
||||
const baseColors = getEdgeColors(pieceId);
|
||||
|
||||
const pieceKeys = eKeys[pieceId];
|
||||
const colors = [baseColors[pieceKeys[0]], baseColors[pieceKeys[1]]];
|
||||
|
||||
const slotKeys = eKeys[i];
|
||||
|
||||
const faces = {};
|
||||
if (flip === 0) {
|
||||
faces[slotKeys[0]] = colors[0];
|
||||
faces[slotKeys[1]] = colors[1];
|
||||
} else {
|
||||
faces[slotKeys[0]] = colors[1];
|
||||
faces[slotKeys[1]] = colors[0];
|
||||
}
|
||||
cubies.push({ id: `edge${pieceId}`, x: slot.x, y: slot.y, z: slot.z, faces });
|
||||
}
|
||||
|
||||
return cubies;
|
||||
}
|
||||
|
||||
rotateLayer(axis, index, dir) {
|
||||
// axis: 'x', 'y', 'z'
|
||||
// index: -1, 0, 1
|
||||
// dir: 1 (Visual CCW / Logic U'), -1 (Visual CW / Logic U)
|
||||
|
||||
let move = '';
|
||||
|
||||
if (axis === 'y') {
|
||||
if (index === 1) { // Up Layer
|
||||
move = dir === 1 ? "U'" : "U";
|
||||
} else if (index === -1) { // Down Layer
|
||||
// D move is Bottom CW (+Y rotation) -> Visual CCW (dir=1).
|
||||
move = dir === 1 ? "D" : "D'";
|
||||
}
|
||||
}
|
||||
else if (axis === 'x') {
|
||||
if (index === 1) { // Right Layer
|
||||
// R is -X rotation -> Visual CW (dir=-1).
|
||||
move = dir === 1 ? "R'" : "R";
|
||||
} else if (index === -1) { // Left Layer
|
||||
// L is +X rotation -> Visual CCW (dir=1).
|
||||
move = dir === 1 ? "L" : "L'";
|
||||
}
|
||||
}
|
||||
else if (axis === 'z') {
|
||||
if (index === 1) { // Front Layer
|
||||
// F is -Z rotation -> Visual CW (dir=-1).
|
||||
move = dir === 1 ? "F'" : "F";
|
||||
} else if (index === -1) { // Back Layer
|
||||
// B is +Z rotation -> Visual CCW (dir=1).
|
||||
move = dir === 1 ? "B" : "B'";
|
||||
}
|
||||
}
|
||||
|
||||
if (move) {
|
||||
this.move(move);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user