chore: bump version to 0.0.29
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@@ -191,16 +191,16 @@ export class CubeModel {
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cubie.faces[FACES.FRONT] = f[FACES.RIGHT];
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}
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} else if (axis === 'z') {
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if (direction === 1) { // Up -> Right -> Down -> Left -> Up (CW)
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cubie.faces[FACES.RIGHT] = f[FACES.UP];
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cubie.faces[FACES.DOWN] = f[FACES.RIGHT];
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cubie.faces[FACES.LEFT] = f[FACES.DOWN];
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cubie.faces[FACES.UP] = f[FACES.LEFT];
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} else { // Up -> Left -> Down -> Right -> Up (CCW)
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if (direction === 1) { // CCW: Up -> Left -> Down -> Right -> Up
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cubie.faces[FACES.LEFT] = f[FACES.UP];
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cubie.faces[FACES.DOWN] = f[FACES.LEFT];
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cubie.faces[FACES.RIGHT] = f[FACES.DOWN];
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cubie.faces[FACES.UP] = f[FACES.RIGHT];
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} else { // CW: Up -> Right -> Down -> Left -> Up
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cubie.faces[FACES.RIGHT] = f[FACES.UP];
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cubie.faces[FACES.DOWN] = f[FACES.RIGHT];
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cubie.faces[FACES.LEFT] = f[FACES.DOWN];
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cubie.faces[FACES.UP] = f[FACES.LEFT];
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}
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}
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}
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@@ -1,4 +1,5 @@
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import { State } from 'rubiks-js/src/state/index.js';
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import { CubeModel } from './CubeModel.js';
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// Static order definitions from rubiks-js source
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const CORNER_ORDER = ['URF', 'ULF', 'ULB', 'URB', 'DRF', 'DLF', 'DLB', 'DRB'];
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@@ -113,32 +114,27 @@ const getEdgeColors = (name) => {
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export class RubiksJSModel {
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constructor() {
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this.state = new State(false); // trackCenters=false
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this.visual = new CubeModel();
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}
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reset() {
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// State doesn't have a reset method exposed directly?
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// We can just create a new state.
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this.state = new State(false);
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this.visual = new CubeModel();
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}
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rotateLayer(axis, index, dir) {
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// Map to standard notation
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// axis: 'x', 'y', 'z'
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// index: 1 (top/right/front), -1 (bottom/left/back)
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// dir: 1 (Visual CCW), -1 (Visual CW)
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let move = '';
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if (axis === 'y') {
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if (index === 1) move = dir === 1 ? "U'" : "U";
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else if (index === -1) move = dir === 1 ? "D'" : "D"; // Fixed: dir=1 (CCW) -> D'
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else if (index === -1) move = dir === 1 ? "D'" : "D";
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}
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else if (axis === 'x') {
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if (index === 1) move = dir === 1 ? "R'" : "R";
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else if (index === -1) move = dir === 1 ? "L'" : "L"; // Fixed: dir=1 (CCW) -> L'
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else if (index === -1) move = dir === 1 ? "L'" : "L";
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}
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else if (axis === 'z') {
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if (index === 1) move = dir === 1 ? "F'" : "F";
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else if (index === -1) move = dir === 1 ? "B'" : "B"; // Fixed: dir=1 (CCW) -> B'
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else if (index === -1) move = dir === 1 ? "B'" : "B";
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}
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if (move) {
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@@ -149,109 +145,24 @@ export class RubiksJSModel {
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} catch (e) {
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console.error('[RubiksJSModel] Failed to apply move:', move, e);
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}
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this.visual.rotateLayer(axis, index, dir);
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}
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}
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applyTurn(move) {
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if (!move) return;
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try {
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this.state.applyTurn(move);
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} catch (e) {
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console.error('[RubiksJSModel] Failed to apply direct move:', move, e);
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}
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this.visual.applyMove(move);
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}
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toCubies() {
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// Decode state
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const encoded = this.state.encode();
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// console.log('[RubiksJSModel] Encoded state:', encoded);
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const binaryString = atob(encoded);
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const bytes = new Uint8Array(binaryString.length);
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for (let i = 0; i < binaryString.length; i++) {
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bytes[i] = binaryString.charCodeAt(i);
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}
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// Decode Corners (first 5 bytes)
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// p: bytes[0] + (bytes[1] << 8) + (bytes[2] << 16)
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let pC = bytes[0] + (bytes[1] << 8) + (bytes[2] << 16);
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let oC = bytes[3] + (bytes[4] << 8);
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const cornerPerms = [];
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const cornerOrients = [];
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for (let i = 7; i >= 0; i--) {
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const p1 = pC & 0b111;
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cornerPerms[i] = CORNER_ORDER[p1];
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pC = pC >> 3;
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const o1 = oC & 0b11;
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cornerOrients[i] = o1;
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oC = oC >> 2;
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}
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// Decode Edges (next 8 bytes)
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// 6 bytes for permutation (each byte has 2 nibbles)
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// 2 bytes for orientation
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const edgePerms = [];
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const edgeOrients = [];
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// Permutation
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for (let i = 0; i < 6; i++) {
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const byte = bytes[5 + i];
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const p1 = byte & 0b1111;
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const p2 = (byte >> 4) & 0b1111;
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edgePerms[i * 2] = EDGE_ORDER[p1];
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edgePerms[i * 2 + 1] = EDGE_ORDER[p2];
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}
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// Orientation
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let oE = bytes[11] + (bytes[12] << 8);
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for (let i = 11; i >= 0; i--) {
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edgeOrients[i] = oE & 0b1;
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oE = oE >> 1;
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}
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const cubies = [...CENTERS];
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// Map Corners
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for (let i = 0; i < 8; i++) {
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const pieceName = cornerPerms[i]; // e.g. 'URF'
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const orientation = cornerOrients[i]; // 0, 1, 2
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const slot = CORNER_SLOTS[i]; // Slot definition
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const baseColors = getCornerColors(pieceName); // ['white', 'red', 'green']
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const slotFaces = CORNER_FACES[slot.id]; // ['up', 'right', 'front']
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// Apply orientation
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// Formula: Color at SlotKey[k] is PieceColor[(k + o) % 3]
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const faces = {};
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faces[slotFaces[0]] = baseColors[(0 + orientation) % 3];
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faces[slotFaces[1]] = baseColors[(1 + orientation) % 3];
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faces[slotFaces[2]] = baseColors[(2 + orientation) % 3];
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cubies.push({ id: `corn${i}`, x: slot.x, y: slot.y, z: slot.z, faces });
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}
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// Map Edges
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for (let i = 0; i < 12; i++) {
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const pieceName = edgePerms[i];
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const orientation = edgeOrients[i]; // 0, 1
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const slot = EDGE_SLOTS[i];
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const baseColors = getEdgeColors(pieceName); // ['white', 'green']
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const slotFaces = EDGE_FACES[slot.id]; // ['up', 'front']
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const faces = {};
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// If orientation is 1 (Flip), we swap.
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// But we need to be careful about which face is primary (0).
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// Logic: if o=0, faces match. if o=1, swap.
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// Adjust for specific edges if needed?
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// For now assume standard behavior:
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if (orientation === 0) {
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faces[slotFaces[0]] = baseColors[0];
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faces[slotFaces[1]] = baseColors[1];
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} else {
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faces[slotFaces[0]] = baseColors[1];
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faces[slotFaces[1]] = baseColors[0];
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}
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cubies.push({ id: `edge${i}`, x: slot.x, y: slot.y, z: slot.z, faces });
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}
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return cubies;
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return this.visual.toCubies();
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}
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validate() {
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