Refactor: Implement SmartCube renderer, improve UI styling, and fix gaps

This commit is contained in:
2026-02-22 04:35:59 +00:00
parent 57abfd6b80
commit b5ddc21662
4168 changed files with 763782 additions and 1008 deletions

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<script setup>
import { ref, computed, onMounted, onUnmounted } from 'vue'
import { useCube } from '../../composables/useCube'
const { cubies, initCube, rotateLayer, FACES } = useCube()
// --- Visual State ---
const rx = ref(-25) // Initial View Rotation X
const ry = ref(45) // Initial View Rotation Y
const rz = ref(0)
const SCALE = 100 // Size of one cubie in px
const GAP = 0 // Gap between cubies
// --- Interaction State ---
const isDragging = ref(false)
const dragMode = ref('view') // 'view' or 'layer'
const startX = ref(0)
const startY = ref(0)
const lastX = ref(0)
const lastY = ref(0)
const velocity = ref(0)
// Layer Interaction
const selectedCubie = ref(null) // { id, x, y, z } static snapshot at start of drag
const selectedFace = ref(null) // 'front', 'up', etc.
const activeLayer = ref(null) // { axis, index, tangent, direction }
const currentLayerRotation = ref(0) // Visual rotation in degrees
const isAnimating = ref(false)
// --- Constants & Helpers ---
const getFaceNormal = (face) => {
const map = {
[FACES.FRONT]: { x: 0, y: 0, z: 1 },
[FACES.BACK]: { x: 0, y: 0, z: -1 },
[FACES.RIGHT]: { x: 1, y: 0, z: 0 },
[FACES.LEFT]: { x: -1, y: 0, z: 0 },
[FACES.UP]: { x: 0, y: 1, z: 0 },
[FACES.DOWN]: { x: 0, y: -1, z: 0 },
}
return map[face] || { x: 0, y: 0, z: 1 }
}
const getAllowedAxes = (face) => {
// Logic: Which axes can this face physically move along?
switch(face) {
case FACES.FRONT: case FACES.BACK: return ['x', 'y']
case FACES.RIGHT: case FACES.LEFT: return ['z', 'y']
case FACES.UP: case FACES.DOWN: return ['x', 'z']
}
return []
}
const getAxisVector = (axis) => {
if (axis === 'x') return { x: 1, y: 0, z: 0 }
if (axis === 'y') return { x: 0, y: 1, z: 0 }
if (axis === 'z') return { x: 0, y: 0, z: 1 }
return { x: 0, y: 0, z: 0 }
}
// Cross Product: a x b
const cross = (a, b) => ({
x: a.y * b.z - a.z * b.y,
y: a.z * b.x - a.x * b.z,
z: a.x * b.y - a.y * b.x
})
// Project 3D vector to 2D screen space based on current view (rx, ry, rz)
const project = (v) => {
const radX = rx.value * Math.PI / 180
const radY = ry.value * Math.PI / 180
const radZ = rz.value * Math.PI / 180
// 1. Rotate Z
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
// 2. Rotate Y
let x2 = x1 * Math.cos(radY) + z1 * Math.sin(radY)
let y2 = y1
let z2 = -x1 * Math.sin(radY) + z1 * Math.cos(radY)
// 3. Rotate X
let x3 = x2
let y3 = y2 * Math.cos(radX) - z2 * Math.sin(radX)
// let z3 = ... (depth not needed for projection vector direction)
return { x: x3, y: y3 }
}
// --- Interaction Logic ---
const onMouseDown = (e) => {
if (isAnimating.value) return
isDragging.value = true
startX.value = e.clientX
startY.value = e.clientY
lastX.value = e.clientX
lastY.value = e.clientY
velocity.value = 0
const target = e.target.closest('.sticker')
if (target) {
const id = parseInt(target.dataset.id)
const face = target.dataset.face
const cubie = cubies.value.find(c => c.id === id)
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
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'
} else {
dragMode.value = 'view'
selectedCubie.value = null
}
}
const onMouseMove = (e) => {
if (!isDragging.value) return
const dx = e.clientX - lastX.value
const dy = e.clientY - lastY.value
if (dragMode.value === 'view') {
ry.value += dx * 0.5
rx.value += dy * 0.5
} else if (dragMode.value === 'layer' && selectedCubie.value) {
const totalDx = e.clientX - startX.value
const totalDy = e.clientY - startY.value
handleLayerDrag(totalDx, totalDy, dx, dy)
}
lastX.value = e.clientX
lastY.value = e.clientY
}
const handleLayerDrag = (totalDx, totalDy, dx, dy) => {
// If we haven't locked an axis yet
if (!activeLayer.value) {
if (Math.sqrt(totalDx**2 + totalDy**2) < 5) return // Threshold
const faceNormal = getFaceNormal(selectedFace.value)
const axes = getAllowedAxes(selectedFace.value)
let best = null
let maxDot = 0
// Analyze candidates
axes.forEach(axis => {
// Tangent = Axis x Normal
// This is the 3D direction of motion for Positive Rotation around this Axis
const t3D = cross(getAxisVector(axis), faceNormal)
const t2D = project(t3D)
const len = Math.sqrt(t2D.x**2 + t2D.y**2)
if (len > 0.1) {
const nx = t2D.x / len
const ny = t2D.y / len
// Compare with mouse drag direction
const mouseLen = Math.sqrt(totalDx**2 + totalDy**2)
const mx = totalDx / mouseLen
const my = totalDy / mouseLen
const dot = Math.abs(mx * nx + my * ny)
if (dot > maxDot) {
maxDot = dot
best = { axis, tangent: { x: nx, y: ny } }
}
}
})
if (best && maxDot > 0.5) {
// Lock Axis
let index = 0
if (best.axis === 'x') index = selectedCubie.value.x
if (best.axis === 'y') index = selectedCubie.value.y
if (best.axis === 'z') index = selectedCubie.value.z
activeLayer.value = {
axis: best.axis,
index,
tangent: best.tangent
}
} else {
// Fallback: if drag doesn't match a layer axis, maybe user wants to rotate view?
// Only switch if drag is significant
if (Math.sqrt(totalDx**2 + totalDy**2) > 20) {
// Keep layer mode but maybe relax?
// No, sticky mode is better.
}
}
}
// If we have an active layer, update rotation
if (activeLayer.value) {
const { x, y } = activeLayer.value.tangent
// Project delta onto key
const val = dx * x + dy * y
// Scale factor
currentLayerRotation.value += val * 0.6
}
}
const onMouseUp = () => {
isDragging.value = false
if (activeLayer.value) {
snapRotation()
}
}
const snapRotation = () => {
isAnimating.value = true
// Determine nearest 90 deg
const target = Math.round(currentLayerRotation.value / 90) * 90
const steps = Math.round(currentLayerRotation.value / 90)
// Animation loop
const start = currentLayerRotation.value
const startTime = performance.now()
const duration = 200
const animate = (time) => {
const p = Math.min((time - startTime) / duration, 1)
// Ease out
const ease = 1 - Math.pow(1 - p, 3)
currentLayerRotation.value = start + (target - start) * ease
if (p < 1) {
requestAnimationFrame(animate)
} else {
// Animation done
finishMove(steps)
}
}
requestAnimationFrame(animate)
}
const finishMove = (steps) => {
if (steps !== 0 && activeLayer.value) {
const { axis, index } = activeLayer.value
// Logic Call
const count = Math.abs(steps)
const direction = steps > 0 ? 1 : -1
for (let i = 0; i < count; i++) {
rotateLayer(axis, index, direction)
}
}
// Reset
activeLayer.value = null
currentLayerRotation.value = 0
isAnimating.value = false
selectedCubie.value = null
selectedFace.value = null
}
const getCubieStyle = (c) => {
// Base Position
const x = c.x * (SCALE + GAP)
const y = c.y * -(SCALE + GAP) // Y is up in logic, down in CSS
const z = c.z * (SCALE + GAP)
let transform = `translate3d(${x}px, ${y}px, ${z}px)`
// Apply Active Layer Rotation
if (activeLayer.value) {
const { axis, index } = activeLayer.value
let match = false
// Match based on CURRENT LOGICAL POSITION
if (axis === 'x' && c.x === index) match = true
if (axis === 'y' && c.y === index) match = true
if (axis === 'z' && c.z === index) match = true
if (match) {
// Rotation Group around Center (0,0,0)
let rot = currentLayerRotation.value
// Axis mapping for CSS
// If we rotate a group around center, we want standard rotation.
// Logic Z=1 (Front). CSS +Z is Front.
// Logic Y=1 (Up). CSS -Y is Up.
// Logic X=1 (Right). CSS +X is Right.
// Rotations:
// CSS rotateX: + is Top->Back.
// CSS rotateY: + is Right->Back (Spin Right).
// CSS rotateZ: + is Top->Right (Clockwise).
if (axis === 'x') transform = `rotateX(${-rot}deg) ` + transform
if (axis === 'y') transform = `rotateY(${-rot}deg) ` + transform
if (axis === 'z') transform = `rotateZ(${rot}deg) ` + transform
}
}
return { transform }
}
onMounted(() => {
initCube()
window.addEventListener('mousemove', onMouseMove)
window.addEventListener('mouseup', onMouseUp)
})
onUnmounted(() => {
window.removeEventListener('mousemove', onMouseMove)
window.removeEventListener('mouseup', onMouseUp)
// Clean up any potential animation frames? rafId is local to snapRotation, but harmless.
})
</script>
<template>
<div class="smart-cube-container">
<div class="scene" :style="{ transform: `rotateX(${rx}deg) rotateY(${ry}deg)` }">
<div class="cube">
<div v-for="c in cubies" :key="c.id"
class="cubie"
:style="getCubieStyle(c)"
:data-cubie-id="c.id">
<div v-for="(color, face) in c.faces" :key="face"
class="sticker"
:class="[face, color]"
:data-id="c.id"
:data-face="face">
</div>
</div>
</div>
</div>
</div>
</template>
<style scoped>
.smart-cube-container {
width: 100vw;
height: 100vh;
display: flex;
justify-content: center;
align-items: center;
overflow: hidden;
background: transparent; /* Use global background */
perspective: 1000px;
}
.scene {
position: relative;
width: 0;
height: 0;
transform-style: preserve-3d;
}
.cube {
position: relative;
transform-style: preserve-3d;
}
.cubie {
position: absolute;
width: 100px;
height: 100px;
margin-left: -50px;
margin-top: -50px;
transform-style: preserve-3d;
}
.sticker {
position: absolute;
width: 100px;
height: 100px;
top: 0;
left: 0;
box-sizing: border-box;
background-color: #000; /* Black plastic base */
border: 1px solid #000; /* Ensure edge is solid */
box-shadow: 0 0 0 1px #000; /* External bleed to cover sub-pixel gaps */
border-radius: 2px; /* Minimal rounding for plastic edges, practically square */
backface-visibility: hidden; /* Hide inside faces */
}
/* Pseudo-element for the colored sticker part */
.sticker::after {
content: '';
position: absolute;
top: 4px;
left: 4px;
right: 4px;
bottom: 4px;
border-radius: 8px; /* Rounded sticker */
box-shadow: inset 0 0 5px rgba(0,0,0,0.3); /* Inner depth */
z-index: 1;
}
/* Sticker Positions relative to Cubie Center */
.sticker.up { transform: rotateX(90deg) translateZ(50px); }
.sticker.down { transform: rotateX(-90deg) translateZ(50px); }
.sticker.front { transform: translateZ(50px); }
.sticker.back { transform: rotateY(180deg) translateZ(50px); }
.sticker.left { transform: rotateY(-90deg) translateZ(50px); }
.sticker.right { transform: rotateY(90deg) translateZ(50px); }
/* Colors - apply to the pseudo-element */
.white::after { background: #E0E0E0; }
.yellow::after { background: #FFD500; }
.green::after { background: #009E60; }
.blue::after { background: #0051BA; }
.orange::after { background: #FF5800; }
.red::after { background: #C41E3A; }
/* Black internal faces - no sticker needed */
.black {
background: #050505;
border: 1px solid #000;
border-radius: 0;
display: block;
box-shadow: 0 0 0 1px #000; /* Fill gaps between internal faces */
}
.black::after {
display: none;
}
</style>