Refactor: Implement SmartCube renderer, improve UI styling, and fix gaps
This commit is contained in:
440
src/components/renderers/SmartCube.vue
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440
src/components/renderers/SmartCube.vue
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<script setup>
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import { ref, computed, onMounted, onUnmounted } from 'vue'
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import { useCube } from '../../composables/useCube'
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const { cubies, initCube, rotateLayer, FACES } = useCube()
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// --- Visual State ---
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const rx = ref(-25) // Initial View Rotation X
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const ry = ref(45) // Initial View Rotation Y
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const rz = ref(0)
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const SCALE = 100 // Size of one cubie in px
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const GAP = 0 // Gap between cubies
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// --- Interaction State ---
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const isDragging = ref(false)
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const dragMode = ref('view') // 'view' or 'layer'
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const startX = ref(0)
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const startY = ref(0)
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const lastX = ref(0)
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const lastY = ref(0)
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const velocity = ref(0)
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// Layer Interaction
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const selectedCubie = ref(null) // { id, x, y, z } static snapshot at start of drag
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const selectedFace = ref(null) // 'front', 'up', etc.
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const activeLayer = ref(null) // { axis, index, tangent, direction }
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const currentLayerRotation = ref(0) // Visual rotation in degrees
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const isAnimating = ref(false)
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// --- Constants & Helpers ---
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const getFaceNormal = (face) => {
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const map = {
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[FACES.FRONT]: { x: 0, y: 0, z: 1 },
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[FACES.BACK]: { x: 0, y: 0, z: -1 },
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[FACES.RIGHT]: { x: 1, y: 0, z: 0 },
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[FACES.LEFT]: { x: -1, y: 0, z: 0 },
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[FACES.UP]: { x: 0, y: 1, z: 0 },
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[FACES.DOWN]: { x: 0, y: -1, z: 0 },
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}
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return map[face] || { x: 0, y: 0, z: 1 }
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}
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const getAllowedAxes = (face) => {
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// Logic: Which axes can this face physically move along?
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switch(face) {
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case FACES.FRONT: case FACES.BACK: return ['x', 'y']
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case FACES.RIGHT: case FACES.LEFT: return ['z', 'y']
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case FACES.UP: case FACES.DOWN: return ['x', 'z']
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}
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return []
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}
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const getAxisVector = (axis) => {
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if (axis === 'x') return { x: 1, y: 0, z: 0 }
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if (axis === 'y') return { x: 0, y: 1, z: 0 }
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if (axis === 'z') return { x: 0, y: 0, z: 1 }
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return { x: 0, y: 0, z: 0 }
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}
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// Cross Product: a x b
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const cross = (a, b) => ({
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x: a.y * b.z - a.z * b.y,
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y: a.z * b.x - a.x * b.z,
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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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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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// 1. Rotate Z
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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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// 2. Rotate Y
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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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// 3. Rotate X
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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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// let z3 = ... (depth not needed for projection vector direction)
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return { x: x3, y: y3 }
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}
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// --- Interaction Logic ---
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const onMouseDown = (e) => {
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if (isAnimating.value) return
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isDragging.value = true
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startX.value = e.clientX
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startY.value = e.clientY
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lastX.value = e.clientX
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lastY.value = e.clientY
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velocity.value = 0
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const target = e.target.closest('.sticker')
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if (target) {
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const id = parseInt(target.dataset.id)
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const face = target.dataset.face
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const cubie = cubies.value.find(c => c.id === id)
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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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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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} else {
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dragMode.value = 'view'
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selectedCubie.value = null
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}
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}
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const onMouseMove = (e) => {
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if (!isDragging.value) return
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const dx = e.clientX - lastX.value
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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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} 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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handleLayerDrag(totalDx, totalDy, dx, dy)
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}
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lastX.value = e.clientX
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lastY.value = e.clientY
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}
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const handleLayerDrag = (totalDx, totalDy, dx, dy) => {
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// If we haven't locked an axis yet
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if (!activeLayer.value) {
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if (Math.sqrt(totalDx**2 + totalDy**2) < 5) return // Threshold
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const faceNormal = getFaceNormal(selectedFace.value)
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const axes = getAllowedAxes(selectedFace.value)
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let best = null
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let maxDot = 0
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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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// 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 t2D = project(t3D)
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const len = Math.sqrt(t2D.x**2 + t2D.y**2)
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if (len > 0.1) {
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const nx = t2D.x / len
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const ny = t2D.y / len
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// Compare with mouse drag direction
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const mouseLen = Math.sqrt(totalDx**2 + totalDy**2)
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const mx = totalDx / mouseLen
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const my = totalDy / mouseLen
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const dot = Math.abs(mx * nx + my * ny)
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if (dot > maxDot) {
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maxDot = dot
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best = { axis, tangent: { x: nx, y: ny } }
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}
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}
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})
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if (best && maxDot > 0.5) {
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// Lock Axis
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let index = 0
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if (best.axis === 'x') index = selectedCubie.value.x
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if (best.axis === 'y') index = selectedCubie.value.y
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if (best.axis === 'z') index = selectedCubie.value.z
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activeLayer.value = {
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axis: best.axis,
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index,
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tangent: best.tangent
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}
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} else {
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// Fallback: if drag doesn't match a layer axis, maybe user wants to rotate view?
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// Only switch if drag is significant
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if (Math.sqrt(totalDx**2 + totalDy**2) > 20) {
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// Keep layer mode but maybe relax?
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// No, sticky mode is better.
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}
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}
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}
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// If we have an active layer, update rotation
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if (activeLayer.value) {
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const { x, y } = activeLayer.value.tangent
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// Project delta onto key
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const val = dx * x + dy * y
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// Scale factor
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currentLayerRotation.value += val * 0.6
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}
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}
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const onMouseUp = () => {
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isDragging.value = false
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if (activeLayer.value) {
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snapRotation()
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}
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}
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const snapRotation = () => {
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isAnimating.value = true
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// Determine nearest 90 deg
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const target = Math.round(currentLayerRotation.value / 90) * 90
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const steps = Math.round(currentLayerRotation.value / 90)
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// Animation loop
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const start = currentLayerRotation.value
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const startTime = performance.now()
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const duration = 200
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const animate = (time) => {
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const p = Math.min((time - startTime) / duration, 1)
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// Ease out
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const ease = 1 - Math.pow(1 - p, 3)
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currentLayerRotation.value = start + (target - start) * ease
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if (p < 1) {
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requestAnimationFrame(animate)
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} else {
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// Animation done
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finishMove(steps)
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}
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}
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requestAnimationFrame(animate)
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}
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const finishMove = (steps) => {
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if (steps !== 0 && activeLayer.value) {
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const { axis, index } = activeLayer.value
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// Logic Call
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const count = Math.abs(steps)
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const direction = steps > 0 ? 1 : -1
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for (let i = 0; i < count; i++) {
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rotateLayer(axis, index, direction)
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}
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}
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// Reset
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activeLayer.value = null
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currentLayerRotation.value = 0
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isAnimating.value = false
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selectedCubie.value = null
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selectedFace.value = null
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}
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const getCubieStyle = (c) => {
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// Base Position
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const x = c.x * (SCALE + GAP)
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const y = c.y * -(SCALE + GAP) // Y is up in logic, down in CSS
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const z = c.z * (SCALE + GAP)
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let transform = `translate3d(${x}px, ${y}px, ${z}px)`
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// Apply Active Layer Rotation
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if (activeLayer.value) {
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const { axis, index } = activeLayer.value
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let match = false
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// Match based on CURRENT LOGICAL POSITION
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if (axis === 'x' && c.x === index) match = true
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if (axis === 'y' && c.y === index) match = true
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if (axis === 'z' && c.z === index) match = true
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if (match) {
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// Rotation Group around Center (0,0,0)
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let rot = currentLayerRotation.value
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// Axis mapping for CSS
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// If we rotate a group around center, we want standard rotation.
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// Logic Z=1 (Front). CSS +Z is Front.
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// Logic Y=1 (Up). CSS -Y is Up.
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// Logic X=1 (Right). CSS +X is Right.
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// Rotations:
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// CSS rotateX: + is Top->Back.
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// CSS rotateY: + is Right->Back (Spin Right).
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// CSS rotateZ: + is Top->Right (Clockwise).
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if (axis === 'x') transform = `rotateX(${-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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return { transform }
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}
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onMounted(() => {
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initCube()
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window.addEventListener('mousemove', onMouseMove)
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window.addEventListener('mouseup', onMouseUp)
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})
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onUnmounted(() => {
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window.removeEventListener('mousemove', onMouseMove)
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window.removeEventListener('mouseup', onMouseUp)
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// Clean up any potential animation frames? rafId is local to snapRotation, but harmless.
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})
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</script>
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<template>
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<div class="smart-cube-container">
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<div class="scene" :style="{ transform: `rotateX(${rx}deg) rotateY(${ry}deg)` }">
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<div class="cube">
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<div v-for="c in cubies" :key="c.id"
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class="cubie"
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:style="getCubieStyle(c)"
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:data-cubie-id="c.id">
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<div v-for="(color, face) in c.faces" :key="face"
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class="sticker"
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:class="[face, color]"
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:data-id="c.id"
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:data-face="face">
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</div>
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</div>
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</div>
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</div>
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</div>
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</template>
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<style scoped>
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.smart-cube-container {
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width: 100vw;
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height: 100vh;
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display: flex;
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justify-content: center;
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align-items: center;
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overflow: hidden;
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background: transparent; /* Use global background */
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perspective: 1000px;
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}
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.scene {
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position: relative;
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width: 0;
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height: 0;
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transform-style: preserve-3d;
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}
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.cube {
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position: relative;
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transform-style: preserve-3d;
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}
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.cubie {
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position: absolute;
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width: 100px;
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height: 100px;
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margin-left: -50px;
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margin-top: -50px;
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transform-style: preserve-3d;
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}
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.sticker {
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position: absolute;
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width: 100px;
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height: 100px;
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top: 0;
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left: 0;
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box-sizing: border-box;
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background-color: #000; /* Black plastic base */
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border: 1px solid #000; /* Ensure edge is solid */
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box-shadow: 0 0 0 1px #000; /* External bleed to cover sub-pixel gaps */
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border-radius: 2px; /* Minimal rounding for plastic edges, practically square */
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backface-visibility: hidden; /* Hide inside faces */
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}
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/* Pseudo-element for the colored sticker part */
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.sticker::after {
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content: '';
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position: absolute;
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top: 4px;
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left: 4px;
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right: 4px;
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bottom: 4px;
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border-radius: 8px; /* Rounded sticker */
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box-shadow: inset 0 0 5px rgba(0,0,0,0.3); /* Inner depth */
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z-index: 1;
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}
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/* Sticker Positions relative to Cubie Center */
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.sticker.up { transform: rotateX(90deg) translateZ(50px); }
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.sticker.down { transform: rotateX(-90deg) translateZ(50px); }
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.sticker.front { transform: translateZ(50px); }
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.sticker.back { transform: rotateY(180deg) translateZ(50px); }
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.sticker.left { transform: rotateY(-90deg) translateZ(50px); }
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.sticker.right { transform: rotateY(90deg) translateZ(50px); }
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/* Colors - apply to the pseudo-element */
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.white::after { background: #E0E0E0; }
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.yellow::after { background: #FFD500; }
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.green::after { background: #009E60; }
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.blue::after { background: #0051BA; }
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.orange::after { background: #FF5800; }
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.red::after { background: #C41E3A; }
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/* Black internal faces - no sticker needed */
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.black {
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background: #050505;
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border: 1px solid #000;
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border-radius: 0;
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display: block;
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box-shadow: 0 0 0 1px #000; /* Fill gaps between internal faces */
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}
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.black::after {
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display: none;
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}
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</style>
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