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

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2026-02-22 04:35:59 +00:00
parent 57abfd6b80
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4168 changed files with 763782 additions and 1008 deletions

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/**
* Deep Mechanical Rubik's Cube Model (Group Theory Approach)
*
* State Representation:
* - Corners (0-7): Permutation (p) and Orientation (o: 0..2)
* - Edges (0-11): Permutation (p) and Orientation (o: 0..1)
*
* Indexes:
* Corners:
* 0: URF, 1: UFL, 2: ULB, 3: UBR
* 4: DFR, 5: DLF, 6: DBL, 7: DRB
*
* 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
*/
export const MOVES = {
// Definitions of basic moves: { corners: [indices], edges: [indices], co: [deltas], eo: [deltas] }
// Only defining Permutation Cycles and Orientation Changes.
// Permutation: p[i] moves to p[move[i]]? Or position i takes piece from move[i]?
// Let's use: "Piece at position i moves to position move[i]". (Isomorphism to S_n)
// Actually, standard array rep: state.p[i] is "which piece is at position i".
// Move M maps position i to M[i].
// So new_state.p[M[i]] = old_state.p[i].
// Or new_state.p[i] = old_state.p[M_inv[i]].
// Let's stick to: "Move U moves pieces currently at indices ... to indices ..."
// Corners: URF(0) -> UBR(3) -> ULB(2) -> UFL(1) -> URF(0) ?
// Move U (Clockwise):
// 0 (URF) -> 3 (UBR) ? No. U move pushes URF to position UFL?
// Let's visualize Top Face (U):
// B
// 2 3
// L 1 0 R
// F
// U (CW) turns: 0->1, 1->2, 2->3, 3->0? No.
// U (CW) turns: Right to Front.
// URF(0) is Front-Right. UFL(1) is Front-Left.
// U moves Right face stuff to Front face? NO.
// U moves Front face stuff to Left face.
// So 0 (URF) -> 1 (UFL)? No.
// URF is at corner of U, R, F faces.
// After U CW, it goes to corner of U, F, L faces. (UFL).
// So 0 -> 1.
// 1 (UFL) -> 2 (ULB).
// 2 (ULB) -> 3 (UBR).
// 3 (UBR) -> 0 (URF).
// So cycle is (0 1 2 3).
// Permutation Table P: P[0]=1, P[1]=2, P[2]=3, P[3]=0.
// Applied to state: "Piece at 0 goes to 1".
// Orientations CO:
// U moves do not change Corner Orientation (relative to U/D).
// So co delta is 0 for all.
// Edges U:
// 0(UR), 1(UF), 2(UL), 3(UB).
// U moves UR to UF? No.
// UR is Right. UF is Front.
// U CW moves Right to Front? No.
// U CW moves Front to Left.
// So UF(1) -> UL(2).
// UL(2) -> UB(3).
// UB(3) -> UR(0).
// UR(0) -> UF(1).
// Cycle: (0 1 2 3).
// P[0]=1, etc.
// Moves Definitions (Target Positions)
U: {
cp: [1, 2, 3, 0, 4, 5, 6, 7],
co: [0, 0, 0, 0, 0, 0, 0, 0],
ep: [1, 2, 3, 0, 4, 5, 6, 7, 8, 9, 10, 11],
eo: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
},
D: {
// D (CW) looking from bottom.
// DFR(4), DLF(5), DBL(6), DRB(7).
// D CW moves Front to Right.
// DFR(4) -> DRB(7).
// DRB(7) -> DBL(6).
// DBL(6) -> DLF(5).
// DLF(5) -> DFR(4).
// Cycle: (4 7 6 5). (Wait: 4->7, 7->6, 6->5, 5->4).
// Indices: [0,1,2,3, 7,4,5,6] (Wait. 4->7 means P[4]=7? No.
// P array usually means: P[i] is the location where piece i goes? OR where piece at i comes from?
// Standard multiplication: (A * B)[i] = A[B[i]].
// Let's define Move P as "Content of slot i comes from slot P[i]".
// If 0 goes to 1. Then New[1] = Old[0].
// So P[1] = 0.
// In our U example: 0->1. So P[1]=0.
// Let's verify U array [1,2,3,0...]
// P[0]=1 (Content of 0 comes from 1?). No.
// The previous array was [1, 2, 3, 0].
// If it meant "0 goes to 1", then New[1] = Old[0].
// Let's stick to: "Piece i goes to Position Move[i]".
// Implementation: newP[Move[i]] = oldP[i].
// U: 0->1, 1->2, 2->3, 3->0.
// Array: [1, 2, 3, 0].
// This matches "i goes to Move[i]".
// D: 4->7, 7->6, 6->5, 5->4.
// P[4]=7, P[5]=4, P[6]=5, P[7]=6.
cp: [0, 1, 2, 3, 7, 4, 5, 6],
co: [0, 0, 0, 0, 0, 0, 0, 0],
// Edges: DR(4), DF(5), DL(6), DB(7).
// D moves Front to Right.
// DF(5) -> DR(4).
// DR(4) -> DB(7).
// DB(7) -> DL(6).
// DL(6) -> DF(5).
// Cycle: 5->4, 4->7, 7->6, 6->5.
// P[4]=7, P[5]=4, P[6]=5, P[7]=6.
ep: [0, 1, 2, 3, 7, 4, 5, 6, 8, 9, 10, 11],
eo: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
},
L: {
// L (CW)
// Corners: UFL(1), DLF(5), DBL(6), ULB(2).
// L moves Up to Front.
// UFL(1) -> DLF(5).
// DLF(5) -> DBL(6).
// DBL(6) -> ULB(2).
// ULB(2) -> UFL(1).
// Cycle: 1->5, 5->6, 6->2, 2->1.
// P[1]=5, P[2]=1, P[5]=6, P[6]=2.
cp: [0, 5, 1, 3, 4, 6, 2, 7],
// Twist: L/R moves twist corners.
// UFL(1) moves to DLF. (+1: CW). WHITE U face moves to F face (CW rotation relative to corner axis?).
// DLF(5) moves to DBL. (-1: CCW).
// DBL(6) moves to ULB. (+1).
// ULB(2) moves to UFL. (-1).
// Values: 1 -> +1, 5 -> -1, 6 -> +1, 2 -> -1.
co: [0, 1, 2, 0, 0, 2, 1, 0], // 2 is -1 mod 3.
// Edges: UL(2), FL(9), DL(6), BL(10).
// U->F.
// UL(2) -> FL(9).
// FL(9) -> DL(6).
// DL(6) -> BL(10).
// BL(10) -> UL(2).
// P[2]=9, P[6]=10, P[9]=6, P[10]=2.
ep: [0, 1, 9, 3, 4, 5, 10, 7, 8, 6, 2, 11],
// Orientation: L/R do NOT flip edges in standard U/D rep.
eo: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
},
R: {
// R (CW)
// Corners: URF(0), UBR(3), DRB(7), DFR(4).
// R moves Up to Back.
// URF(0) -> UBR(3).
// UBR(3) -> DRB(7).
// DRB(7) -> DFR(4).
// DFR(4) -> URF(0).
// Cycle: 0->3, 3->7, 7->4, 4->0.
// P[0]=3, P[3]=7, P[4]=0, P[7]=4.
cp: [3, 1, 2, 7, 0, 5, 6, 4],
// Twist:
// URF(0) -> UBR. (-1).
// UBR(3) -> DRB. (+1).
// DRB(7) -> DFR. (-1).
// DFR(4) -> URF. (+1).
// 0:2, 3:1, 7:2, 4:1.
co: [2, 0, 0, 1, 1, 0, 0, 2],
// Edges: UR(0), BR(11), DR(4), FR(8).
// U->B.
// UR(0) -> BR(11).
// BR(11) -> DR(4).
// DR(4) -> FR(8).
// FR(8) -> UR(0).
// P[0]=11, P[4]=8, P[8]=0, P[11]=4.
ep: [11, 1, 2, 3, 8, 5, 6, 7, 0, 9, 10, 4],
eo: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
},
F: {
// F (CW)
// Corners: URF(0), UFL(1), DLF(5), DFR(4).
// F moves U to R.
// URF(0) -> DFR(4). (Wait. URF is Top-Right. F turns Top to Right. So URF -> DFR (Bottom-Right)).
// UFL(1) -> URF(0).
// DLF(5) -> UFL(1).
// DFR(4) -> DLF(5).
// Cycle: 0->4, 4->5, 5->1, 1->0.
// P[0]=4, P[1]=0, P[4]=5, P[5]=1.
cp: [4, 0, 2, 3, 5, 1, 6, 7],
// Twist:
// UFL(1) -> URF. (+1).
// URF(0) -> DFR. (-1).
// DFR(4) -> DLF. (+1).
// DLF(5) -> UFL. (-1).
// 0:2, 1:1, 4:1, 5:2.
co: [2, 1, 0, 0, 1, 2, 0, 0],
// Edges: UF(1), FR(8), DF(5), FL(9).
// U->R.
// UF(1) -> FR(8).
// FR(8) -> DF(5).
// DF(5) -> FL(9).
// FL(9) -> UF(1).
// P[1]=8, P[5]=9, P[8]=5, P[9]=1.
ep: [0, 8, 2, 3, 4, 9, 6, 7, 5, 1, 10, 11],
// FLIP: F and B moves flip edges.
// 1 -> 1, 5 -> 1, 8 -> 1, 9 -> 1.
eo: [0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0]
},
B: {
// B (CW)
// Corners: UBR(3), ULB(2), DBL(6), DRB(7).
// B moves U to L.
// UBR(3) -> ULB(2).
// ULB(2) -> DBL(6).
// DBL(6) -> DRB(7).
// DRB(7) -> UBR(3).
// Cycle: 3->2, 2->6, 6->7, 7->3.
// P[2]=6, P[3]=2, P[6]=7, P[7]=3.
cp: [0, 1, 6, 2, 4, 5, 7, 3],
// Twist:
// UBR(3) -> ULB. (-1).
// ULB(2) -> DBL. (+1).
// DBL(6) -> DRB. (-1).
// DRB(7) -> UBR. (+1).
// 2:1, 3:2, 6:2, 7:1.
co: [0, 0, 1, 2, 0, 0, 2, 1],
// Edges: UB(3), BL(10), DB(7), BR(11).
// U->L.
// UB(3) -> BL(10).
// BL(10) -> DB(7).
// DB(7) -> BR(11).
// BR(11) -> UB(3).
// P[3]=10, P[7]=11, P[10]=7, P[11]=3.
ep: [0, 1, 2, 10, 4, 5, 6, 11, 8, 9, 7, 3],
// FLIP
eo: [0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1]
}
}
export class DeepCube {
constructor() {
this.reset()
}
reset() {
// Identity State
this.cp = [0, 1, 2, 3, 4, 5, 6, 7]
this.co = [0, 0, 0, 0, 0, 0, 0, 0]
this.ep = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
this.eo = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
}
move(moveStr) {
const base = moveStr[0]
const def = MOVES[base]
if (!def) return
let count = 1
if (moveStr.endsWith('2')) count = 2
if (moveStr.endsWith("'")) count = 3 // 3 CW = 1 CCW
for (let k = 0; k < count; k++) {
this.applyPrimitive(def)
}
}
applyPrimitive(def) {
// Permutation: p[i] moves to def.p[i].
// New[def.p[i]] = Old[p[i]].
// We want to track where the pieces ARE.
// Correct application:
// next_cp[i] = cp[def.cp[i]] ?
// No. def.cp[i] says "Position i comes from position P[i]" ? No.
// I defined def.cp[i] as "Piece at i goes to def.cp[i]".
// Let's verify:
// U: 0->1.
// Standard Math: (P * S)[x] = P[S[x]]. (S applied first??)
// Here we are applying Move P to State S.
// New State S' = P * S.
// This usually implies: Piece at pos i in new state is...
// Let's trace one piece.
// Piece X is at pos 0.
// Move U: 0->1.
// New state: Piece X should be at pos 1.
// So new_cp[1] = Piece X.
// new_cp[def.cp[i]] = cp[i].
const new_cp = [...this.cp]
const new_co = [...this.co]
const new_ep = [...this.ep]
const new_eo = [...this.eo]
// Update Corners
for (let i = 0; i < 8; i++) {
const dest = def.cp[i]
new_cp[dest] = this.cp[i]
// Orientation follows the piece
// Twist adds to existing twist
new_co[dest] = (this.co[i] + def.co[i]) % 3
}
// Update Edges
for (let i = 0; i < 12; i++) {
const dest = def.ep[i]
new_ep[dest] = this.ep[i]
// Orientation
new_eo[dest] = (this.eo[i] + def.eo[i]) % 2
}
this.cp = new_cp
this.co = new_co
this.ep = new_ep
this.eo = new_eo
}
validate() {
const errors = [];
// Check exact set of pieces (Permutation Validity)
const cSet = new Set(this.cp);
if (cSet.size !== 8) errors.push('Invalid Corner Permutation (duplicates/missing)');
const eSet = new Set(this.ep);
if (eSet.size !== 12) errors.push('Invalid Edge Permutation (duplicates/missing)');
// Sum of Twists (Corners) % 3 == 0
const twistSum = this.co.reduce((a, b) => a + b, 0);
if (twistSum % 3 !== 0) errors.push(`Twist Sum Error: ${twistSum}`);
// Sum of Flips (Edges) % 2 == 0
const flipSum = this.eo.reduce((a, b) => a + b, 0);
if (flipSum % 2 !== 0) errors.push(`Flip Sum Error: ${flipSum}`);
// Parity Check (Corner Parity must equal Edge Parity)
const cParity = this.getPermutationParity(this.cp);
const eParity = this.getPermutationParity(this.ep);
if (cParity !== eParity) errors.push(`Parity Mismatch: Corner=${cParity}, Edge=${eParity}`);
return { valid: errors.length === 0, errors };
}
getPermutationParity(p) {
const n = p.length;
const visited = new Array(n).fill(false);
let swaps = 0;
for (let i = 0; i < n; i++) {
if (!visited[i]) {
let curr = i;
let cycleLen = 0;
while (!visited[curr]) {
visited[curr] = true;
curr = p[curr];
cycleLen++;
}
swaps += (cycleLen - 1);
}
}
return swaps % 2;
}
/**
* Converts abstract state to physical cubies for rendering.
* Maps Slot Positions (Where it is) -> Piece Colors (What it is) with Orientation.
*/
toCubies() {
// Definitions must align with indexes
// Corners: 0:URF, 1:UFL, 2:ULB, 3:UBR, 4:DFR, 5:DLF, 6:DBL, 7:DRB
const cornerSlots = [
{ x: 1, y: 1, z: 1 }, // 0 URF
{ x: -1, y: 1, z: 1 }, // 1 UFL
{ x: -1, y: 1, z: -1 }, // 2 ULB
{ x: 1, y: 1, z: -1 }, // 3 UBR
{ x: 1, y: -1, z: 1 }, // 4 DFR
{ x: -1, y: -1, z: 1 }, // 5 DLF
{ x: -1, y: -1, z: -1 },// 6 DBL
{ x: 1, y: -1, z: -1 } // 7 DRB
];
// 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);
}
}
}