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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src/utils/RubiksJSModel.js Normal file
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import { State } from 'rubiks-js/src/state/index.js';
// Static order definitions from rubiks-js source
const CORNER_ORDER = ['URF', 'ULF', 'ULB', 'URB', 'DRF', 'DLF', 'DLB', 'DRB'];
const EDGE_ORDER = ['UF', 'UL', 'UB', 'UR', 'FR', 'FL', 'BL', 'BR', 'DF', 'DL', 'DB', 'DR'];
// Coordinate mapping for visualization
// Coordinates match the visual grid positions
const CORNER_SLOTS = [
{ id: 'URF', x: 1, y: 1, z: 1 },
{ id: 'ULF', x: -1, y: 1, z: 1 },
{ id: 'ULB', x: -1, y: 1, z: -1 },
{ id: 'URB', x: 1, y: 1, z: -1 },
{ id: 'DRF', x: 1, y: -1, z: 1 },
{ id: 'DLF', x: -1, y: -1, z: 1 },
{ id: 'DLB', x: -1, y: -1, z: -1 },
{ id: 'DRB', x: 1, y: -1, z: -1 }
];
const EDGE_SLOTS = [
{ id: 'UF', x: 0, y: 1, z: 1 },
{ id: 'UL', x: -1, y: 1, z: 0 },
{ id: 'UB', x: 0, y: 1, z: -1 },
{ id: 'UR', x: 1, y: 1, z: 0 },
{ id: 'FR', x: 1, y: 0, z: 1 },
{ id: 'FL', x: -1, y: 0, z: 1 },
{ id: 'BL', x: -1, y: 0, z: -1 },
{ id: 'BR', x: 1, y: 0, z: -1 },
{ id: 'DF', x: 0, y: -1, z: 1 },
{ id: 'DL', x: -1, y: -1, z: 0 },
{ id: 'DB', x: 0, y: -1, z: -1 },
{ id: 'DR', x: 1, y: -1, z: 0 }
];
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: {} }
];
// Face mapping for pieces
// Each piece (e.g. URF) has 3 faces. We need to map them to colors based on orientation.
// Standard color scheme: U=white, D=yellow, F=green, B=blue, L=orange, R=red
const FACE_COLORS = {
U: 'white', D: 'yellow', F: 'green', B: 'blue', L: 'orange', R: 'red'
};
// Map piece name (e.g. 'URF') to its primary face keys
const CORNER_FACES = {
'URF': ['up', 'right', 'front'],
'ULF': ['up', 'front', 'left'],
'ULB': ['up', 'left', 'back'],
'URB': ['up', 'back', 'right'],
'DRF': ['down', 'right', 'front'],
'DLF': ['down', 'left', 'front'],
'DLB': ['down', 'back', 'left'],
'DRB': ['down', 'right', 'back']
};
const EDGE_FACES = {
'UF': ['up', 'front'],
'UL': ['up', 'left'],
'UB': ['up', 'back'],
'UR': ['up', 'right'],
'FR': ['front', 'right'],
'FL': ['front', 'left'],
'BL': ['back', 'left'],
'BR': ['back', 'right'],
'DF': ['down', 'front'],
'DL': ['down', 'left'],
'DB': ['down', 'back'],
'DR': ['down', 'right']
};
// Map piece name to its solved colors
const getCornerColors = (name) => {
// URF -> white, red, green
const map = {
'URF': ['white', 'red', 'green'],
'ULF': ['white', 'green', 'orange'],
'ULB': ['white', 'orange', 'blue'],
'URB': ['white', 'blue', 'red'],
'DRF': ['yellow', 'red', 'green'],
'DLF': ['yellow', 'orange', 'green'], // Adjusted to match DLF face order (D, L, F)
'DLB': ['yellow', 'blue', 'orange'], // Adjusted to match DLB face order (D, B, L)
'DRB': ['yellow', 'red', 'blue'] // Adjusted to match DRB face order (D, R, B)
};
return map[name];
};
const getEdgeColors = (name) => {
const map = {
'UF': ['white', 'green'],
'UL': ['white', 'orange'],
'UB': ['white', 'blue'],
'UR': ['white', 'red'],
'FR': ['green', 'red'],
'FL': ['green', 'orange'],
'BL': ['blue', 'orange'],
'BR': ['blue', 'red'],
'DF': ['yellow', 'green'],
'DL': ['yellow', 'orange'],
'DB': ['yellow', 'blue'],
'DR': ['yellow', 'red']
};
return map[name];
};
export class RubiksJSModel {
constructor() {
this.state = new State(false); // trackCenters=false
}
reset() {
// State doesn't have a reset method exposed directly?
// We can just create a new state.
this.state = new State(false);
}
rotateLayer(axis, index, dir) {
// Map to standard notation
// axis: 'x', 'y', 'z'
// index: 1 (top/right/front), -1 (bottom/left/back)
// dir: 1 (Visual CCW), -1 (Visual CW)
let move = '';
if (axis === 'y') {
if (index === 1) move = dir === 1 ? "U'" : "U";
else if (index === -1) move = dir === 1 ? "D'" : "D"; // Fixed: dir=1 (CCW) -> D'
}
else if (axis === 'x') {
if (index === 1) move = dir === 1 ? "R'" : "R";
else if (index === -1) move = dir === 1 ? "L'" : "L"; // Fixed: dir=1 (CCW) -> L'
}
else if (axis === 'z') {
if (index === 1) move = dir === 1 ? "F'" : "F";
else if (index === -1) move = dir === 1 ? "B'" : "B"; // Fixed: dir=1 (CCW) -> B'
}
if (move) {
console.log('[RubiksJSModel] Applying move:', move);
try {
this.state.applyTurn(move);
console.log('[RubiksJSModel] Move applied successfully');
} catch (e) {
console.error('[RubiksJSModel] Failed to apply move:', move, e);
}
}
}
toCubies() {
// Decode state
const encoded = this.state.encode();
// console.log('[RubiksJSModel] Encoded state:', encoded);
const binaryString = atob(encoded);
const bytes = new Uint8Array(binaryString.length);
for (let i = 0; i < binaryString.length; i++) {
bytes[i] = binaryString.charCodeAt(i);
}
// Decode Corners (first 5 bytes)
// p: bytes[0] + (bytes[1] << 8) + (bytes[2] << 16)
let pC = bytes[0] + (bytes[1] << 8) + (bytes[2] << 16);
let oC = bytes[3] + (bytes[4] << 8);
const cornerPerms = [];
const cornerOrients = [];
for (let i = 7; i >= 0; i--) {
const p1 = pC & 0b111;
cornerPerms[i] = CORNER_ORDER[p1];
pC = pC >> 3;
const o1 = oC & 0b11;
cornerOrients[i] = o1;
oC = oC >> 2;
}
// Decode Edges (next 8 bytes)
// 6 bytes for permutation (each byte has 2 nibbles)
// 2 bytes for orientation
const edgePerms = [];
const edgeOrients = [];
// Permutation
for (let i = 0; i < 6; i++) {
const byte = bytes[5 + i];
const p1 = byte & 0b1111;
const p2 = (byte >> 4) & 0b1111;
edgePerms[i * 2] = EDGE_ORDER[p1];
edgePerms[i * 2 + 1] = EDGE_ORDER[p2];
}
// Orientation
let oE = bytes[11] + (bytes[12] << 8);
for (let i = 11; i >= 0; i--) {
edgeOrients[i] = oE & 0b1;
oE = oE >> 1;
}
const cubies = [...CENTERS];
// Map Corners
for (let i = 0; i < 8; i++) {
const pieceName = cornerPerms[i]; // e.g. 'URF'
const orientation = cornerOrients[i]; // 0, 1, 2
const slot = CORNER_SLOTS[i]; // Slot definition
const baseColors = getCornerColors(pieceName); // ['white', 'red', 'green']
const slotFaces = CORNER_FACES[slot.id]; // ['up', 'right', 'front']
// Apply orientation
// Formula: Color at SlotKey[k] is PieceColor[(k + o) % 3]
const faces = {};
faces[slotFaces[0]] = baseColors[(0 + orientation) % 3];
faces[slotFaces[1]] = baseColors[(1 + orientation) % 3];
faces[slotFaces[2]] = baseColors[(2 + orientation) % 3];
cubies.push({ id: `corn${i}`, x: slot.x, y: slot.y, z: slot.z, faces });
}
// Map Edges
for (let i = 0; i < 12; i++) {
const pieceName = edgePerms[i];
const orientation = edgeOrients[i]; // 0, 1
const slot = EDGE_SLOTS[i];
const baseColors = getEdgeColors(pieceName); // ['white', 'green']
const slotFaces = EDGE_FACES[slot.id]; // ['up', 'front']
const faces = {};
// If orientation is 1 (Flip), we swap.
// But we need to be careful about which face is primary (0).
// Logic: if o=0, faces match. if o=1, swap.
// Adjust for specific edges if needed?
// For now assume standard behavior:
if (orientation === 0) {
faces[slotFaces[0]] = baseColors[0];
faces[slotFaces[1]] = baseColors[1];
} else {
faces[slotFaces[0]] = baseColors[1];
faces[slotFaces[1]] = baseColors[0];
}
cubies.push({ id: `edge${i}`, x: slot.x, y: slot.y, z: slot.z, faces });
}
return cubies;
}
validate() {
// State doesn't expose validate, but we can assume it's valid if using the library
return { valid: true, errors: [] };
}
}