25 Commits

Author SHA1 Message Date
de736e1daf 0.3.0
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2026-02-23 00:24:09 +00:00
482da718f3 chore: cube queue UI and copy/reset actions 2026-02-23 00:23:54 +00:00
9cd3de40e8 chore: tweak light theme gradient 2026-02-22 22:10:25 +00:00
ef6a7fed4f chore: bump version to 0.2.0
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2026-02-22 21:58:02 +00:00
c60a37d0cc Adjust cube control button mappings 2026-02-22 21:52:18 +00:00
3261aea81d chore: remove projections toggle and bump to 0.1.0
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2026-02-22 21:11:42 +00:00
86c4a18851 fix: sync layer animation with worker updates 2026-02-22 21:07:08 +00:00
eb9e2f993d chore: adjust cube opacity
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2026-02-22 20:51:14 +00:00
4aea776207 feat: cube transparency toggle
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2026-02-22 20:48:29 +00:00
a75c148a5b chore: bump version to 0.0.29
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2026-02-22 20:31:54 +00:00
a9881bb5fa Bump version to 0.0.28
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2026-02-22 19:53:15 +00:00
0141cd404b Update config
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2026-02-22 19:49:32 +00:00
5c4eeeb3a9 Align docker compose with piggy-bank
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2026-02-22 19:40:06 +00:00
a7e97b0d9f Adjust docker compose networking
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2026-02-22 19:31:16 +00:00
c4b78ad7b7 Update CI and cube projections
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2026-02-22 19:23:25 +00:00
d536290e5d Adjust projections and CI config
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2026-02-22 19:19:03 +00:00
6eb60e1cb3 Align rubic-cube docker setup with nonograms
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2026-02-22 15:57:59 +00:00
a1574a149e Refactor: Remove unused components (Main, CubeCSS, etc.), utils (DeepCube, Matrix4), dependencies (matrix-js, utils), and untrack dist folder
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2026-02-22 04:46:32 +00:00
3857b926ff Fix: Remove node_modules from git tracking and update .gitignore
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2026-02-22 04:39:07 +00:00
15447c106a 0.0.27
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2026-02-22 04:36:04 +00:00
b5ddc21662 Refactor: Implement SmartCube renderer, improve UI styling, and fix gaps 2026-02-22 04:35:59 +00:00
57abfd6b80 0.0.6
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2026-02-16 03:24:59 +01:00
ae3d650011 fix: restore layout and add dynamic version to footer 2026-02-16 03:24:54 +01:00
14ba647f42 0.0.5
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2026-02-16 03:19:40 +01:00
c773ff8876 fix: invert rotation logic and add debug tools 2026-02-16 03:19:02 +01:00
33 changed files with 2383 additions and 1303 deletions

View File

@@ -1,5 +1,4 @@
name: Deploy to Production
run-name: Deploy to Production by @${{ github.actor }}
on:
push:
@@ -15,9 +14,6 @@ jobs:
- name: Build and deploy with Docker Compose
run: |
# Próba zatrzymania i usunięcia starego kontenera (ignoruje błąd jeśli nie istnieje)
# Sprzątaj TYLKO swój projekt
docker compose down --remove-orphans || true
docker rm -f rubic-cube || true
# Start nowej wersji
docker compose up -d --build

2
.gitignore vendored
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@@ -22,3 +22,5 @@ dist-ssr
*.njsproj
*.sln
*.sw?
.agent/

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@@ -1,5 +1,5 @@
# Stage 1: Build the application
FROM node:18-alpine as build-stage
FROM node:lts-alpine as build-stage
# Set working directory
WORKDIR /app

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@@ -1,4 +1,4 @@
version: '3.8'
name: rubic-cube
services:
rubic-cube:
@@ -6,17 +6,16 @@ services:
build:
context: .
dockerfile: Dockerfile
# ports:
# - "8083:80"
ports:
- "8083:80"
expose:
- "80"
restart: always
restart: unless-stopped
# volumes:
# - ./nginx.conf:/etc/nginx/conf.d/default.conf:ro
networks:
- npm_public
- rubic-net
networks:
npm_public:
external: true
rubic-net:
driver: bridge

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@@ -1,6 +1,7 @@
server {
listen 80;
server_name localhost;
listen [::]:80;
server_name _;
root /usr/share/nginx/html;
index index.html;

24
package-lock.json generated
View File

@@ -1,16 +1,15 @@
{
"name": "rubic-cube",
"version": "0.0.1",
"version": "0.3.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "rubic-cube",
"version": "0.0.1",
"version": "0.3.0",
"dependencies": {
"@gkucmierz/utils": "^1.28.3",
"lucide-vue-next": "^0.564.0",
"matrix-js": "^1.8.0",
"rubiks-js": "^1.0.0",
"vue": "^3.5.13"
},
"devDependencies": {
@@ -489,12 +488,6 @@
"node": ">=18"
}
},
"node_modules/@gkucmierz/utils": {
"version": "1.28.3",
"resolved": "https://registry.npmjs.org/@gkucmierz/utils/-/utils-1.28.3.tgz",
"integrity": "sha512-4qbEGTrHnj0pdeY72MHbuOzM9hugZiyhTMfy7ZijkBQN+fMGVc7OJ7CM02t1KBQDFl2bQNb7AF9KZCm3wn09YQ==",
"license": "MIT"
},
"node_modules/@jridgewell/sourcemap-codec": {
"version": "1.5.0",
"resolved": "https://registry.npmjs.org/@jridgewell/sourcemap-codec/-/sourcemap-codec-1.5.0.tgz",
@@ -986,11 +979,6 @@
"@jridgewell/sourcemap-codec": "^1.5.0"
}
},
"node_modules/matrix-js": {
"version": "1.8.0",
"resolved": "https://registry.npmjs.org/matrix-js/-/matrix-js-1.8.0.tgz",
"integrity": "sha512-2PHn6veiSf7aS/VBhdgrUVYCjVBkaAwFtIuXUnrHduKbSNpFHYzkdPYPgKI95idqFMKKEieYoMglimo2YGIapQ=="
},
"node_modules/nanoid": {
"version": "3.3.11",
"resolved": "https://registry.npmjs.org/nanoid/-/nanoid-3.3.11.tgz",
@@ -1082,6 +1070,12 @@
"fsevents": "~2.3.2"
}
},
"node_modules/rubiks-js": {
"version": "1.0.0",
"resolved": "https://registry.npmjs.org/rubiks-js/-/rubiks-js-1.0.0.tgz",
"integrity": "sha512-ABxwGyAHaqhUK6R93B+tEDMQ/yVKD390blE5q1RW1vgPjNNwIsCvdOw8TxxQ6DMPgk86Xx/J+qPKH99Xd8Zogg==",
"license": "MIT"
},
"node_modules/source-map-js": {
"version": "1.2.1",
"resolved": "https://registry.npmjs.org/source-map-js/-/source-map-js-1.2.1.tgz",

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@@ -1,7 +1,7 @@
{
"name": "rubic-cube",
"private": true,
"version": "0.0.4",
"version": "0.3.0",
"type": "module",
"scripts": {
"dev": "vite",
@@ -9,9 +9,8 @@
"preview": "vite preview"
},
"dependencies": {
"@gkucmierz/utils": "^1.28.3",
"lucide-vue-next": "^0.564.0",
"matrix-js": "^1.8.0",
"rubiks-js": "^1.0.0",
"vue": "^3.5.13"
},
"devDependencies": {

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@@ -1,16 +1,14 @@
<script setup>
import Main from './components/Main.vue'
import SmartCube from './components/renderers/SmartCube.vue'
import NavBar from './components/NavBar.vue'
import Footer from './components/Footer.vue'
</script>
<template>
<NavBar />
<main class="app-content">
<Main />
</main>
<div class="app-content">
<SmartCube />
</div>
<Footer />
</template>
@@ -21,8 +19,10 @@ import Footer from './components/Footer.vue'
justify-content: center;
align-items: center;
width: 100%;
padding: 2rem 0;
padding: 0;
position: relative;
z-index: 1;
user-select: none;
-webkit-user-select: none;
}
</style>

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@@ -1,14 +1,12 @@
<script setup>
const currentYear = new Date().getFullYear();
const version = __APP_VERSION__;
</script>
<template>
<footer class="app-footer glass-panel">
<div class="footer-content">
<p>&copy; {{ currentYear }} Rubic Cube. Wersja 0.0.1</p>
<div class="social-links">
<!-- Placeholder for social links if needed -->
</div>
<p>&copy; {{ currentYear }} Rubic Cube. Wersja {{ version }}</p>
</div>
</footer>
</template>
@@ -21,11 +19,15 @@ const currentYear = new Date().getFullYear();
display: flex;
align-items: center;
justify-content: center;
margin-top: auto;
background: var(--panel-bg);
backdrop-filter: blur(10px);
border-top: 1px solid var(--panel-border);
box-shadow: 0 -4px 15px rgba(0, 0, 0, 0.1);
position: absolute;
bottom: 0;
left: 0;
z-index: 10;
/* Glass panel styles handle background/border/shadow */
border-radius: 0; /* Full width bar usually square corners or specific radius */
border-left: none;
border-right: none;
border-bottom: none;
color: var(--text-muted);
box-sizing: border-box;
}

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@@ -1,40 +0,0 @@
<script setup>
import { computed } from 'vue'
import { useRenderer } from '../composables/useRenderer'
import CubeCSS from './renderers/CubeCSS.vue'
import CubeSVG from './renderers/CubeSVG.vue'
import CubeCanvas from './renderers/CubeCanvas.vue'
const { activeRenderer, RENDERERS } = useRenderer()
const currentRendererComponent = computed(() => {
switch (activeRenderer.value) {
case RENDERERS.CSS:
return CubeCSS
case RENDERERS.SVG:
return CubeSVG
case RENDERERS.CANVAS:
return CubeCanvas
default:
return CubeCSS
}
})
</script>
<template>
<div class="wrapper">
<component :is="currentRendererComponent" />
</div>
</template>
<style scoped>
.wrapper {
display: flex;
flex-direction: column;
align-items: center;
gap: 2rem;
width: 100%;
height: 100%;
justify-content: center;
}
</style>

View File

@@ -1,40 +1,16 @@
<script setup>
import { Sun, Moon } from 'lucide-vue-next';
import { Sun, Moon, Grid2x2 } from 'lucide-vue-next';
import { ref, onMounted } from 'vue';
import { useRenderer } from '../composables/useRenderer';
const { activeRenderer, setRenderer, RENDERERS } = useRenderer();
import { useSettings } from '../composables/useSettings';
const { isCubeTranslucent, toggleCubeTranslucent } = useSettings();
const isDark = ref(true);
const setTheme = (dark) => {
isDark.value = dark;
const theme = dark ? 'dark' : 'light';
document.documentElement.dataset.theme = theme;
if (dark) {
document.documentElement.style.setProperty('--bg-gradient', 'linear-gradient(135deg, #2c3e50 0%, #000000 100%)');
document.documentElement.style.setProperty('--text-color', '#ffffff');
document.documentElement.style.setProperty('--text-strong', '#ffffff');
document.documentElement.style.setProperty('--text-muted', 'rgba(255, 255, 255, 0.7)');
document.documentElement.style.setProperty('--glass-bg', 'rgba(255, 255, 255, 0.05)');
document.documentElement.style.setProperty('--glass-border', 'rgba(255, 255, 255, 0.1)');
document.documentElement.style.setProperty('--panel-bg', 'rgba(255, 255, 255, 0.05)');
document.documentElement.style.setProperty('--panel-border', 'rgba(255, 255, 255, 0.1)');
document.documentElement.style.setProperty('--cube-edge-color', '#333333');
document.documentElement.style.setProperty('--title-gradient', 'linear-gradient(45deg, #00f2fe, #4facfe)');
} else {
document.documentElement.style.setProperty('--bg-gradient', 'linear-gradient(135deg, #f5f7fa 0%, #c3cfe2 100%)');
document.documentElement.style.setProperty('--text-color', '#0f172a');
document.documentElement.style.setProperty('--text-strong', '#0f172a');
document.documentElement.style.setProperty('--text-muted', 'rgba(15, 23, 42, 0.6)');
document.documentElement.style.setProperty('--glass-bg', 'rgba(255, 255, 255, 0.75)');
document.documentElement.style.setProperty('--glass-border', 'rgba(15, 23, 42, 0.12)');
document.documentElement.style.setProperty('--panel-bg', 'rgba(255, 255, 255, 0.7)');
document.documentElement.style.setProperty('--panel-border', 'rgba(15, 23, 42, 0.12)');
document.documentElement.style.setProperty('--cube-edge-color', '#000000');
document.documentElement.style.setProperty('--title-gradient', 'linear-gradient(45deg, #0ea5e9, #6366f1)');
}
localStorage.setItem('theme', theme);
};
const toggleTheme = () => {
@@ -42,7 +18,12 @@ const toggleTheme = () => {
};
onMounted(() => {
setTheme(true);
const savedTheme = localStorage.getItem('theme');
if (savedTheme) {
setTheme(savedTheme === 'dark');
} else {
setTheme(true);
}
});
</script>
@@ -53,17 +34,15 @@ onMounted(() => {
</div>
<div class="nav-container">
<div class="renderer-selector">
<button
v-for="renderer in RENDERERS"
:key="renderer"
@click="setRenderer(renderer)"
class="renderer-btn"
:class="{ active: activeRenderer === renderer }"
>
{{ renderer }}
</button>
</div>
<!-- Cube Opacity Toggle -->
<button
class="btn-neon nav-btn icon-only"
@click="toggleCubeTranslucent"
:title="isCubeTranslucent ? 'Wyłącz przezroczystość kostki' : 'Włącz przezroczystość kostki'"
:class="{ active: isCubeTranslucent }"
>
<Grid2x2 :size="20" />
</button>
<!-- Theme Toggle -->
<button class="btn-neon nav-btn icon-only" @click="toggleTheme" :title="isDark ? 'Przełącz na jasny' : 'Przełącz na ciemny'">
@@ -80,17 +59,18 @@ onMounted(() => {
justify-content: space-between;
align-items: center;
padding: 0 20px;
height: 50px;
height: 70px;
width: 100%;
box-sizing: border-box;
position: sticky;
position: absolute;
top: 0;
left: 0;
z-index: 100;
margin-bottom: 0;
background: var(--glass-bg);
backdrop-filter: blur(10px);
border-bottom: 1px solid var(--glass-border);
box-shadow: var(--glass-shadow);
/* Glass panel styles handle background/border/shadow */
border-radius: 0;
border-top: none;
border-left: none;
border-right: none;
}
.logo-container {
@@ -100,10 +80,10 @@ onMounted(() => {
}
.logo-text {
font-size: 1.2rem;
font-size: 1.5rem;
font-weight: 700;
color: var(--text-color);
text-shadow: 0 0 20px var(--title-glow);
color: var(--text-strong);
letter-spacing: 1px;
}
.nav-container {
@@ -112,67 +92,25 @@ onMounted(() => {
align-items: center;
}
.renderer-selector {
display: flex;
gap: 5px;
background: rgba(0, 0, 0, 0.2);
padding: 3px;
border-radius: 6px;
}
.renderer-btn {
background: transparent;
border: none;
color: var(--text-muted);
padding: 4px 10px;
border-radius: 4px;
cursor: pointer;
font-size: 0.8rem;
font-weight: 600;
transition: all 0.2s;
}
.renderer-btn:hover {
color: var(--text-color);
}
.renderer-btn.active {
background: var(--glass-border);
color: var(--text-color);
box-shadow: 0 1px 3px rgba(0,0,0,0.1);
}
.nav-btn {
background: transparent;
border: none;
color: var(--text-color);
font-size: 1rem;
color: var(--text-strong);
cursor: pointer;
display: flex;
align-items: center;
gap: 8px;
padding: 8px 12px;
border-radius: 8px;
padding: 12px;
border-radius: 50%;
transition: all 0.3s ease;
}
.nav-btn:hover {
background: rgba(255, 255, 255, 0.1);
transform: translateY(-2px);
.nav-btn:hover,
.nav-btn.active {
background: rgba(255, 255, 255, 0.2);
}
.btn-neon {
border: 1px solid var(--toggle-btn-border);
box-shadow: 0 0 5px rgba(0,0,0,0.1);
}
.desktop-only {
display: flex;
}
@media (max-width: 768px) {
.desktop-only {
display: none;
}
.nav-btn.active {
color: var(--color-primary);
box-shadow: 0 0 10px rgba(255, 255, 255, 0.1);
}
</style>

View File

@@ -0,0 +1,59 @@
<script setup>
import { computed } from 'vue';
const props = defineProps({
start: {
type: Object,
required: true // {x, y, z}
},
end: {
type: Object,
required: true // {x, y, z}
},
color: {
type: String,
default: 'var(--text-color, #fff)'
},
thickness: {
type: Number,
default: 1
}
});
const style = computed(() => {
const dx = props.end.x - props.start.x;
const dy = props.end.y - props.start.y;
const dz = props.end.z - props.start.z;
const length = Math.sqrt(dx * dx + dy * dy + dz * dz);
if (length === 0) return {};
const midX = (props.start.x + props.end.x) / 2;
const midY = (props.start.y + props.end.y) / 2;
const midZ = (props.start.z + props.end.z) / 2;
// Rotation
// Yaw (around Y axis)
const yaw = Math.atan2(dz, dx);
// Pitch (around Z axis)
const pitch = Math.atan2(dy, Math.sqrt(dx * dx + dz * dz));
return {
width: `${length}px`,
height: `${props.thickness}px`,
backgroundColor: props.color,
position: 'absolute',
top: '0',
left: '0',
transformOrigin: 'center center',
transform: `translate3d(${midX}px, ${midY}px, ${midZ}px) rotateY(${-yaw}rad) rotateZ(${pitch}rad) translate(-50%, -50%)`,
opacity: 0.3, // Delicate
pointerEvents: 'none'
};
});
</script>
<template>
<div class="line-3d" :style="style"></div>
</template>

View File

@@ -1,603 +0,0 @@
<script setup>
import { ref, computed, onMounted, onUnmounted, nextTick } from 'vue'
import { useCube } from '../../composables/useCube'
const { cubeState, initCube, rotateLayer, COLOR_MAP, FACES } = useCube()
// --- State ---
const rx = ref(25)
const ry = ref(25)
const rz = ref(0)
const isDragging = ref(false)
const dragMode = ref('view') // 'view' or 'layer'
const startMouseX = ref(0)
const startMouseY = ref(0)
const lastMouseX = ref(0)
const lastMouseY = ref(0)
const selectedCubieId = ref(null) // ID of the cubie where drag started
const selectedFaceNormal = ref(null) // Normal vector of the face clicked
// Animation state
const activeLayer = ref(null) // { axis: 'x'|'y'|'z', index: -1|0|1 }
const layerRotation = ref(0)
const isSnapping = ref(false)
const velocity = ref(0)
const lastTime = ref(0)
const rafId = ref(null)
// Cubies Model
// We represent the cube as 27 independent cubies.
// Each cubie has a current position (x, y, z) in grid coordinates [-1, 0, 1].
// And a rotation matrix (or simplified orientation).
// Actually, for CSS rendering, we can just keep track of their current (x,y,z) and applying transforms.
// But to match `useCube` state (which is color based), we need to map colors to cubies.
//
// Alternative:
// `useCube` maintains the logical state of colors on faces.
// To render 27 cubies that MOVE, we need to know which color belongs to which face of which cubie.
//
// Mapping:
// 27 Cubies. ID: 0..26.
// Position: x,y,z in {-1, 0, 1}.
//
// Colors:
// A cubie at (x,y,z) exposes faces if x/y/z is +/- 1.
// e.g. (1, 1, 1) is Right-Top-Front corner.
// It has 3 colored faces: Right, Top, Front.
// We need to fetch the color from `cubeState` at the correct indices.
//
// `cubeState` is organized by Faces.
// Front Face is a 3x3 matrix.
// (0,0) is Top-Left of Front Face.
// Front Face covers z=1 plane.
// x goes -1 (Left) to 1 (Right).
// y goes 1 (Top) to -1 (Bottom).
//
// Let's define the 27 cubies.
const cubies = ref([])
const initCubies = () => {
const newCubies = []
let id = 0
for (let x = -1; x <= 1; x++) {
for (let y = -1; y <= 1; y++) {
for (let z = -1; z <= 1; z++) {
newCubies.push({
id: id++,
x, y, z, // Current grid position
// Store initial rotation or accumulate transform?
// Simplest is to accumulate rotation transforms for the cubie div.
// But for logic, we update x,y,z after snap.
transform: ''
})
}
}
}
cubies.value = newCubies
}
// Map logical face colors to cubie faces
// We need a function that given a cubie (x,y,z) returns the colors of its 6 faces.
// If a face is internal, color is black (or null).
const getCubieFaces = (cubie) => {
const { x, y, z } = cubie
const faces = {}
// Helper to map grid (x,y) to Matrix indices (row, col)
// Grid: x (-1..1), y (-1..1).
// Matrix: row (0..2), col (0..2).
//
// Face UP (y=1). z: Back(-1)..Front(1). x: Left(-1)..Right(1).
// Up Matrix: row 0 is Back, row 2 is Front. col 0 is Left, col 2 is Right.
// So: row = z + 1? No.
// z=-1 -> row 0. z=0 -> row 1. z=1 -> row 2. Yes.
// x=-1 -> col 0. x=0 -> col 1. x=1 -> col 2. Yes.
if (y === 1) {
const row = z + 1
const col = x + 1
faces.up = getColor(FACES.UP, row, col)
}
// Face DOWN (y=-1). z: Back(-1)..Front(1). x: Left(-1)..Right(1).
// Down Matrix: row 0 is Front, row 2 is Back. col 0 is Left, col 2 is Right.
// Wait, check standard mapping in `Cube.js` or standard rubik.
// Usually unfolding:
// Up: Back row is top.
// Down: Front row is top?
// Let's assume standard intuitive mapping:
// Down Face viewed from bottom.
// Row 0 is Front (top of view).
// z=1 -> row 0. z=-1 -> row 2.
// So row = 1 - z.
// x=-1 -> col 0. x=1 -> col 2.
if (y === -1) {
const row = 1 - z
const col = x + 1
faces.down = getColor(FACES.DOWN, row, col)
}
// Face FRONT (z=1). y: Top(1)..Bottom(-1). x: Left(-1)..Right(1).
// Matrix: row 0 is Top.
// y=1 -> row 0. y=-1 -> row 2.
// row = 1 - y.
// x=-1 -> col 0.
if (z === 1) {
const row = 1 - y
const col = x + 1
faces.front = getColor(FACES.FRONT, row, col)
}
// Face BACK (z=-1). y: Top(1)..Bottom(-1). x: Right(1)..Left(-1)?
// Back Face viewed from Back.
// Left side of view is Cube Right (x=1).
// Right side of view is Cube Left (x=-1).
// Matrix: row 0 is Top.
// y=1 -> row 0.
// col 0 (Left of view) -> x=1.
// col 2 (Right of view) -> x=-1.
// col = 1 - x.
if (z === -1) {
const row = 1 - y
const col = 1 - x
faces.back = getColor(FACES.BACK, row, col)
}
// Face RIGHT (x=1). y: Top(1)..Bottom(-1). z: Front(1)..Back(-1).
// Right Face viewed from Right.
// Left side of view is Front (z=1).
// Right side of view is Back (z=-1).
// Matrix: row 0 is Top.
// y=1 -> row 0.
// col 0 -> z=1.
// col 2 -> z=-1.
// col = 1 - z.
if (x === 1) {
const row = 1 - y
const col = 1 - z
faces.right = getColor(FACES.RIGHT, row, col)
}
// Face LEFT (x=-1). y: Top(1)..Bottom(-1). z: Back(-1)..Front(1).
// Left Face viewed from Left.
// Left side of view is Back (z=-1).
// Right side of view is Front (z=1).
// Matrix: row 0 is Top.
// y=1 -> row 0.
// col 0 -> z=-1.
// col 2 -> z=1.
// col = z + 1.
if (x === -1) {
const row = 1 - y
const col = z + 1
faces.left = getColor(FACES.LEFT, row, col)
}
return faces
}
const getColor = (face, row, col) => {
if (!cubeState.value || !cubeState.value[face]) return 'black'
const colorIndex = cubeState.value[face][row][col]
return COLOR_MAP[colorIndex] || 'black'
}
// Mouse Interaction
const onMouseDown = (event) => {
if (isSnapping.value) return
isDragging.value = true
startMouseX.value = event.clientX
startMouseY.value = event.clientY
lastMouseX.value = event.clientX
lastMouseY.value = event.clientY
lastTime.value = performance.now()
velocity.value = 0 // Reset velocity
const target = event.target
const stickerEl = target.closest('.sticker-face')
if (stickerEl) {
// Clicked on a cubie face
const cubieId = parseInt(stickerEl.dataset.cubieId)
const faceName = stickerEl.dataset.face
selectedCubieId.value = cubieId
selectedFaceNormal.value = faceName // 'up', 'down', etc.
// Check if it's a center face (implies View Drag)?
// User wants drag to rotate layers if grabbing edge/corner.
// Center face of the whole cube? No, center face of a side.
// If I grab the center sticker of Front Face, I might want to rotate View OR Front Face?
// User said: "jedynie centralny element kostki dragowany, bedzie ja po prostu obracal"
// So Center Sticker -> View Drag.
// Center Sticker is when x,y,z has two zeros? No.
// Center of Front Face: (0,0,1).
// Edge: (1,0,1). Corner: (1,1,1).
const cubie = cubies.value.find(c => c.id === cubieId)
const isCenter = (Math.abs(cubie.x) + Math.abs(cubie.y) + Math.abs(cubie.z)) === 1
if (isCenter) {
dragMode.value = 'view'
document.body.style.cursor = 'move'
} else {
dragMode.value = 'layer'
document.body.style.cursor = 'grab'
}
} else {
dragMode.value = 'view'
selectedCubieId.value = null
document.body.style.cursor = 'move'
}
}
const onMouseMove = (event) => {
if (!isDragging.value) return
if (dragMode.value === 'layer') {
document.body.style.cursor = 'grabbing'
}
const deltaX = event.clientX - lastMouseX.value
const deltaY = event.clientY - lastMouseY.value
if (dragMode.value === 'view') {
ry.value += deltaX * 0.5
rx.value -= deltaY * 0.5
velocity.value = 0 // Reset velocity for view drag (or track it separately if needed)
} else if (dragMode.value === 'layer' && selectedCubieId.value !== null) {
const totalDeltaX = event.clientX - startMouseX.value
const totalDeltaY = event.clientY - startMouseY.value
// Calculate velocity
const now = performance.now()
const dt = now - lastTime.value
lastTime.value = now
// We only care about velocity of rotation, so we calculate it inside updateLayerDrag?
// Or we track mouse velocity here.
// Let's track rotation velocity in updateLayerDrag to be accurate with axis mapping.
updateLayerDrag(totalDeltaX, totalDeltaY, dt)
}
lastMouseX.value = event.clientX
lastMouseY.value = event.clientY
}
const updateLayerDrag = (dx, dy, dt) => {
// Determine rotation axis and direction based on drag vector and clicked face
const cubie = cubies.value.find(c => c.id === selectedCubieId.value)
if (!cubie) return
// Need to map 2D drag to 3D axis.
// Face Normals:
// Front: Z. Right: X. Up: Y.
const face = selectedFaceNormal.value
let axis = null
let sign = 1
const absDx = Math.abs(dx)
const absDy = Math.abs(dy)
const isHorizontal = absDx > absDy
// Logic:
if (face === 'front' || face === 'back') {
if (isHorizontal) axis = 'y'; else axis = 'x';
} else if (face === 'right' || face === 'left') {
if (isHorizontal) axis = 'y'; else axis = 'z';
} else if (face === 'up' || face === 'down') {
if (isHorizontal) axis = 'y';
else axis = 'x';
}
if (!axis) return
// Determine layer index
let index = 0
if (axis === 'x') index = cubie.x
if (axis === 'y') index = cubie.y
if (axis === 'z') index = cubie.z
activeLayer.value = { axis, index }
// Determine Sign (Visual mapping)
const delta = isHorizontal ? dx : dy
const baseSign = isHorizontal ? 1 : -1
const newRotation = delta * baseSign * 0.5
// Calculate velocity (deg/ms)
if (dt > 0) {
const dRot = newRotation - layerRotation.value
// Simple low-pass filter for smoothing
velocity.value = 0.6 * velocity.value + 0.4 * (dRot / dt)
}
layerRotation.value = newRotation
}
const onMouseUp = async () => {
if (!isDragging.value) return
isDragging.value = false
document.body.style.cursor = ''
if (dragMode.value === 'layer' && activeLayer.value) {
isSnapping.value = true
// Inertia calculation
// Project final position based on velocity
// 200ms projection is reasonable for "throw" feel
const projection = velocity.value * 200
const projectedRot = layerRotation.value + projection
// Snap to nearest 90 degrees
const steps = Math.round(projectedRot / 90)
const targetRot = steps * 90
// Animation Loop
const startRot = layerRotation.value
const startTime = performance.now()
const duration = 300 // ms
// Ease out cubic function
const easeOut = (t) => 1 - Math.pow(1 - t, 3)
return new Promise(resolve => {
const animate = (time) => {
const elapsed = time - startTime
const progress = Math.min(elapsed / duration, 1)
const ease = easeOut(progress)
layerRotation.value = startRot + (targetRot - startRot) * ease
if (progress < 1) {
rafId.value = requestAnimationFrame(animate)
} else {
finishRotation(steps)
resolve()
}
}
rafId.value = requestAnimationFrame(animate)
})
} else {
selectedCubieId.value = null
}
}
const finishRotation = (steps) => {
if (steps !== 0) {
// Update logical state
const { axis, index } = activeLayer.value
let layerName = null
if (axis === 'x') {
if (index === -1) layerName = 'left'
if (index === 1) layerName = 'right'
} else if (axis === 'y') {
if (index === 1) layerName = 'top'
if (index === -1) layerName = 'bottom'
} else if (axis === 'z') {
if (index === 1) layerName = 'front'
if (index === -1) layerName = 'back'
}
if (layerName) {
// Apply rotation to logical cube
let direction = steps > 0 ? 1 : -1
// Invert direction for specific layers where Visual and Logical rotations are opposite
if (layerName === 'top' || layerName === 'back' || layerName === 'right') {
direction = -direction
}
const count = Math.abs(steps)
// 1. Update Logical State (Colors)
for (let i = 0; i < count; i++) {
rotateLayer(layerName, direction)
}
// 2. Update Visual State (Cubies Position)
// We must rotate the (x,y,z) coordinates of the cubies that were in the active layer.
const visualSteps = steps // + means +90deg along axis
// Apply N times
const rotations = Math.abs(visualSteps)
const sign = Math.sign(visualSteps)
for (let r = 0; r < rotations; r++) {
cubies.value.forEach(cubie => {
// Check if cubie is in the rotating layer
let inLayer = false
if (axis === 'x' && cubie.x === index) inLayer = true
if (axis === 'y' && cubie.y === index) inLayer = true
if (axis === 'z' && cubie.z === index) inLayer = true
if (inLayer) {
const { x, y, z } = cubie
let nx = x, ny = y, nz = z
if (axis === 'x') {
if (sign > 0) { ny = -z; nz = y; } // (x, -z, y)
else { ny = z; nz = -y; } // (x, z, -y)
} else if (axis === 'y') {
if (sign > 0) { nx = z; nz = -x; } // (z, y, -x)
else { nx = -z; nz = x; } // (-z, y, x)
} else if (axis === 'z') {
if (sign > 0) { nx = -y; ny = x; } // (-y, x, z)
else { nx = y; ny = -x; } // (y, -x, z)
}
cubie.x = nx
cubie.y = ny
cubie.z = nz
}
})
}
}
}
activeLayer.value = null
layerRotation.value = 0
isSnapping.value = false
velocity.value = 0
}
// Lifecycle
onMounted(() => {
initCubies()
initCube()
window.addEventListener('mousemove', onMouseMove)
window.addEventListener('mouseup', onMouseUp)
})
onUnmounted(() => {
window.removeEventListener('mousemove', onMouseMove)
window.removeEventListener('mouseup', onMouseUp)
if (rafId.value) cancelAnimationFrame(rafId.value)
})
// Styles
const cubeStyle = computed(() => ({
transform: `rotateX(${rx.value}deg) rotateY(${ry.value}deg) rotateZ(${rz.value}deg)`
}))
const getCubieStyle = (cubie) => {
// Base position
// scale 300px total. 100px per cubie.
// x,y,z in -1..1.
// translate(x*100, -y*100, z*100).
// Y is inverted in CSS (down is positive)?
// Usually in 3D CSS:
// X right, Y down, Z towards viewer.
// My Grid: Y=1 is Top.
// So Y=1 -> translateY(-100px).
const tx = cubie.x * 100
const ty = cubie.y * -100
const tz = cubie.z * 100
let transform = `translate3d(${tx}px, ${ty}px, ${tz}px)`
// Apply rotation if active layer
if (activeLayer.value) {
const { axis, index } = activeLayer.value
let match = false
if (axis === 'x' && cubie.x === index) match = true
if (axis === 'y' && cubie.y === index) match = true
if (axis === 'z' && cubie.z === index) match = true
if (match) {
// Rotation origin is center of cube (0,0,0).
// But we are translating the cubie.
// To rotate around global axis, we should rotate THEN translate?
// No, the Group rotates.
// But here we rotate individual cubies.
// A cubie at (100,0,0) rotating around Y axis:
// Needs to move in arc.
// `rotateY(angle) translate(...)` -> Rotates axis then moves.
// Yes. `rotateY` first puts it on the rotated axis.
// So `rotate` then `translate`.
transform = `rotate${axis.toUpperCase()}(${layerRotation.value}deg) ${transform}`
}
}
return { transform }
}
</script>
<template>
<div class="scene" @mousedown="onMouseDown">
<div class="container">
<div class="cube-group" :style="cubeStyle">
<div v-for="cubie in cubies" :key="cubie.id" class="cubie" :style="getCubieStyle(cubie)">
<!-- Render 6 faces for each cubie -->
<!-- Only render if color is not black? Optimization. -->
<div v-for="(color, face) in getCubieFaces(cubie)" :key="face"
class="sticker-face"
:class="face"
:data-cubie-id="cubie.id"
:data-face="face"
:style="{ backgroundColor: color }">
<div class="sticker-border"></div>
</div>
</div>
</div>
</div>
</div>
</template>
<style scoped>
.scene {
width: 100%;
height: 100%;
display: flex;
justify-content: center;
align-items: center;
}
.container {
width: 300px;
height: 300px;
perspective: 900px;
pointer-events: auto;
}
.cube-group {
width: 100%;
height: 100%;
position: relative;
transform-style: preserve-3d;
transition: transform 0.1s;
}
.cubie {
position: absolute;
width: 100px;
height: 100px;
top: 100px; /* Center it: 300/2 - 100/2 = 100 */
left: 100px;
transform-style: preserve-3d;
}
.sticker-face {
position: absolute;
width: 100px;
height: 100px;
border: 1px solid rgba(0,0,0,0.8); /* Plastic edge */
box-sizing: border-box;
display: flex;
justify-content: center;
align-items: center;
backface-visibility: hidden; /* Optimization? Or we want to see inside? */
/* We want solid cubies. So we need backfaces or 6 faces. */
/* We are rendering 6 faces. */
}
.sticker-border {
width: 92%;
height: 92%;
border: 2px solid rgba(0,0,0,0.5);
border-radius: 8px; /* Rounded sticker */
background: inherit; /* Sticker color */
/* The face bg is the plastic color (black usually). */
/* Here we set face bg to color directly. */
/* Let's adjust: face bg = black. sticker-border bg = color. */
}
/* Face transforms relative to Cubie Center */
.sticker-face.front { transform: rotateY(0deg) translateZ(50px); }
.sticker-face.back { transform: rotateY(180deg) translateZ(50px); }
.sticker-face.right { transform: rotateY(90deg) translateZ(50px); }
.sticker-face.left { transform: rotateY(-90deg) translateZ(50px); }
.sticker-face.up { transform: rotateX(90deg) translateZ(50px); }
.sticker-face.down { transform: rotateX(-90deg) translateZ(50px); }
</style>

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@@ -1,34 +0,0 @@
<script setup>
import { onMounted } from 'vue'
onMounted(() => {
console.log('Canvas Renderer mounted (placeholder)')
})
</script>
<template>
<div class="canvas-container">
<canvas width="300" height="300"></canvas>
<div class="overlay">
Canvas Renderer (Coming Soon)
</div>
</div>
</template>
<style scoped>
.canvas-container {
width: 300px;
height: 300px;
position: relative;
display: flex;
justify-content: center;
align-items: center;
border: 1px dashed rgba(255, 255, 255, 0.3);
}
.overlay {
position: absolute;
color: white;
pointer-events: none;
}
</style>

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@@ -1,28 +0,0 @@
<script setup>
import { onMounted } from 'vue'
onMounted(() => {
console.log('SVG Renderer mounted (placeholder)')
})
</script>
<template>
<div class="svg-container">
<svg width="300" height="300" viewBox="0 0 300 300">
<text x="50%" y="50%" dominant-baseline="middle" text-anchor="middle" fill="white">
SVG Renderer (Coming Soon)
</text>
</svg>
</div>
</template>
<style scoped>
.svg-container {
width: 300px;
height: 300px;
display: flex;
justify-content: center;
align-items: center;
border: 1px dashed rgba(255, 255, 255, 0.3);
}
</style>

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<script setup>
import { ref, computed, onMounted, onUnmounted, watch, nextTick } from 'vue'
import { useCube } from '../../composables/useCube'
import { useSettings } from '../../composables/useSettings'
import { LAYER_ANIMATION_DURATION } from '../../config/animationSettings'
const { cubies, initCube, rotateLayer, turn, FACES } = useCube()
const { isCubeTranslucent } = useSettings()
// --- Visual State ---
const rx = ref(-25)
const ry = ref(45)
const rz = ref(0)
const SCALE = 100
const GAP = 0
// --- 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)
const pendingLogicalUpdate = ref(false)
const currentMoveId = ref(null)
// --- 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
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
let x2 = x1 * Math.cos(radY) + z1 * Math.sin(radY)
let y2 = y1
let z2 = -x1 * Math.sin(radY) + z1 * Math.cos(radY)
let x3 = x2
let y3 = y2 * Math.cos(radX) - z2 * Math.sin(radX)
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)
const start = currentLayerRotation.value
const startTime = performance.now()
const duration = LAYER_ANIMATION_DURATION
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, directionOverride = null) => {
if (steps !== 0 && activeLayer.value) {
const { axis, index } = activeLayer.value
const count = Math.abs(steps)
const direction = directionOverride !== null ? directionOverride : (steps > 0 ? 1 : -1)
pendingLogicalUpdate.value = true
for (let i = 0; i < count; i++) {
rotateLayer(axis, index, direction)
}
}
}
const movesHistory = ref([])
const movesHistoryEl = ref(null)
const samplePillEl = ref(null)
const movesPerRow = ref(0)
const displayMoves = computed(() => {
const list = movesHistory.value.slice()
moveQueue.forEach((q, idx) => {
const stepsMod = ((q.steps % 4) + 4) % 4
if (stepsMod === 0) return
let modifier = ''
if (stepsMod === 1) modifier = "'"
else if (stepsMod === 2) modifier = '2'
else if (stepsMod === 3) modifier = ''
const baseLabel = q.displayBase || q.base
const label = baseLabel + (modifier === "'" ? "'" : modifier === '2' ? '2' : '')
list.push({
id: `q-${idx}`,
label,
status: 'pending'
})
})
return list
})
const moveRows = computed(() => {
const perRow = movesPerRow.value || displayMoves.value.length || 1
const rows = []
const all = displayMoves.value
for (let i = 0; i < all.length; i += perRow) {
rows.push(all.slice(i, i + perRow))
}
return rows
})
const copyQueueToClipboard = async () => {
if (!displayMoves.value.length) return
const text = displayMoves.value.map(m => m.label).join(' ')
try {
if (navigator && navigator.clipboard && navigator.clipboard.writeText) {
await navigator.clipboard.writeText(text)
} else {
const textarea = document.createElement('textarea')
textarea.value = text
textarea.style.position = 'fixed'
textarea.style.opacity = '0'
document.body.appendChild(textarea)
textarea.focus()
textarea.select()
try {
document.execCommand('copy')
} finally {
document.body.removeChild(textarea)
}
}
} catch (e) {
}
}
const setSamplePill = (el) => {
if (el && !samplePillEl.value) {
samplePillEl.value = el
}
}
const recalcMovesLayout = () => {
const container = movesHistoryEl.value
const pill = samplePillEl.value
if (!container || !pill) return
const containerWidth = container.clientWidth - 4
const pillWidth = pill.offsetWidth + 8
if (pillWidth <= 0) return
const rawCount = Math.floor(containerWidth / pillWidth)
const count = Math.max(1, rawCount - 1)
movesPerRow.value = count
}
const resetQueue = () => {
moveQueue.length = 0
movesHistory.value = []
currentMoveId.value = null
nextTick(recalcMovesLayout)
}
const getCubieStyle = (c) => {
// Base Position
const x = c.x * (SCALE + GAP)
const y = c.y * -(SCALE + GAP) // Y is up in logic, down in CSS
const z = c.z * (SCALE + GAP)
let transform = `translate3d(${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 }
}
const getProjectionStyle = () => ({})
const moveQueue = []
const dequeueMove = () => {
while (moveQueue.length) {
const next = moveQueue.shift()
const stepsMod = ((next.steps % 4) + 4) % 4
if (stepsMod === 0) continue
let modifier = ''
if (stepsMod === 1) modifier = "'" // +90 (logical +1)
else if (stepsMod === 2) modifier = '2' // 180 (logical -2)
else if (stepsMod === 3) modifier = '' // -90 (logical -1)
return { base: next.base, modifier, displayBase: next.displayBase }
}
return null
}
const processNextMove = () => {
if (isAnimating.value || activeLayer.value) return
const next = dequeueMove()
if (!next) return
const baseLabel = next.displayBase || next.base
const label = baseLabel + (next.modifier === "'" ? "'" : next.modifier === '2' ? '2' : '')
const id = movesHistory.value.length
movesHistory.value.push({ id, label, status: 'in_progress' })
currentMoveId.value = id
animateProgrammaticMove(next.base, next.modifier)
}
const animateProgrammaticMove = (base, modifier) => {
if (isAnimating.value || activeLayer.value) return
// Map base move to axis/index (same warstwa jak przy dragowaniu)
let axis = 'y'
let index = 1
if (base === 'U') {
axis = 'y'; index = 1
} else if (base === 'D') {
axis = 'y'; index = -1
} else if (base === 'L') {
axis = 'x'; index = -1
} else if (base === 'R') {
axis = 'x'; index = 1
} else if (base === 'F') {
axis = 'z'; index = 1
} else if (base === 'B') {
axis = 'z'; index = -1
}
// Kierunek zgodny z RubiksJSModel.rotateLayer:
// dir === 1 -> ruch z apostrofem, dir === -1 -> ruch podstawowy (bez apostrofu)
const count = modifier === '2' ? 2 : 1
const direction = modifier === "'" ? 1 : -1
activeLayer.value = {
axis,
index,
tangent: { x: 1, y: 0 }
}
currentLayerRotation.value = 0
isAnimating.value = true
const logicalSteps = direction * count
let visualSteps = logicalSteps
if (axis === 'z') visualSteps = -visualSteps
if (base === 'U' || base === 'D') visualSteps = -visualSteps
const target = visualSteps * 90
const start = 0
const startTime = performance.now()
const duration = LAYER_ANIMATION_DURATION * count
const animate = (time) => {
const p = Math.min((time - startTime) / duration, 1)
const ease = 1 - Math.pow(1 - p, 3)
currentLayerRotation.value = start + (target - start) * ease
if (p < 1) {
requestAnimationFrame(animate)
} else {
pendingLogicalUpdate.value = true
for (let i = 0; i < count; i += 1) {
rotateLayer(axis, index, direction)
}
}
}
requestAnimationFrame(animate)
}
const MOVE_MAP = {
'U': { base: 'U', modifier: '' },
'U-prime': { base: 'U', modifier: "'" },
'U2': { base: 'U', modifier: '2' },
'D': { base: 'D', modifier: "'" },
'D-prime': { base: 'D', modifier: '' },
'D2': { base: 'D', modifier: '2' },
'L': { base: 'B', modifier: "'" },
'L-prime': { base: 'B', modifier: '' },
'L2': { base: 'B', modifier: '2' },
'R': { base: 'F', modifier: '' },
'R-prime': { base: 'F', modifier: "'" },
'R2': { base: 'F', modifier: '2' },
'F': { base: 'L', modifier: "'" },
'F-prime': { base: 'L', modifier: '' },
'F2': { base: 'L', modifier: '2' },
'B': { base: 'R', modifier: '' },
'B-prime': { base: 'R', modifier: "'" },
'B2': { base: 'R', modifier: '2' }
}
const applyMove = (move) => {
const mapping = MOVE_MAP[move]
if (!mapping) return
let delta = 0
if (mapping.modifier === "'") delta = 1 // logical +1
else if (mapping.modifier === '') delta = -1 // logical -1
else if (mapping.modifier === '2') delta = -2 // logical -2
const displayBase = move[0]
const last = moveQueue[moveQueue.length - 1]
if (last && last.base === mapping.base && last.displayBase === displayBase) {
last.steps += delta
} else {
moveQueue.push({ base: mapping.base, displayBase, steps: delta })
}
processNextMove()
}
const allMoves = Object.keys(MOVE_MAP)
const scramble = () => {
for (let i = 0; i < 30; i += 1) {
const move = allMoves[Math.floor(Math.random() * allMoves.length)]
applyMove(move)
}
}
watch(cubies, () => {
if (!pendingLogicalUpdate.value) return
pendingLogicalUpdate.value = false
if (currentMoveId.value !== null) {
const idx = movesHistory.value.findIndex(m => m.id === currentMoveId.value)
if (idx !== -1) {
movesHistory.value[idx] = {
...movesHistory.value[idx],
status: 'done'
}
}
currentMoveId.value = null
}
activeLayer.value = null
currentLayerRotation.value = 0
isAnimating.value = false
selectedCubie.value = null
selectedFace.value = null
processNextMove()
})
onMounted(() => {
initCube()
window.addEventListener('mousemove', onMouseMove)
window.addEventListener('mouseup', onMouseUp)
window.addEventListener('resize', recalcMovesLayout)
nextTick(recalcMovesLayout)
})
onUnmounted(() => {
window.removeEventListener('mousemove', onMouseMove)
window.removeEventListener('mouseup', onMouseUp)
window.removeEventListener('resize', recalcMovesLayout)
})
watch(displayMoves, () => {
nextTick(recalcMovesLayout)
})
</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]"
:style="{ opacity: isCubeTranslucent ? 0.3 : 1 }"
:data-id="c.id"
:data-face="face">
</div>
</div>
</div>
</div>
<div class="controls controls-left">
<div class="controls-row">
<button class="btn-neon move-btn" @click="applyMove('U')">U</button>
<button class="btn-neon move-btn" @click="applyMove('D')">D</button>
<button class="btn-neon move-btn" @click="applyMove('L')">L</button>
</div>
<div class="controls-row">
<button class="btn-neon move-btn" @click="applyMove('U-prime')">U'</button>
<button class="btn-neon move-btn" @click="applyMove('D-prime')">D'</button>
<button class="btn-neon move-btn" @click="applyMove('L-prime')">L'</button>
</div>
<div class="controls-row">
<button class="btn-neon move-btn" @click="applyMove('U2')">U2</button>
<button class="btn-neon move-btn" @click="applyMove('D2')">D2</button>
<button class="btn-neon move-btn" @click="applyMove('L2')">L2</button>
</div>
</div>
<div class="controls controls-right">
<div class="controls-row">
<button class="btn-neon move-btn" @click="applyMove('R')">R</button>
<button class="btn-neon move-btn" @click="applyMove('F')">F</button>
<button class="btn-neon move-btn" @click="applyMove('B')">B</button>
</div>
<div class="controls-row">
<button class="btn-neon move-btn" @click="applyMove('R-prime')">R'</button>
<button class="btn-neon move-btn" @click="applyMove('F-prime')">F'</button>
<button class="btn-neon move-btn" @click="applyMove('B-prime')">B'</button>
</div>
<div class="controls-row">
<button class="btn-neon move-btn" @click="applyMove('R2')">R2</button>
<button class="btn-neon move-btn" @click="applyMove('F2')">F2</button>
<button class="btn-neon move-btn" @click="applyMove('B2')">B2</button>
</div>
</div>
<button class="btn-neon move-btn scramble-btn" @click="scramble">
Scramble
</button>
<div class="moves-history">
<div class="moves-inner" ref="movesHistoryEl">
<div
v-for="(row, rowIndex) in moveRows"
:key="rowIndex"
class="moves-row"
:class="{ 'moves-row-justify': rowIndex < moveRows.length - 1 }"
>
<span
v-for="(m, idx) in row"
:key="m.id"
class="move-pill"
:class="{
'move-pill-active': m.status === 'in_progress',
'move-pill-pending': m.status === 'pending'
}"
:ref="rowIndex === 0 && idx === 0 ? setSamplePill : null"
>
{{ m.label }}
</span>
</div>
</div>
<div v-if="displayMoves.length" class="moves-actions">
<button class="queue-action" @click="copyQueueToClipboard">copy</button>
<button class="queue-action" @click="resetQueue">reset</button>
</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;
}
.controls {
position: absolute;
top: 96px;
display: flex;
flex-direction: column;
gap: 8px;
z-index: 50;
}
.controls-left {
left: 24px;
}
.controls-right {
right: 24px;
}
.controls-row {
display: flex;
gap: 8px;
justify-content: center;
}
.move-btn {
min-width: 44px;
height: 36px;
font-size: 0.9rem;
padding: 0 10px;
}
.scramble-btn {
position: absolute;
bottom: 72px;
left: 24px;
z-index: 50;
}
.moves-history {
position: absolute;
bottom: 72px;
left: 50%;
transform: translateX(-50%);
width: 100%;
max-width: calc(100vw - 360px);
overflow-x: hidden;
padding: 12px 12px 26px 12px;
background: rgba(0, 0, 0, 0.4);
border-radius: 8px;
backdrop-filter: blur(8px);
}
.moves-inner {
display: flex;
flex-direction: column;
gap: 6px;
}
.moves-row {
display: flex;
column-gap: 8px;
}
.moves-row-justify {
justify-content: space-between;
}
.move-pill {
display: flex;
align-items: center;
justify-content: center;
padding: 4px 8px;
border-radius: 999px;
border: 1px solid rgba(255, 255, 255, 0.2);
font-size: 0.8rem;
color: #f0f0f0;
white-space: nowrap;
}
.move-pill-active {
background: #ffd500;
color: #000;
border-color: #ffd500;
}
.move-pill-pending {
opacity: 0.4;
}
.moves-actions {
position: absolute;
right: 6px;
bottom: 6px;
display: flex;
gap: 0px;
}
.queue-action {
border: none;
background: transparent;
padding: 6px 6px;
color: #fff;
font-size: 0.8rem;
cursor: pointer;
}
.moves-history::after {
content: none;
}
.queue-action:focus {
outline: none;
box-shadow: none;
}
/* Projection Styles */
.projections {
position: absolute;
top: 0; left: 0;
width: 0; height: 0;
pointer-events: none; /* Let clicks pass through to the cube */
transform-style: preserve-3d;
}
/*
Positioning relative to center (0,0,0).
Cube size is approx 300px (3 * 100px).
Projections are "exploded" views floating around the cube.
*/
/* Projection Groups - Exploded View Containers */
.projection-group {
position: absolute;
top: 50%;
left: 50%;
width: 0;
height: 0;
transform-style: preserve-3d;
pointer-events: none;
}
.cubie-placeholder {
position: absolute;
width: 100px;
height: 100px;
top: 0;
left: 0;
margin-top: -50px;
margin-left: -50px;
transform-style: preserve-3d;
}
.left-projection {
transform: translateX(-350px) translateY(0) translateZ(0) rotateY(-90deg);
}
.back-projection {
transform: translateX(0) translateY(-200px) translateZ(-350px) rotateY(0deg);
}
.down-projection {
transform: translateX(0) translateY(350px) translateZ(0) rotateX(90deg);
}
.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>

View File

@@ -1,70 +1,57 @@
import { ref, computed } from 'vue';
import { Cube, COLORS, FACES } from '../utils/Cube';
// Map natural numbers (0-5) to CSS colors
const COLOR_MAP = {
[COLORS.WHITE]: 'white',
[COLORS.YELLOW]: 'yellow',
[COLORS.ORANGE]: 'orange',
[COLORS.RED]: 'red',
[COLORS.GREEN]: 'green',
[COLORS.BLUE]: 'blue'
import { ref, computed } from 'vue';
import { COLORS, FACES } from '../utils/CubeModel';
// Singleton worker
const worker = new Worker(new URL('../workers/Cube.worker.js', import.meta.url), { type: 'module' });
// Reactive state
const cubies = ref([]);
const isReady = ref(false);
const validationResult = ref(null);
worker.onmessage = (e) => {
const { type, payload } = e.data;
if (type === 'STATE_UPDATE') {
cubies.value = payload.cubies;
isReady.value = true;
} else if (type === 'VALIDATION_RESULT') {
validationResult.value = payload;
} else if (type === 'ERROR') {
console.error('Worker Error:', payload);
}
};
// Init worker
worker.postMessage({ type: 'INIT' });
export function useCube() {
const cube = ref(new Cube());
// Expose state for rendering (flattened for Vue template simplicity or kept as matrix)
// Let's expose matrix but maybe helper to flatten if needed?
// The Cube class uses 3x3 matrices.
// The Vue template currently iterates `cubeState.top` (array of 9).
// We should adapt `cubeState` to match what the template expects OR update template.
// The user asked to "Dostosować src/components/Main.vue do renderowania nowego modelu danych".
// So we can expose the 3x3 matrices directly.
const cubeState = computed(() => cube.value.state);
const initCube = () => {
cube.value.reset();
worker.postMessage({ type: 'RESET' });
};
const rotateLayer = (layer, direction) => {
// layer is string 'top', 'front' etc.
// Map string to FACES constant if needed, but FACES values are 'up', 'down', etc.
// The previous implementation used 'top', 'bottom', 'left', 'right', 'front', 'back'.
// Cube.js uses 'up', 'down', 'left', 'right', 'front', 'back'.
// Map legacy layer names to new Face names
const layerMap = {
'top': FACES.UP,
'bottom': FACES.DOWN,
'left': FACES.LEFT,
'right': FACES.RIGHT,
'front': FACES.FRONT,
'back': FACES.BACK
};
const face = layerMap[layer];
if (face) {
cube.value.rotate(face, direction);
// Trigger reactivity since Cube is a class and state is internal object
// We made `cube` a ref, but mutating its internal state might not trigger update
// unless we replace the state or use reactive().
// `cube.value.rotate` mutates `this.state`.
// We should probably make `cube.value.state` reactive or trigger update.
cube.value = Object.assign(Object.create(Object.getPrototypeOf(cube.value)), cube.value);
}
const rotateLayer = (axis, index, direction) => {
worker.postMessage({ type: 'ROTATE_LAYER', payload: { axis, index, direction } });
};
// Helper to get flattened array for a face (if template wants it)
// But better to update template to use 2D loop or flatten here.
// Let's provide a helper or just let template handle it.
const turn = (move) => {
worker.postMessage({ type: 'TURN', payload: { move } });
};
const validate = () => {
worker.postMessage({ type: 'VALIDATE' });
};
return {
cubeState,
cubies: computed(() => cubies.value),
isReady: computed(() => isReady.value),
validationResult: computed(() => validationResult.value),
initCube,
rotateLayer,
COLOR_MAP,
turn,
validate,
COLORS,
FACES
};
}

View File

@@ -1,23 +0,0 @@
import { ref } from 'vue';
const RENDERERS = {
CSS: 'CSS',
SVG: 'SVG',
CANVAS: 'Canvas'
};
const activeRenderer = ref(RENDERERS.CSS);
export function useRenderer() {
const setRenderer = (renderer) => {
if (Object.values(RENDERERS).includes(renderer)) {
activeRenderer.value = renderer;
}
};
return {
activeRenderer,
setRenderer,
RENDERERS
};
}

View File

@@ -0,0 +1,25 @@
import { ref } from 'vue';
let initialCubeTranslucent = false;
try {
const stored = localStorage.getItem('cubeTranslucent');
if (stored !== null) {
initialCubeTranslucent = stored === 'true';
}
} catch (e) {}
const isCubeTranslucent = ref(initialCubeTranslucent);
export function useSettings() {
const toggleCubeTranslucent = () => {
isCubeTranslucent.value = !isCubeTranslucent.value;
try {
localStorage.setItem('cubeTranslucent', String(isCubeTranslucent.value));
} catch (e) {}
};
return {
isCubeTranslucent,
toggleCubeTranslucent
};
}

View File

@@ -0,0 +1 @@
export const LAYER_ANIMATION_DURATION = 200

View File

@@ -13,9 +13,9 @@
-moz-osx-font-smoothing: grayscale;
/* --- Glassmorphism Design System (from Nonograms) --- */
--bg-gradient: linear-gradient(135deg, #2c3e50 0%, #000000 100%);
--glass-bg: rgba(255, 255, 255, 0.05);
--glass-border: rgba(255, 255, 255, 0.1);
--bg-gradient: radial-gradient(circle at center, #444 0%, #000000 100%);
--glass-bg: rgba(255, 255, 255, 0.1);
--glass-border: rgba(255, 255, 255, 0.2);
--glass-shadow: 0 8px 32px 0 rgba(0, 0, 0, 0.37);
--text-color: #ffffff;
--text-strong: #ffffff;
@@ -25,10 +25,55 @@
--accent-purple: #4facfe;
--primary-accent: #00f2fe;
--title-glow: rgba(0, 255, 255, 0.2);
--toggle-bg: rgba(255, 255, 255, 0.08);
--toggle-border: rgba(255, 255, 255, 0.2);
--toggle-shadow: 0 0 15px rgba(0, 0, 0, 0.2);
--toggle-btn-border: rgba(255, 255, 255, 0.2);
--panel-bg: rgba(255, 255, 255, 0.05);
--toggle-hover-border: #ffffff;
--toggle-active-shadow: 0 0 10px rgba(0, 242, 255, 0.3);
--panel-bg: rgba(255, 255, 255, 0.1);
--panel-border: rgba(255, 255, 255, 0.1);
--panel-shadow: 0 4px 15px rgba(0, 0, 0, 0.2);
--button-bg: rgba(255, 255, 255, 0.1);
--button-border: rgba(255, 255, 255, 0.2);
--button-text: #ffffff;
--button-hover-bg: rgba(255, 255, 255, 0.25);
--button-hover-shadow: 0 5px 15px rgba(0, 0, 0, 0.2);
--button-active-shadow: 0 0 20px rgba(79, 172, 254, 0.4);
--cube-edge-color: #333333;
--title-gradient: linear-gradient(45deg, #00f2fe, #4facfe);
}
:root[data-theme="light"] {
--bg-gradient: radial-gradient(circle at center, #ffffff 0%, #cccccc 100%);
--glass-bg: rgba(255, 255, 255, 0.75);
--glass-border: rgba(15, 23, 42, 0.12);
--glass-shadow: 0 8px 32px 0 rgba(15, 23, 42, 0.12);
--text-color: #0f172a;
--text-strong: #0f172a;
--text-secondary: rgba(15, 23, 42, 0.7);
--text-muted: rgba(15, 23, 42, 0.6);
--accent-cyan: #0ea5e9;
--accent-purple: #6366f1;
--primary-accent: #0ea5e9;
--title-glow: rgba(14, 165, 233, 0.35);
--toggle-bg: rgba(255, 255, 255, 0.85);
--toggle-border: rgba(15, 23, 42, 0.12);
--toggle-shadow: 0 8px 20px rgba(15, 23, 42, 0.12);
--toggle-btn-border: rgba(15, 23, 42, 0.18);
--toggle-hover-border: rgba(15, 23, 42, 0.5);
--toggle-active-shadow: 0 0 12px rgba(14, 165, 233, 0.25);
--panel-bg: rgba(255, 255, 255, 0.7);
--panel-border: rgba(15, 23, 42, 0.12);
--panel-shadow: 0 12px 24px rgba(15, 23, 42, 0.12);
--button-bg: rgba(255, 255, 255, 0.85);
--button-border: rgba(15, 23, 42, 0.16);
--button-text: #0f172a;
--button-hover-bg: rgba(255, 255, 255, 1);
--button-hover-shadow: 0 6px 18px rgba(15, 23, 42, 0.18);
--button-active-shadow: 0 0 18px rgba(14, 165, 233, 0.25);
--cube-edge-color: #000000;
--title-gradient: linear-gradient(45deg, #0ea5e9, #6366f1);
}
a {
@@ -44,11 +89,12 @@ body {
margin: 0;
display: flex;
min-width: 320px;
min-height: 100vh;
height: 100vh;
flex-direction: column;
background: var(--bg-gradient);
background-attachment: fixed;
color: var(--text-color);
overflow: hidden;
}
h1 {
@@ -81,7 +127,7 @@ button:focus-visible {
#app {
width: 100%;
min-height: 100vh;
height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
@@ -90,11 +136,56 @@ button:focus-visible {
/* Glassmorphism utility class */
.glass-panel {
background: var(--glass-bg);
backdrop-filter: blur(10px);
backdrop-filter: blur(12px);
-webkit-backdrop-filter: blur(12px);
border-radius: 16px;
border: 1px solid var(--glass-border);
box-shadow: var(--glass-shadow);
}
/* Button Styles */
button.btn-neon {
background: var(--button-bg);
border: 1px solid var(--button-border);
color: var(--button-text);
padding: 10px 20px;
font-size: 0.95rem;
border-radius: 30px;
cursor: pointer;
transition: all 0.3s ease;
backdrop-filter: blur(4px);
font-weight: 500;
letter-spacing: 0.5px;
text-transform: uppercase;
display: inline-flex;
align-items: center;
justify-content: center;
gap: 8px;
outline: none;
}
button.btn-neon:hover {
background: var(--button-hover-bg);
transform: translateY(-2px);
box-shadow: var(--button-hover-shadow);
border-color: var(--toggle-hover-border);
}
button.btn-neon.active {
background: linear-gradient(90deg, var(--accent-cyan), var(--accent-purple));
border-color: transparent;
box-shadow: var(--button-active-shadow);
font-weight: 700;
color: #fff;
}
button.btn-neon.icon-only {
padding: 10px;
border-radius: 50%;
width: 40px;
height: 40px;
}
@media (prefers-color-scheme: light) {
:root {
color: #213547;

View File

@@ -1,252 +0,0 @@
import MatrixLib from 'matrix-js';
const Matrix = MatrixLib && MatrixLib.default ? MatrixLib.default : MatrixLib;
const mod = (n, m) => ((n % m) + m) % m;
// Enum for colors/faces
export const COLORS = {
WHITE: 0,
YELLOW: 1,
ORANGE: 2,
RED: 3,
GREEN: 4,
BLUE: 5,
};
// Faces mapping
export const FACES = {
UP: 'up',
DOWN: 'down',
LEFT: 'left',
RIGHT: 'right',
FRONT: 'front',
BACK: 'back',
};
// Initial state: Solved cube
const INITIAL_STATE = {
[FACES.UP]: Array(3).fill().map(() => Array(3).fill(COLORS.WHITE)),
[FACES.DOWN]: Array(3).fill().map(() => Array(3).fill(COLORS.YELLOW)),
[FACES.LEFT]: Array(3).fill().map(() => Array(3).fill(COLORS.ORANGE)),
[FACES.RIGHT]: Array(3).fill().map(() => Array(3).fill(COLORS.RED)),
[FACES.FRONT]: Array(3).fill().map(() => Array(3).fill(COLORS.GREEN)),
[FACES.BACK]: Array(3).fill().map(() => Array(3).fill(COLORS.BLUE)),
};
export class Cube {
constructor() {
this.reset();
}
reset() {
// Deep copy initial state
this.state = JSON.parse(JSON.stringify(INITIAL_STATE));
}
// Rotate a 3x3 matrix 90 degrees clockwise
_rotateMatrixCW(matrix) {
// CW Rotation: Transpose -> Reverse Rows (or Reverse Cols -> Transpose?)
// CW: (x,y) -> (y, -x).
// Transpose: (x,y) -> (y,x).
// Reverse rows?
// 1 2 3 1 4 7 7 4 1
// 4 5 6 -> 2 5 8 -> 8 5 2
// 7 8 9 3 6 9 9 6 3
// Transpose then reverse each row.
// Matrix-js trans() returns new matrix.
const m = Matrix(matrix);
const t = m.trans();
// matrix-js doesn't have reverse rows method directly on instance usually,
// but returns array of arrays on simple access? No, it returns object.
// Let's use basic array ops on the transposed data.
// Matrix(m) creates a matrix object.
// m.trans() returns a matrix object with transposed data.
// We need to get data back to reverse rows.
// Check matrix-js API.
// Usually it doesn't expose data directly property?
// Let's assume we can get it via simple property or method.
// Docs say: Matrix(data) -> data.
// But let's check what trans() returns.
// Safe approach:
// Transpose using matrix-js
const transposed = t;
// Convert back to array if needed.
// If matrix-js is just a wrapper, maybe it's iterable?
// Or we assume `t` is the array? No, `Matrix` is a factory.
// `Matrix(A).trans()` returns a new Matrix.
// If we look at matrix-js source or docs:
// It seems `trans()` returns the array of arrays directly in some versions?
// Or we need to access it.
// Let's assume standard behavior: we need to extract data.
// But wait, the user asked to use `matrix-js`.
// If I cannot verify API, I might break it.
// `matrix-js` 1.x:
// var Matrix = require("matrix-js");
// var A = Matrix([[1,2],[3,4]]);
// var B = A.trans();
// B is a matrix-js object? Or array?
// Actually, `matrix-js` often returns the array result for operations like trans().
// Let's assume it returns the array of arrays.
// Verify by checking if it has .map
if (Array.isArray(t)) {
return t.map(row => [...row].reverse());
}
// If it's an object, we might need to find how to extract.
// But since I installed it, I can assume standard usage.
// Most lightweight libs return arrays.
// Let's try to use it as if it returns an array.
return t.map(row => [...row].reverse());
}
// Rotate a 3x3 matrix 90 degrees counter-clockwise
_rotateMatrixCCW(matrix) {
// CCW Rotation: Transpose -> Reverse Cols?
// Or Reverse Rows -> Transpose?
// 1 2 3 3 2 1 3 6 9
// 4 5 6 -> 6 5 4 -> 2 5 8
// 7 8 9 9 8 7 1 4 7
// Reverse rows then transpose.
// Reverse rows first (manual)
const reversed = matrix.map(row => [...row].reverse());
// Then transpose using matrix-js
return Matrix(reversed).trans();
}
// Rotate a face (layer)
// direction: 1 (CW), -1 (CCW)
rotate(face, direction = 1) {
const s = this.state;
// 1. Rotate the face matrix itself
if (direction === 1) {
s[face] = this._rotateMatrixCW(s[face]);
} else {
s[face] = this._rotateMatrixCCW(s[face]);
}
// 2. Rotate adjacent strips
let cycle = [];
// Helper to get index with mod (not strictly needed but good practice)
// We can use mod(idx, 3) if we iterate.
switch (face) {
case FACES.FRONT:
cycle = [
{ face: FACES.UP, type: 'row', index: 2, reverse: false },
{ face: FACES.RIGHT, type: 'col', index: 0, reverse: false },
{ face: FACES.DOWN, type: 'row', index: 0, reverse: true }, // Reversed
{ face: FACES.LEFT, type: 'col', index: 2, reverse: true } // Reversed col (bottom-to-top)
];
break;
case FACES.BACK:
cycle = [
{ face: FACES.UP, type: 'row', index: 0, reverse: true },
{ face: FACES.LEFT, type: 'col', index: 0, reverse: false },
{ face: FACES.DOWN, type: 'row', index: 2, reverse: false },
{ face: FACES.RIGHT, type: 'col', index: 2, reverse: false }
];
break;
case FACES.UP:
cycle = [
{ face: FACES.FRONT, type: 'row', index: 0, reverse: false },
{ face: FACES.LEFT, type: 'row', index: 0, reverse: false },
{ face: FACES.BACK, type: 'row', index: 0, reverse: false },
{ face: FACES.RIGHT, type: 'row', index: 0, reverse: false }
];
break;
case FACES.DOWN:
cycle = [
{ face: FACES.FRONT, type: 'row', index: 2, reverse: false },
{ face: FACES.RIGHT, type: 'row', index: 2, reverse: false },
{ face: FACES.BACK, type: 'row', index: 2, reverse: false },
{ face: FACES.LEFT, type: 'row', index: 2, reverse: false }
];
break;
case FACES.LEFT:
cycle = [
{ face: FACES.UP, type: 'col', index: 0, reverse: false },
{ face: FACES.FRONT, type: 'col', index: 0, reverse: false },
{ face: FACES.DOWN, type: 'col', index: 0, reverse: false },
{ face: FACES.BACK, type: 'col', index: 2, reverse: true }
];
break;
case FACES.RIGHT:
cycle = [
{ face: FACES.UP, type: 'col', index: 2, reverse: false },
{ face: FACES.BACK, type: 'col', index: 0, reverse: true },
{ face: FACES.DOWN, type: 'col', index: 2, reverse: false },
{ face: FACES.FRONT, type: 'col', index: 2, reverse: false }
];
break;
}
if (direction === -1) {
cycle.reverse();
}
this._applyCycle(cycle, direction, face);
}
_getSegment(face, type, index) {
const s = this.state[face];
if (type === 'row') {
return [...s[index]];
} else {
return s.map(row => row[index]);
}
}
_setSegment(face, type, index, values) {
const s = this.state[face];
if (type === 'row') {
s[index] = [...values];
} else {
for (let i = 0; i < 3; i++) {
s[i][index] = values[i];
}
}
}
_applyCycle(cycle, direction, faceName) {
const values = cycle.map(c => {
let val = this._getSegment(c.face, c.type, c.index);
return c.reverse ? val.reverse() : val;
});
const newValues = [];
// Shift values
// Last element moves to first position
const last = values[values.length - 1];
for (let i = 0; i < values.length; i++) {
// Calculate previous index with modulo
// i=0 -> prev=3. i=1 -> prev=0.
const prevIdx = mod(i - 1, values.length);
newValues[i] = values[prevIdx];
}
// Apply new values with reverse logic if needed
cycle.forEach((c, i) => {
let val = newValues[i];
if (c.reverse) val = val.reverse();
this._setSegment(c.face, c.type, c.index, val);
});
}
}

345
src/utils/CubeModel.js Normal file
View File

@@ -0,0 +1,345 @@
/**
* Dedicated 3x3x3 Rubik's Cube Model
*
* Representation:
* A collection of 27 Cubie objects, each with position (x, y, z) and face colors.
* Coordinate System:
* x: Left (-1) to Right (1)
* y: Bottom (-1) to Top (1)
* z: Back (-1) to Front (1)
*
* This logical model maintains the state of the cube and handles rotations.
*/
export const COLORS = {
WHITE: 'white',
YELLOW: 'yellow',
ORANGE: 'orange',
RED: 'red',
GREEN: 'green',
BLUE: 'blue',
BLACK: 'black'
};
export const FACES = {
UP: 'up',
DOWN: 'down',
LEFT: 'left',
RIGHT: 'right',
FRONT: 'front',
BACK: 'back',
};
// Standard Face Colors (Solved State)
const SOLVED_COLORS = {
[FACES.UP]: COLORS.WHITE,
[FACES.DOWN]: COLORS.YELLOW,
[FACES.LEFT]: COLORS.ORANGE,
[FACES.RIGHT]: COLORS.RED,
[FACES.FRONT]: COLORS.GREEN,
[FACES.BACK]: COLORS.BLUE,
};
class Cubie {
constructor(id, x, y, z) {
this.id = id;
this.x = x;
this.y = y;
this.z = z;
this.faces = {
[FACES.UP]: COLORS.BLACK,
[FACES.DOWN]: COLORS.BLACK,
[FACES.LEFT]: COLORS.BLACK,
[FACES.RIGHT]: COLORS.BLACK,
[FACES.FRONT]: COLORS.BLACK,
[FACES.BACK]: COLORS.BLACK,
};
this.initColors();
}
// Set initial colors based on position in solved state
initColors() {
if (this.y === 1) this.faces[FACES.UP] = SOLVED_COLORS[FACES.UP];
if (this.y === -1) this.faces[FACES.DOWN] = SOLVED_COLORS[FACES.DOWN];
if (this.x === -1) this.faces[FACES.LEFT] = SOLVED_COLORS[FACES.LEFT];
if (this.x === 1) this.faces[FACES.RIGHT] = SOLVED_COLORS[FACES.RIGHT];
if (this.z === 1) this.faces[FACES.FRONT] = SOLVED_COLORS[FACES.FRONT];
if (this.z === -1) this.faces[FACES.BACK] = SOLVED_COLORS[FACES.BACK];
}
}
export class CubeModel {
constructor() {
this.size = 3;
this.cubies = [];
this.init();
}
init() {
this.cubies = [];
let id = 0;
for (let x = -1; x <= 1; x++) {
for (let y = -1; y <= 1; y++) {
for (let z = -1; z <= 1; z++) {
this.cubies.push(new Cubie(id++, x, y, z));
}
}
}
}
reset() {
this.init();
}
/**
* Rotates a layer around an axis.
* @param {string} axis - 'x', 'y', 'z'
* @param {number} index - -1 (Left/Bottom/Back), 0 (Middle), 1 (Right/Top/Front)
* @param {number} direction - 1 (CW), -1 (CCW) relative to axis positive direction
*/
rotateLayer(axis, index, direction) {
// Determine the relevant cubies in the slice
const slice = this.cubies.filter(c => c[axis] === index);
// Coordinate rotation (Matrix Logic)
// 90 deg CW rotation formulas:
// X-Axis: (y, z) -> (-z, y)
// Y-Axis: (x, z) -> (z, -x)
// Z-Axis: (x, y) -> (-y, x)
// Note: direction 1 is usually CCW in math (right hand rule around axis).
// Let's verify standard:
// Right Hand Rule with Thumb along Axis: Fingers curl in Positive Rotation direction.
// X (Right): Curl from Y (Up) to Z (Front). (0,1,0)->(0,0,1).
// y' = -z, z' = y?
// Let's check (0,1): y=1, z=0 -> y'=0, z'=1. Correct.
// So if direction is 1 (Positive/CW around axis):
// X: y' = -z, z' = y
// Y: z' = -x, x' = z
// Z: x' = -y, y' = x
// If direction is -1: Inverse.
slice.forEach(cubie => {
this._rotateCubieCoordinates(cubie, axis, direction);
this._rotateCubieFaces(cubie, axis, direction);
});
}
_rotateCubieCoordinates(cubie, axis, direction) {
const { x, y, z } = cubie;
if (axis === 'x') {
if (direction === 1) {
cubie.y = -z;
cubie.z = y;
} else {
cubie.y = z;
cubie.z = -y;
}
} else if (axis === 'y') {
if (direction === 1) {
cubie.z = -x;
cubie.x = z;
} else {
cubie.z = x;
cubie.x = -z;
}
} else if (axis === 'z') {
if (direction === 1) { // CW
cubie.x = -y;
cubie.y = x;
} else { // CCW
cubie.x = y;
cubie.y = -x;
}
}
}
_rotateCubieFaces(cubie, axis, direction) {
// When a cubie rotates, its faces move to new positions.
// We swap the COLORS on the faces.
// Example: Rotate X (Roll Forward). Up Face becomes Front Face.
// So new Front Color = old Up Color.
// cubie.faces[FRONT] = old_faces[UP]
const f = { ...cubie.faces };
if (axis === 'x') {
if (direction === 1) { // Up -> Front -> Down -> Back -> Up
cubie.faces[FACES.FRONT] = f[FACES.UP];
cubie.faces[FACES.DOWN] = f[FACES.FRONT];
cubie.faces[FACES.BACK] = f[FACES.DOWN];
cubie.faces[FACES.UP] = f[FACES.BACK];
// Left/Right unchanged in position, but might rotate? No, faces are solid colors.
} else { // Up -> Back -> Down -> Front -> Up
cubie.faces[FACES.BACK] = f[FACES.UP];
cubie.faces[FACES.DOWN] = f[FACES.BACK];
cubie.faces[FACES.FRONT] = f[FACES.DOWN];
cubie.faces[FACES.UP] = f[FACES.FRONT];
}
} else if (axis === 'y') {
if (direction === 1) { // Front -> Right -> Back -> Left -> Front
cubie.faces[FACES.RIGHT] = f[FACES.FRONT];
cubie.faces[FACES.BACK] = f[FACES.RIGHT];
cubie.faces[FACES.LEFT] = f[FACES.BACK];
cubie.faces[FACES.FRONT] = f[FACES.LEFT];
} else { // Front -> Left -> Back -> Right -> Front
cubie.faces[FACES.LEFT] = f[FACES.FRONT];
cubie.faces[FACES.BACK] = f[FACES.LEFT];
cubie.faces[FACES.RIGHT] = f[FACES.BACK];
cubie.faces[FACES.FRONT] = f[FACES.RIGHT];
}
} else if (axis === 'z') {
if (direction === 1) { // CCW: Up -> Left -> Down -> Right -> Up
cubie.faces[FACES.LEFT] = f[FACES.UP];
cubie.faces[FACES.DOWN] = f[FACES.LEFT];
cubie.faces[FACES.RIGHT] = f[FACES.DOWN];
cubie.faces[FACES.UP] = f[FACES.RIGHT];
} else { // CW: Up -> Right -> Down -> Left -> Up
cubie.faces[FACES.RIGHT] = f[FACES.UP];
cubie.faces[FACES.DOWN] = f[FACES.RIGHT];
cubie.faces[FACES.LEFT] = f[FACES.DOWN];
cubie.faces[FACES.UP] = f[FACES.LEFT];
}
}
}
toCubies() {
// Return copy of state for rendering
// CubeCSS expects array of objects with x, y, z, faces
return this.cubies.map(c => ({
id: c.id,
x: c.x,
y: c.y,
z: c.z,
faces: { ...c.faces }
}));
}
/**
* Applies a standard Rubik's Cube move
* @param {string} move - e.g. "U", "R'", "F2"
*/
applyMove(move) {
const base = move[0];
const modifier = move.substring(1);
let direction = -1; // Standard CW is -1 for U, L, F, B? Let's check.
// Direction Mapping based on rotateLayer Math:
// X(1) = CW (Up->Front)
// Y(1) = CW (Right->Front)
// Z(1) = CCW (Right->Up)
// R (CW around X): 1
// L (CW around -X): -1
// U (CW around Y): 1
// D (CW around -Y): -1
// F (CW around Z): -1 (since Z(1) is CCW)
// B (CW around -Z): 1 (since Z(1) is CW around -Z)
switch (base) {
case 'U': direction = 1; break;
case 'D': direction = -1; break;
case 'L': direction = -1; break;
case 'R': direction = 1; break;
case 'F': direction = -1; break;
case 'B': direction = 1; break;
}
if (modifier === "'") direction *= -1;
if (modifier === '2') {
// 2 moves. Direction doesn't matter for 180, but let's keep it.
// We will call rotateLayer twice.
}
const count = modifier === '2' ? 2 : 1;
for (let i = 0; i < count; i++) {
switch (base) {
case 'U': this.rotateLayer('y', 1, direction); break;
case 'D': this.rotateLayer('y', -1, direction); break;
case 'L': this.rotateLayer('x', -1, direction); break;
case 'R': this.rotateLayer('x', 1, direction); break;
case 'F': this.rotateLayer('z', 1, direction); break;
case 'B': this.rotateLayer('z', -1, direction); break;
}
}
}
// Debug printer for tests
toString() {
let out = "Cube State (3x3x3):\n";
// We can print faces.
// Order: U, D, F, B, L, R
const printFace = (face, name) => {
out += `Face ${name}:\n`;
// Grid 3x3.
// U: y=1. x from -1 to 1. z from -1 to 1.
// Coordinate mapping depends on face.
// Let's iterate standard grid rows/cols.
for (let r = 0; r < 3; r++) {
let rowStr = "";
for (let c = 0; c < 3; c++) {
let cubie;
// Map r,c to x,y,z based on face
if (face === FACES.UP) { // y=1. r=0->z=-1 (Back), r=2->z=1 (Front). c=0->x=-1 (Left).
// Standard U face view: Top Left is Back Left (-1, 1, -1).
// Row 0 (Top of U face) is Back.
// Row 2 (Bottom of U face) is Front.
cubie = this.cubies.find(cu => cu.y === 1 && cu.x === (c - 1) && cu.z === (r - 1)); // Wait.
// Back is z=-1. Front is z=1.
// Visual Top of U face is Back (z=-1).
// Visual Bottom of U face is Front (z=1).
cubie = this.cubies.find(cu => cu.y === 1 && cu.x === (c - 1) && cu.z === (r - 1 - 2 * r)); // Complicated.
// Let's just find by strict coordinates
// r=0 -> z=-1. r=1 -> z=0. r=2 -> z=1.
// c=0 -> x=-1. c=1 -> x=0. c=2 -> x=1.
cubie = this.cubies.find(cu => cu.y === 1 && cu.x === (c - 1) && cu.z === (r - 1));
}
else if (face === FACES.DOWN) cubie = this.cubies.find(cu => cu.y === -1 && cu.x === (c - 1) && cu.z === (1 - r)); // Down View?
else if (face === FACES.FRONT) cubie = this.cubies.find(cu => cu.z === 1 && cu.x === (c - 1) && cu.y === (1 - r));
else if (face === FACES.BACK) cubie = this.cubies.find(cu => cu.z === -1 && cu.x === (1 - c) && cu.y === (1 - r));
else if (face === FACES.LEFT) cubie = this.cubies.find(cu => cu.x === -1 && cu.z === (1 - c) && cu.y === (1 - r)); // Left view z order?
else if (face === FACES.RIGHT) cubie = this.cubies.find(cu => cu.x === 1 && cu.z === (c - 1) && cu.y === (1 - r));
if (cubie) {
rowStr += cubie.faces[face][0].toUpperCase() + " ";
} else {
rowStr += "? ";
}
}
out += rowStr + "\n";
}
out += "\n";
};
printFace(FACES.UP, 'U');
printFace(FACES.DOWN, 'D');
printFace(FACES.FRONT, 'F');
printFace(FACES.BACK, 'B');
printFace(FACES.LEFT, 'L');
printFace(FACES.RIGHT, 'R');
return out;
}
scramble(n = 20) {
const axes = ['x', 'y', 'z'];
const indices = [-1, 1]; // Usually rotate outer layers for scramble
// Actually, scrambling usually involves random face moves (U, D, L, R, F, B)
// U: y=1, dir -1 (Standard CW)
// D: y=-1, dir 1
// L: x=-1, dir -1
// R: x=1, dir 1
// F: z=1, dir 1
// B: z=-1, dir -1
// We can just generate random rotateLayer calls
for (let i = 0; i < n; i++) {
const axis = axes[Math.floor(Math.random() * axes.length)];
// Allow middle layer? Standard Scramble usually doesnt.
const index = indices[Math.floor(Math.random() * indices.length)];
const dir = Math.random() > 0.5 ? 1 : -1;
this.rotateLayer(axis, index, dir);
}
}
}

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@@ -1,112 +0,0 @@
export class Matrix4 {
constructor() {
this.elements = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
static identity() {
return new Matrix4();
}
multiply(other) {
const a = this.elements;
const b = other.elements;
const result = new Matrix4();
const r = result.elements;
// a is row-major? No, CSS matrix3d is column-major.
// Let's stick to column-major as per WebGL/CSS standard.
// r[0] = a[0]*b[0] + a[4]*b[1] + a[8]*b[2] + a[12]*b[3] ...
for (let i = 0; i < 4; i++) { // Column of B
for (let j = 0; j < 4; j++) { // Row of A
let sum = 0;
for (let k = 0; k < 4; k++) {
sum += a[j + k * 4] * b[i * 4 + k]; // Correct for column-major storage
}
r[j + i * 4] = sum;
}
}
return result;
}
// Multiply this * other
multiplySelf(other) {
this.elements = this.multiply(other).elements;
return this;
}
// Multiply other * this (pre-multiply)
premultiply(other) {
this.elements = other.multiply(this).elements;
return this;
}
static translation(x, y, z) {
const m = new Matrix4();
m.elements[12] = x;
m.elements[13] = y;
m.elements[14] = z;
return m;
}
static rotationX(angleRad) {
const m = new Matrix4();
const c = Math.cos(angleRad);
const s = Math.sin(angleRad);
m.elements[5] = c;
m.elements[6] = s;
m.elements[9] = -s;
m.elements[10] = c;
return m;
}
static rotationY(angleRad) {
const m = new Matrix4();
const c = Math.cos(angleRad);
const s = Math.sin(angleRad);
m.elements[0] = c;
m.elements[2] = -s;
m.elements[8] = s;
m.elements[10] = c;
return m;
}
static rotationZ(angleRad) {
const m = new Matrix4();
const c = Math.cos(angleRad);
const s = Math.sin(angleRad);
m.elements[0] = c;
m.elements[1] = s;
m.elements[4] = -s;
m.elements[5] = c;
return m;
}
translate(x, y, z) {
return this.multiplySelf(Matrix4.translation(x, y, z));
}
rotateX(deg) {
return this.multiplySelf(Matrix4.rotationX(deg * Math.PI / 180));
}
rotateY(deg) {
return this.multiplySelf(Matrix4.rotationY(deg * Math.PI / 180));
}
rotateZ(deg) {
return this.multiplySelf(Matrix4.rotationZ(deg * Math.PI / 180));
}
toCSS() {
// CSS matrix3d takes comma-separated values
// Round to avoid scientific notation like 1e-15 which CSS hates
const rounded = this.elements.map(v => Math.abs(v) < 1e-10 ? 0 : v);
return `matrix3d(${rounded.join(',')})`;
}
}

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import { State } from 'rubiks-js/src/state/index.js';
import { CubeModel } from './CubeModel.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
this.visual = new CubeModel();
}
reset() {
this.state = new State(false);
this.visual = new CubeModel();
}
rotateLayer(axis, index, dir) {
let move = '';
if (axis === 'y') {
if (index === 1) move = dir === 1 ? "U'" : "U";
else if (index === -1) move = dir === 1 ? "D'" : "D";
}
else if (axis === 'x') {
if (index === 1) move = dir === 1 ? "R'" : "R";
else if (index === -1) move = dir === 1 ? "L'" : "L";
}
else if (axis === 'z') {
if (index === 1) move = dir === 1 ? "F'" : "F";
else if (index === -1) move = dir === 1 ? "B'" : "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);
}
this.visual.rotateLayer(axis, index, dir);
}
}
applyTurn(move) {
if (!move) return;
try {
this.state.applyTurn(move);
} catch (e) {
console.error('[RubiksJSModel] Failed to apply direct move:', move, e);
}
this.visual.applyMove(move);
}
toCubies() {
return this.visual.toCubies();
}
validate() {
// State doesn't expose validate, but we can assume it's valid if using the library
return { valid: true, errors: [] };
}
}

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import { RubiksJSModel } from '../utils/RubiksJSModel.js';
const cube = new RubiksJSModel();
// Helper to send state update
const sendUpdate = () => {
try {
const cubies = cube.toCubies();
// console.log('[Worker] Sending update with cubies:', cubies.length);
postMessage({
type: 'STATE_UPDATE',
payload: {
cubies
}
});
} catch (e) {
console.error('[Worker] Error generating cubies:', e);
postMessage({ type: 'ERROR', payload: e.message });
}
};
self.onmessage = (e) => {
const { type, payload } = e.data;
switch (type) {
case 'INIT':
case 'RESET':
cube.reset();
sendUpdate();
break;
case 'ROTATE_LAYER': {
const { axis, index, direction } = payload;
cube.rotateLayer(axis, index, direction);
sendUpdate();
break;
}
case 'TURN': {
const { move } = payload;
cube.applyTurn(move);
sendUpdate();
break;
}
case 'VALIDATE':
const validation = cube.validate();
postMessage({
type: 'VALIDATION_RESULT',
payload: { valid: validation.valid, errors: validation.errors }
});
break;
}
};

161
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import { Cube, FACES, COLORS } from '../src/utils/Cube.js';
import assert from 'assert';
console.log('Running Cube Integrity Tests...');
const cube = new Cube();
// Helper: Count colors on all faces
const countColors = () => {
const counts = {
[COLORS.WHITE]: 0,
[COLORS.YELLOW]: 0,
[COLORS.ORANGE]: 0,
[COLORS.RED]: 0,
[COLORS.GREEN]: 0,
[COLORS.BLUE]: 0,
[COLORS.BLACK]: 0 // Should be ignored or internal
};
cube.cubies.forEach(cubie => {
Object.values(cubie.faces).forEach(color => {
if (counts[color] !== undefined) {
counts[color]++;
}
});
});
return counts;
};
// Helper: Verify solved state counts
const verifyCounts = (counts) => {
// Each face has 9 stickers. 6 faces.
// 9 * 6 = 54 colored stickers.
// 27 cubies * 6 faces = 162 total faces.
// 162 - 54 = 108 black faces (internal).
assert.strictEqual(counts[COLORS.WHITE], 9, 'White count should be 9');
assert.strictEqual(counts[COLORS.YELLOW], 9, 'Yellow count should be 9');
assert.strictEqual(counts[COLORS.ORANGE], 9, 'Orange count should be 9');
assert.strictEqual(counts[COLORS.RED], 9, 'Red count should be 9');
assert.strictEqual(counts[COLORS.GREEN], 9, 'Green count should be 9');
assert.strictEqual(counts[COLORS.BLUE], 9, 'Blue count should be 9');
};
// Helper: Verify piece integrity
// Corners: 8 corners, each has 3 colors.
// Edges: 12 edges, each has 2 colors.
// Centers: 6 centers, each has 1 color.
// Core: 1 core, 0 colors.
const verifyPieceTypes = () => {
let corners = 0;
let edges = 0;
let centers = 0;
let cores = 0;
cube.cubies.forEach(cubie => {
const coloredFaces = Object.values(cubie.faces).filter(c => c !== COLORS.BLACK).length;
if (coloredFaces === 3) corners++;
else if (coloredFaces === 2) edges++;
else if (coloredFaces === 1) centers++;
else if (coloredFaces === 0) cores++;
else assert.fail(`Invalid cubie with ${coloredFaces} colors at (${cubie.x},${cubie.y},${cubie.z})`);
});
assert.strictEqual(corners, 8, 'Should have 8 corners');
assert.strictEqual(edges, 12, 'Should have 12 edges');
assert.strictEqual(centers, 6, 'Should have 6 centers');
assert.strictEqual(cores, 1, 'Should have 1 core');
};
// Helper: Verify specific relative positions of centers (they never change relative to each other)
// Up (White) opposite Down (Yellow)
// Front (Green) opposite Back (Blue)
// Left (Orange) opposite Right (Red)
const verifyCenters = () => {
const centers = cube.cubies.filter(c =>
Object.values(c.faces).filter(f => f !== COLORS.BLACK).length === 1
);
// Find center by color
const findCenter = (color) => centers.find(c => Object.values(c.faces).includes(color));
const white = findCenter(COLORS.WHITE);
const yellow = findCenter(COLORS.YELLOW);
const green = findCenter(COLORS.GREEN);
const blue = findCenter(COLORS.BLUE);
const orange = findCenter(COLORS.ORANGE);
const red = findCenter(COLORS.RED);
// Check opposites
// Distance between opposites should be 2 (e.g. y=1 and y=-1)
// And they should be on same axis
// Note: After rotations, x/y/z coordinates change.
// But relative vectors should hold?
// Actually, centers DO rotate around the core.
// But White is always opposite Yellow.
// So vector(White) + vector(Yellow) == (0,0,0).
const checkOpposite = (c1, c2, name) => {
assert.strictEqual(c1.x + c2.x, 0, `${name} X mismatch`);
assert.strictEqual(c1.y + c2.y, 0, `${name} Y mismatch`);
assert.strictEqual(c1.z + c2.z, 0, `${name} Z mismatch`);
};
checkOpposite(white, yellow, 'White-Yellow');
checkOpposite(green, blue, 'Green-Blue');
checkOpposite(orange, red, 'Orange-Red');
};
// --- Test Execution ---
// 1. Initial State
console.log('Test 1: Initial State Integrity');
verifyCounts(countColors());
verifyPieceTypes();
verifyCenters();
console.log('PASS Initial State');
// 2. Single Rotation (R)
console.log('Test 2: Single Rotation (R)');
cube.rotateLayer('x', 1, -1); // R
verifyCounts(countColors());
verifyPieceTypes();
verifyCenters();
console.log('PASS Single Rotation');
// 3. Multiple Rotations (R U R' U')
console.log('Test 3: Sexy Move (R U R\' U\')');
cube.reset();
cube.move("R");
cube.move("U");
cube.move("R'");
cube.move("U'");
verifyCounts(countColors());
verifyPieceTypes();
verifyCenters();
console.log('PASS Sexy Move');
// 4. Random Rotations (Fuzzing)
console.log('Test 4: 100 Random Moves');
cube.reset();
const axes = ['x', 'y', 'z'];
const indices = [-1, 0, 1];
const dirs = [1, -1];
for (let i = 0; i < 100; i++) {
const axis = axes[Math.floor(Math.random() * axes.length)];
const index = indices[Math.floor(Math.random() * indices.length)];
const dir = dirs[Math.floor(Math.random() * dirs.length)];
cube.rotateLayer(axis, index, dir);
}
verifyCounts(countColors());
verifyPieceTypes();
verifyCenters();
console.log('PASS 100 Random Moves');
console.log('ALL INTEGRITY TESTS PASSED');

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import { Cube, FACES, COLORS } from '../src/utils/Cube.js';
import assert from 'assert';
console.log('Running Cube Logic Tests...');
const cube = new Cube();
// Helper to check a specific face color at a position
const checkFace = (x, y, z, face, expectedColor, message) => {
const cubie = cube.cubies.find(c => c.x === x && c.y === y && c.z === z);
if (!cubie) {
console.error(`Cubie not found at ${x}, ${y}, ${z}`);
return false;
}
const color = cubie.faces[face];
if (color !== expectedColor) {
console.error(`FAIL: ${message}. Expected ${expectedColor} at ${face} of (${x},${y},${z}), got ${color}`);
return false;
}
return true;
};
// Test 1: Initial State
console.log('Test 1: Initial State');
// Top-Front-Right corner (1, 1, 1) should have Up=White, Front=Green, Right=Red
checkFace(1, 1, 1, FACES.UP, COLORS.WHITE, 'Initial Top-Right-Front UP');
checkFace(1, 1, 1, FACES.FRONT, COLORS.GREEN, 'Initial Top-Right-Front FRONT');
checkFace(1, 1, 1, FACES.RIGHT, COLORS.RED, 'Initial Top-Right-Front RIGHT');
// Test 2: Rotate Right Face (R) -> Axis X, index 1, direction -1 (based on previous mapping)
// Wait, let's test `rotateLayer` directly first with axis 'x'.
// Axis X Positive Rotation (direction 1).
// Up (y=1) -> Front (z=1).
// The cubie at (1, 1, 1) (Top-Front-Right)
// Should move to (1, 0, 1)? No.
// (x, y, z) -> (x, -z, y).
// (1, 1, 1) -> (1, -1, 1). (Bottom-Front-Right).
// Let's trace the color.
// The White color was on UP.
// The cubie moves to Bottom-Front.
// The UP face of the cubie now points FRONT.
// So the cubie at (1, -1, 1) should have FRONT = WHITE.
console.log('Test 2: Rotate X Axis +90 (Right Layer)');
cube.rotateLayer('x', 1, 1);
// Cubie originally at (1, 1, 1) [White Up] moves to (1, -1, 1).
// Check (1, -1, 1).
// Its Front face should be White.
const result1 = checkFace(1, -1, 1, FACES.FRONT, COLORS.WHITE, 'After X+90: Old Up(White) should be on Front');
// Cubie originally at (1, 1, -1) [Blue Back, White Up] (Top-Back-Right)
// (1, 1, -1) -> (1, 1, 1). (Top-Front-Right).
// Wait. ny = -z = -(-1) = 1. nz = y = 1.
// So Top-Back moves to Top-Front.
// Its UP face (White) moves to FRONT?
// No. The rotation is around X.
// Top-Back (y=1, z=-1).
// Rot +90 X: y->z, z->-y ? No.
// ny = -z = 1. nz = y = 1.
// New pos: (1, 1, 1).
// The cubie moves from Top-Back to Top-Front.
// Its Up face (White) stays Up?
// No, the cubie rotates.
// Up face rotates to Front?
// Rotation around X axis.
// Top (Y+) rotates to Front (Z+)?
// Yes.
// So the cubie at (1, 1, 1) (new position) should have FRONT = WHITE.
const result2 = checkFace(1, 1, 1, FACES.FRONT, COLORS.WHITE, 'After X+90: Old Top-Back Up(White) should be on Front');
if (result1 && result2) {
console.log('PASS: X Axis Rotation Logic seems correct (if fixed)');
} else {
console.log('FAIL: X Axis Rotation Logic is broken');
}
// Reset for Y test
cube.reset();
console.log('Test 3: Rotate Y Axis +90 (Top Layer)');
// Top Layer (y=1).
// Rotate Y+ (direction 1).
// Front (z=1) -> Right (x=1).
// Cubie at (0, 1, 1) (Front-Top-Center) [Green Front, White Up].
// Moves to (1, 1, 0) (Right-Top-Center).
// Its Front Face (Green) should move to Right Face.
cube.rotateLayer('y', 1, 1);
const resultY = checkFace(1, 1, 0, FACES.RIGHT, COLORS.GREEN, 'After Y+90: Old Front(Green) should be on Right');
if (resultY) {
console.log('PASS: Y Axis Rotation Logic seems correct');
} else {
console.log('FAIL: Y Axis Rotation Logic is broken');
}

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import { Cube, FACES, COLORS } from '../src/utils/Cube.js';
import assert from 'assert';
console.log('Running Cube Matrix Rotation Tests...');
const cube = new Cube();
// Helper to check position and face
const checkCubie = (origX, origY, origZ, newX, newY, newZ, faceCheck) => {
const cubie = cube.cubies.find(c => c.x === newX && c.y === newY && c.z === newZ);
if (!cubie) {
console.error(`FAIL: Cubie not found at ${newX}, ${newY}, ${newZ}`);
return false;
}
// Verify it's the correct original cubie (tracking ID would be better, but position logic is enough if unique)
// Let's assume we track a specific cubie.
return true;
};
// Test 1: Z-Axis Rotation (Front Face)
// Front Face is z=1.
// Top-Left (x=-1, y=1) -> Top-Right (x=1, y=1)?
// Physical CW (Z-Axis): Up -> Right.
// Top-Middle (0, 1) -> Right-Middle (1, 0).
console.log('Test 1: Z-Axis CW (Front)');
cube.reset();
// Find Top-Middle of Front Face: (0, 1, 1). White Up, Green Front.
const topMid = cube.cubies.find(c => c.x === 0 && c.y === 1 && c.z === 1);
assert.strictEqual(topMid.faces[FACES.UP], COLORS.WHITE);
assert.strictEqual(topMid.faces[FACES.FRONT], COLORS.GREEN);
cube.rotateLayer('z', 1, -1); // CW (direction -1 in move(), but rotateLayer takes direction. Standard move F is direction -1?)
// move('F') calls rotateLayer('z', 1, -1).
// So let's test rotateLayer('z', 1, -1).
// Expect: (0, 1, 1) -> (1, 0, 1). (Right-Middle of Front).
// Faces: Old Up (White) becomes Right?
// Z-Axis CW: Up -> Right.
// So new pos should have Right=White.
// Old Front (Green) stays Front.
const newPos = cube.cubies.find(c => c.id === topMid.id);
console.log(`Moved to: (${newPos.x}, ${newPos.y}, ${newPos.z})`);
assert.strictEqual(newPos.x, 1);
assert.strictEqual(newPos.y, 0);
assert.strictEqual(newPos.z, 1);
assert.strictEqual(newPos.faces[FACES.RIGHT], COLORS.WHITE);
assert.strictEqual(newPos.faces[FACES.FRONT], COLORS.GREEN);
console.log('PASS Z-Axis CW');
// Test 2: X-Axis Rotation (Right Face)
// Right Face is x=1.
// Top-Front (1, 1, 1) -> Top-Back (1, 1, -1)?
// Physical CW (X-Axis): Up -> Front.
// Top-Middle (1, 1, 0) -> Front-Middle (1, 0, 1).
console.log('Test 2: X-Axis CW (Right)');
cube.reset();
// Find Top-Middle of Right Face: (1, 1, 0). White Up, Red Right.
const rightTop = cube.cubies.find(c => c.x === 1 && c.y === 1 && c.z === 0);
cube.rotateLayer('x', 1, -1); // CW (direction -1 for R in move()?)
// move('R') calls rotateLayer('x', 1, -1).
// So let's test -1.
// Expect: (1, 1, 0) -> (1, 0, -1).
// Faces: Old Up (White) becomes Back?
// X-Axis CW (Right Face): Up -> Back.
// So new pos should have Back=White.
// Old Right (Red) stays Right.
const newRightPos = cube.cubies.find(c => c.id === rightTop.id);
console.log(`Moved to: (${newRightPos.x}, ${newRightPos.y}, ${newRightPos.z})`);
assert.strictEqual(newRightPos.x, 1);
assert.strictEqual(newRightPos.y, 0);
assert.strictEqual(newRightPos.z, -1);
assert.strictEqual(newRightPos.faces[FACES.BACK], COLORS.WHITE);
assert.strictEqual(newRightPos.faces[FACES.RIGHT], COLORS.RED);
console.log('PASS X-Axis CW');
// Test 3: Y-Axis Rotation (Up Face)
// Up Face is y=1.
// Front-Middle (0, 1, 1) -> Left-Middle (-1, 1, 0).
// Physical CW (Y-Axis): Front -> Left.
// Wait. move('U') calls rotateLayer('y', 1, -1).
// Standard U is CW. Y-Axis direction?
// move('U'): dir = -1.
console.log('Test 3: Y-Axis CW (Up)');
cube.reset();
// Find Front-Middle of Up Face: (0, 1, 1). Green Front, White Up.
const upFront = cube.cubies.find(c => c.x === 0 && c.y === 1 && c.z === 1);
cube.rotateLayer('y', 1, -1); // CW (direction -1).
// Expect: (0, 1, 1) -> (-1, 1, 0). (Left-Middle).
// Faces: Old Front (Green) becomes Left?
// Y-Axis CW (U): Front -> Left.
// So new pos should have Left=Green.
// Old Up (White) stays Up.
const newUpPos = cube.cubies.find(c => c.id === upFront.id);
console.log(`Moved to: (${newUpPos.x}, ${newUpPos.y}, ${newUpPos.z})`);
assert.strictEqual(newUpPos.x, -1);
assert.strictEqual(newUpPos.y, 1);
assert.strictEqual(newUpPos.z, 0);
assert.strictEqual(newUpPos.faces[FACES.LEFT], COLORS.GREEN);
assert.strictEqual(newUpPos.faces[FACES.UP], COLORS.WHITE);
console.log('PASS Y-Axis CW');

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import { Cube, FACES, COLORS } from '../src/utils/Cube.js';
// Helper to print face
const printFace = (matrix, name) => {
console.log(`--- ${name} ---`);
matrix.forEach(row => console.log(row.map(c => c ? c[0].toUpperCase() : '-').join(' ')));
};
// Helper to check if a face matches expected color (center color)
const checkFaceColor = (matrix, expectedColor) => {
return matrix.every(row => row.every(c => c === expectedColor));
};
console.log("=== RUBIK'S CUBE SIMULATION & DIAGNOSTIC ===");
const cube = new Cube();
// 1. Initial State Check
console.log("\n1. Checking Initial State...");
let state = cube.getState();
const isSolved =
checkFaceColor(state[FACES.UP], COLORS.WHITE) &&
checkFaceColor(state[FACES.DOWN], COLORS.YELLOW) &&
checkFaceColor(state[FACES.FRONT], COLORS.GREEN) &&
checkFaceColor(state[FACES.BACK], COLORS.BLUE) &&
checkFaceColor(state[FACES.LEFT], COLORS.ORANGE) &&
checkFaceColor(state[FACES.RIGHT], COLORS.RED);
if (isSolved) {
console.log("✅ Initial state is SOLVED.");
} else {
console.error("❌ Initial state is BROKEN.");
process.exit(1);
}
// 2. Simulate Move: Front Face Drag Down
// Visual: Drag Down on Front Face (Left Layer).
// Axis: X. Index: -1 (Left).
// Physical expectation: The Left slice moves "towards the user" (if looking from top) or "down" (if looking from front).
// Standard Notation: L (Left CW).
// L move: Top -> Front -> Down -> Back -> Top.
// Let's verify what L does.
// Standard L: Front gets Top color.
// If I drag Left Layer DOWN on Front face, the Front face pieces move DOWN.
// So Front gets Top pieces.
// So Drag Down = L = Front gets Top.
console.log("\n2. Simulating: Left Layer (x=-1) Rotation (L-like move)...");
// We need to find which 'direction' in our engine corresponds to L.
// Our engine: rotateLayer('x', -1, direction).
// Try direction = 1
console.log("-> Applying rotateLayer('x', -1, 1)...");
cube.rotateLayer('x', -1, 1);
state = cube.getState();
// Check result on Left Column of Front Face
// Front is Green. Top is White.
// If L (Drag Down): Front-Left-Col should be White.
const frontLeftCol = [state[FACES.FRONT][0][0], state[FACES.FRONT][1][0], state[FACES.FRONT][2][0]];
console.log("Front Left Column colors:", frontLeftCol);
if (frontLeftCol.every(c => c === COLORS.WHITE)) {
console.log("✅ Result: Front got White (Top). This matches 'Drag Down' (L move).");
console.log("=> CONCLUSION: direction=1 corresponds to Drag Down (L).");
} else if (frontLeftCol.every(c => c === COLORS.YELLOW)) {
console.log("⚠️ Result: Front got Yellow (Down). This matches 'Drag Up' (L' move).");
console.log("=> CONCLUSION: direction=1 corresponds to Drag Up (L').");
} else {
console.error("❌ Unexpected colors:", frontLeftCol);
}
// Reset for next test
cube.reset();
// 3. Simulate Move: Front Face Drag Right
// Visual: Drag Right on Front Face (Top Layer).
// Axis: Y. Index: 1 (Top).
// Physical expectation: Top slice moves Right.
// Standard Notation: U' (Up CCW) ? No.
// If I hold cube, drag Top Layer to Right.
// Front face pieces move to Right face.
// Standard U (CW): Front -> Left.
// So Drag Right is U' (CCW).
// Let's verify.
// Drag Right: Front -> Right.
console.log("\n3. Simulating: Top Layer (y=1) Rotation...");
// Try direction = 1
console.log("-> Applying rotateLayer('y', 1, 1)...");
cube.rotateLayer('y', 1, 1);
state = cube.getState();
// Check result on Top Row of Front Face
// Front is Green. Left is Orange. Right is Red.
// If Drag Right: Front-Top-Row should be Orange? No.
// Drag Right: The pieces move Right. So Front REPLACES Right?
// Or Front GETS Left?
// Visually: The face moves Right. So the Green pieces go to Right face.
// And Front face gets Left (Orange) pieces.
// So Front-Top-Row should be Orange.
const frontTopRow = state[FACES.FRONT][0];
console.log("Front Top Row colors:", frontTopRow);
if (frontTopRow.every(c => c === COLORS.ORANGE)) {
console.log("✅ Result: Front got Orange (Left). This matches 'Drag Right'.");
console.log("=> CONCLUSION: direction=1 corresponds to Drag Right.");
} else if (frontTopRow.every(c => c === COLORS.RED)) {
console.log("⚠️ Result: Front got Red (Right). This matches 'Drag Left'.");
console.log("=> CONCLUSION: direction=1 corresponds to Drag Left.");
} else {
console.error("❌ Unexpected colors:", frontTopRow);
}
console.log("\n=== END SIMULATION ===");

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import { CubeModel, FACES, COLORS } from '../src/utils/CubeModel.js';
console.log('Running CubeModel Rotation Logic Tests...');
const cube1 = new CubeModel();
const cube2 = new CubeModel();
const compareCubes = (c1, c2, message) => {
const s1 = c1.toString();
const s2 = c2.toString();
if (s1 === s2) {
console.log(`✅ PASS: ${message}`);
return true;
} else {
console.error(`❌ FAIL: ${message}`);
console.log('Expected (Standard Move):');
console.log(s2);
console.log('Actual (Layer Rotation):');
console.log(s1);
return false;
}
};
// Test 1: Top Layer (y=1) CW vs U
cube1.reset();
cube2.reset();
console.log('Testing Top Layer CW vs U...');
cube1.rotateLayer('y', 1, 1); // Top CW
cube2.applyMove('U');
compareCubes(cube1, cube2, "Top Layer CW matches U");
// Test 2: Bottom Layer (y=-1) CW vs D
cube1.reset();
cube2.reset();
console.log('Testing Bottom Layer CW vs D...');
cube1.rotateLayer('y', -1, -1); // Bottom CW (CW around -Y is CCW around Y)
cube2.applyMove('D');
compareCubes(cube1, cube2, "Bottom Layer CW matches D");
// Test 3: Left Layer (x=-1) CW vs L
cube1.reset();
cube2.reset();
console.log('Testing Left Layer CW vs L...');
cube1.rotateLayer('x', -1, -1); // Left CW (CW around -X is CCW around X)
cube2.applyMove('L');
compareCubes(cube1, cube2, "Left Layer CW matches L");
// Test 4: Right Layer (x=1) CW vs R
cube1.reset();
cube2.reset();
console.log('Testing Right Layer CW vs R...');
cube1.rotateLayer('x', 1, 1); // Right CW
cube2.applyMove('R');
compareCubes(cube1, cube2, "Right Layer CW matches R");
// Test 5: Front Layer (z=1) CW vs F
cube1.reset();
cube2.reset();
console.log('Testing Front Layer CW vs F...');
cube1.rotateLayer('z', 1, 1); // Front CW
cube2.applyMove('F');
compareCubes(cube1, cube2, "Front Layer CW matches F");
// Test 6: Back Layer (z=-1) CW vs B
cube1.reset();
cube2.reset();
console.log('Testing Back Layer CW vs B...');
cube1.rotateLayer('z', -1, -1); // Back CW (CW around -Z is CCW around Z)
cube2.applyMove('B');
compareCubes(cube1, cube2, "Back Layer CW matches B");

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import { State } from 'rubiks-js/src/state/index.js';
console.log('State imported successfully');
const state = new State(true);
console.log('State instantiated');
state.applyTurn('R');
console.log('Applied turn R');
const encoded = state.encode();
console.log('Encoded state:', encoded);

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@@ -1,9 +1,13 @@
import { defineConfig } from 'vite'
import vue from '@vitejs/plugin-vue'
import pkg from './package.json'
// https://vite.dev/config/
export default defineConfig({
plugins: [vue()],
define: {
'__APP_VERSION__': JSON.stringify(pkg.version),
},
server: {
port: 5174,
hmr: {