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Author SHA1 Message Date
68e163270e 0.5.4
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2026-02-24 13:40:23 +00:00
9b02b1d9d6 refactor: extract matrix, moveMapping, easing, cubeProjection utils from SmartCube 2026-02-24 13:40:20 +00:00
7 changed files with 343 additions and 332 deletions

4
package-lock.json generated
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@@ -1,12 +1,12 @@
{ {
"name": "rubic-cube", "name": "rubic-cube",
"version": "0.5.3", "version": "0.5.4",
"lockfileVersion": 3, "lockfileVersion": 3,
"requires": true, "requires": true,
"packages": { "packages": {
"": { "": {
"name": "rubic-cube", "name": "rubic-cube",
"version": "0.5.3", "version": "0.5.4",
"dependencies": { "dependencies": {
"cubejs": "^1.3.2", "cubejs": "^1.3.2",
"lucide-vue-next": "^0.564.0", "lucide-vue-next": "^0.564.0",

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@@ -1,7 +1,7 @@
{ {
"name": "rubic-cube", "name": "rubic-cube",
"private": true, "private": true,
"version": "0.5.3", "version": "0.5.4",
"type": "module", "type": "module",
"scripts": { "scripts": {
"dev": "vite", "dev": "vite",

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@@ -7,143 +7,20 @@ import CubeMoveControls from "./CubeMoveControls.vue";
import MoveHistoryPanel from "./MoveHistoryPanel.vue"; import MoveHistoryPanel from "./MoveHistoryPanel.vue";
import { DeepCube } from "../../utils/DeepCube.js"; import { DeepCube } from "../../utils/DeepCube.js";
import { showToast } from "../../utils/toastHelper.js"; import { showToast } from "../../utils/toastHelper.js";
import { identityMatrix, rotateXMatrix, rotateYMatrix, rotateZMatrix, multiplyMatrices, matToQuat, slerp, quatToMat } from "../../utils/matrix.js";
import { MOVE_MAP, INTERNAL_TO_UI, getAxisIndexForBase, getMathDirectionForBase, getDragMoveLabel, coerceStepsToSign, formatMoveLabel } from "../../utils/moveMapping.js";
import { easeInOutCubic, easeInOutCubicDerivative, cubicEaseWithInitialVelocity, cubicEaseWithInitialVelocityDerivative } from "../../utils/easing.js";
import { getFaceNormal as getFaceNormalRaw, getAllowedAxes as getAllowedAxesRaw, getAxisVector, cross, project as projectRaw } from "../../utils/cubeProjection.js";
const { cubies, deepCubeState, initCube, rotateLayer, rotateSlice, turn, FACES, solve, solveResult, solveError, isSolverReady } = useCube(); const { cubies, deepCubeState, initCube, rotateLayer, rotateSlice, turn, FACES, solve, solveResult, solveError, isSolverReady } = useCube();
const { isCubeTranslucent } = useSettings(); const { isCubeTranslucent } = useSettings();
// Bind FACES and viewMatrix to imported helpers
const getFaceNormal = (face) => getFaceNormalRaw(face, FACES);
const getAllowedAxes = (face) => getAllowedAxesRaw(face, FACES);
const project = (v) => projectRaw(v, viewMatrix.value);
// --- Visual State --- // --- Visual State ---
// viewMatrix is a 4x4 matrix (16 floats) representing the scene rotation.
// Initial state: Tilt X by -25deg, Rotate Y by 45deg.
const identityMatrix = () => [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
const rotateXMatrix = (deg) => {
const rad = (deg * Math.PI) / 180;
const c = Math.cos(rad);
const s = Math.sin(rad);
return [
1, 0, 0, 0,
0, c, s, 0,
0, -s, c, 0,
0, 0, 0, 1
];
};
const rotateYMatrix = (deg) => {
const rad = (deg * Math.PI) / 180;
const c = Math.cos(rad);
const s = Math.sin(rad);
return [
c, 0, -s, 0,
0, 1, 0, 0,
s, 0, c, 0,
0, 0, 0, 1
];
};
const rotateZMatrix = (deg) => {
const rad = (deg * Math.PI) / 180;
const c = Math.cos(rad);
const s = Math.sin(rad);
return [
c, s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
};
const multiplyMatrices = (a, b) => {
const result = new Array(16).fill(0);
for (let r = 0; r < 4; r++) {
for (let c = 0; c < 4; c++) {
for (let k = 0; k < 4; k++) {
result[c * 4 + r] += a[k * 4 + r] * b[c * 4 + k];
}
}
}
return result;
};
// Quaternion helpers for distortion-free rotation interpolation (SLERP)
const matToQuat = (m) => {
const trace = m[0] + m[5] + m[10];
let w, x, y, z;
if (trace > 0) {
const s = 0.5 / Math.sqrt(trace + 1);
w = 0.25 / s;
x = (m[6] - m[9]) * s;
y = (m[8] - m[2]) * s;
z = (m[1] - m[4]) * s;
} else if (m[0] > m[5] && m[0] > m[10]) {
const s = 2 * Math.sqrt(1 + m[0] - m[5] - m[10]);
w = (m[6] - m[9]) / s;
x = 0.25 * s;
y = (m[4] + m[1]) / s;
z = (m[8] + m[2]) / s;
} else if (m[5] > m[10]) {
const s = 2 * Math.sqrt(1 + m[5] - m[0] - m[10]);
w = (m[8] - m[2]) / s;
x = (m[4] + m[1]) / s;
y = 0.25 * s;
z = (m[6] + m[9]) / s;
} else {
const s = 2 * Math.sqrt(1 + m[10] - m[0] - m[5]);
w = (m[1] - m[4]) / s;
x = (m[8] + m[2]) / s;
y = (m[6] + m[9]) / s;
z = 0.25 * s;
}
return { w, x, y, z };
};
const slerp = (q1, q2, t) => {
let dot = q1.w * q2.w + q1.x * q2.x + q1.y * q2.y + q1.z * q2.z;
let q2n = q2;
if (dot < 0) {
q2n = { w: -q2.w, x: -q2.x, y: -q2.y, z: -q2.z };
dot = -dot;
}
if (dot > 0.9995) {
const len = Math.sqrt(
(q1.w + t * (q2n.w - q1.w)) ** 2 + (q1.x + t * (q2n.x - q1.x)) ** 2 +
(q1.y + t * (q2n.y - q1.y)) ** 2 + (q1.z + t * (q2n.z - q1.z)) ** 2
);
return {
w: (q1.w + t * (q2n.w - q1.w)) / len,
x: (q1.x + t * (q2n.x - q1.x)) / len,
y: (q1.y + t * (q2n.y - q1.y)) / len,
z: (q1.z + t * (q2n.z - q1.z)) / len,
};
}
const theta = Math.acos(dot);
const sinTheta = Math.sin(theta);
const a = Math.sin((1 - t) * theta) / sinTheta;
const b = Math.sin(t * theta) / sinTheta;
return {
w: a * q1.w + b * q2n.w,
x: a * q1.x + b * q2n.x,
y: a * q1.y + b * q2n.y,
z: a * q1.z + b * q2n.z,
};
};
const quatToMat = (q) => {
const { w, x, y, z } = q;
const xx = x * x, yy = y * y, zz = z * z;
const xy = x * y, xz = x * z, yz = y * z;
const wx = w * x, wy = w * y, wz = w * z;
return [
1 - 2 * (yy + zz), 2 * (xy + wz), 2 * (xz - wy), 0,
2 * (xy - wz), 1 - 2 * (xx + zz), 2 * (yz + wx), 0,
2 * (xz + wy), 2 * (yz - wx), 1 - 2 * (xx + yy), 0,
0, 0, 0, 1,
];
};
// Initial orientation: Tilt X, then Spin Y // Initial orientation: Tilt X, then Spin Y
const viewMatrix = ref(multiplyMatrices(rotateXMatrix(-25), rotateYMatrix(45))); const viewMatrix = ref(multiplyMatrices(rotateXMatrix(-25), rotateYMatrix(45)));
@@ -219,67 +96,6 @@ const rotationDebugCurrent = computed(() => {
return Math.round(angle); return Math.round(angle);
}); });
// --- 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 viewMatrix
const project = (v) => {
const m = viewMatrix.value;
// Apply rotation matrix: v' = M * v
// However, `v` is in strictly Right-Handed Math Coordinates (Y is UP).
// `viewMatrix` operates strictly in CSS Coordinates (Y is DOWN).
// We must apply a space transformation T^-1 * M * T to maintain correct projection chirality.
const cssY = -v.y;
const x = v.x * m[0] + cssY * m[4] + v.z * m[8];
const projY = v.x * m[1] + cssY * m[5] + v.z * m[9];
const mathY = -projY;
// z ignored for 2D projection
return { x, y: mathY };
};
// --- Interaction Logic --- // --- Interaction Logic ---
@@ -463,55 +279,7 @@ const snapRotation = () => {
const pendingCameraRotation = ref(null); const pendingCameraRotation = ref(null);
const pendingDragMoveLabel = ref(null); const pendingDragMoveLabel = ref(null);
// The UI face labels (shown on buttons) differ from internal logic axis names.
// MOVE_MAP shows: Button "R" → base "F", Button "L" → base "B", etc.
// This means the UI coordinate system is rotated 90° around Y from internal coords.
// Internal → UI translation:
const INTERNAL_TO_UI = {
'F': 'R', 'B': 'L', 'R': 'B', 'L': 'F',
'U': 'U', 'D': 'D',
'M': 'M', 'E': 'E', 'S': 'S',
};
// Convert axis/index/direction to a standard Rubik's notation label (UI-facing)
const getDragMoveLabel = (axis, index, direction, count) => {
// Outer layers
const OUTER_MAP = {
'y_1': { base: 'U', dir: -1 },
'y_-1': { base: 'D', dir: 1 },
'x_1': { base: 'R', dir: -1 },
'x_-1': { base: 'L', dir: 1 },
'z_1': { base: 'F', dir: -1 },
'z_-1': { base: 'B', dir: 1 },
};
// Middle slices
const SLICE_MAP = {
'x_0': { base: 'M', dir: 1 },
'y_0': { base: 'E', dir: 1 },
'z_0': { base: 'S', dir: -1 },
};
const key = `${axis}_${index}`;
const mapping = OUTER_MAP[key] || SLICE_MAP[key];
if (!mapping) return null;
const effective = direction * mapping.dir;
const stepsMod = ((count % 4) + 4) % 4;
if (stepsMod === 0) return null;
let modifier = '';
if (stepsMod === 2) {
modifier = '2';
} else if ((effective > 0 && stepsMod === 1) || (effective < 0 && stepsMod === 3)) {
modifier = '';
} else {
modifier = "'";
}
// Translate internal face name to UI face name
const uiBase = INTERNAL_TO_UI[mapping.base] || mapping.base;
return uiBase + modifier;
};
const finishMove = (steps, directionOverride = null) => { const finishMove = (steps, directionOverride = null) => {
if (steps !== 0 && activeLayer.value) { if (steps !== 0 && activeLayer.value) {
@@ -577,46 +345,6 @@ const displayMoves = computed(() => {
return list; return list;
}); });
const getAxisIndexForBase = (base) => {
if (base === "U") return { axis: "y", index: 1 };
if (base === "D") return { axis: "y", index: -1 };
if (base === "L") return { axis: "x", index: -1 };
if (base === "R") return { axis: "x", index: 1 };
if (base === "F") return { axis: "z", index: 1 };
if (base === "B") return { axis: "z", index: -1 };
return { axis: "y", index: 0 };
};
// Mathematical positive rotation (RHR) corresponds to CCW face rules
// for positive axes, and CW face rules for negative axes.
const getMathDirectionForBase = (base) => {
if (['R', 'U', 'F', 'S'].includes(base)) return -1;
if (['L', 'D', 'B', 'M', 'E'].includes(base)) return 1;
return 1;
};
const coerceStepsToSign = (steps, sign) => {
if (steps === 0) return 0;
const mod = ((steps % 4) + 4) % 4;
if (sign < 0) {
if (mod === 1) return -3;
if (mod === 2) return -2;
return -1;
}
if (mod === 1) return 1;
if (mod === 2) return 2;
return 3;
};
const formatMoveLabel = (displayBase, steps) => {
const stepsMod = ((steps % 4) + 4) % 4;
if (stepsMod === 0) return displayBase;
let modifier = "";
if (stepsMod === 1) modifier = "'";
else if (stepsMod === 2) modifier = "2";
else if (stepsMod === 3) modifier = "";
return displayBase + (modifier === "'" ? "'" : modifier === "2" ? "2" : "");
};
const updateCurrentMoveLabel = (displayBase, steps) => { const updateCurrentMoveLabel = (displayBase, steps) => {
if (currentMoveId.value === null) return; if (currentMoveId.value === null) return;
@@ -759,27 +487,6 @@ const processNextMove = () => {
animateProgrammaticMove(next.base, next.modifier, baseLabel); animateProgrammaticMove(next.base, next.modifier, baseLabel);
}; };
const easeInOutCubic = (t) => {
if (t < 0.5) return 4 * t * t * t;
return 1 - Math.pow(-2 * t + 2, 3) / 2;
};
// Derivative of standard easeInOutCubic for instantaneous velocity calculations
const easeInOutCubicDerivative = (t) => {
if (t < 0.5) return 12 * t * t;
return 3 * Math.pow(-2 * t + 2, 2);
};
// Custom easing function that preserves initial velocity $v_0$
// The polynomial is $P(t) = (v_0 - 2)t^3 + (3 - 2v_0)t^2 + v_0 t$
const cubicEaseWithInitialVelocity = (t, v0) => {
return (v0 - 2) * t * t * t + (3 - 2 * v0) * t * t + v0 * t;
};
// Derivative of the custom easing function
const cubicEaseWithInitialVelocityDerivative = (t, v0) => {
return 3 * (v0 - 2) * t * t + 2 * (3 - 2 * v0) * t + v0;
};
const sampleProgrammaticAngle = (anim, time) => { const sampleProgrammaticAngle = (anim, time) => {
const p = Math.min((time - anim.startTime) / anim.duration, 1); const p = Math.min((time - anim.startTime) / anim.duration, 1);
@@ -887,32 +594,6 @@ const animateProgrammaticMove = (base, modifier, displayBase) => {
requestAnimationFrame(stepProgrammaticAnimation); requestAnimationFrame(stepProgrammaticAnimation);
}; };
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 isAddModalOpen = ref(false); const isAddModalOpen = ref(false);
const addMovesText = ref(""); const addMovesText = ref("");
@@ -1217,7 +898,7 @@ onUnmounted(() => {
</button> </button>
<button <button
class="btn-neon move-btn moves-modal-button" class="btn-neon move-btn moves-modal-button"
@click="handleAddMoves(addMovesText)" @click="handleAddMoves(addMovesText); closeAddModal()"
> >
add moves add moves
</button> </button>

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@@ -0,0 +1,58 @@
// 3D geometry helpers for cube face/axis operations and screen projection
export const getFaceNormal = (face, FACES) => {
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 };
};
// Which axes can this face physically rotate along?
export const getAllowedAxes = (face, FACES) => {
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 [];
};
export 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 × b
export 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 using a viewMatrix (column-major 4x4).
// Input v is in Right-Handed Math Coordinates (Y up).
// viewMatrix operates in CSS Coordinates (Y down).
// Applies T⁻¹ * M * T to maintain correct projection chirality.
export const project = (v, viewMatrix) => {
const m = viewMatrix;
const cssY = -v.y;
const x = v.x * m[0] + cssY * m[4] + v.z * m[8];
const projY = v.x * m[1] + cssY * m[5] + v.z * m[9];
const mathY = -projY;
return { x, y: mathY };
};

23
src/utils/easing.js Normal file
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@@ -0,0 +1,23 @@
// Animation easing functions and their derivatives
export const easeInOutCubic = (t) => {
if (t < 0.5) return 4 * t * t * t;
return 1 - Math.pow(-2 * t + 2, 3) / 2;
};
// Derivative of standard easeInOutCubic for instantaneous velocity calculations
export const easeInOutCubicDerivative = (t) => {
if (t < 0.5) return 12 * t * t;
return 3 * Math.pow(-2 * t + 2, 2);
};
// Custom easing function that preserves initial velocity v₀
// The polynomial is P(t) = (v₀ - 2)t³ + (3 - 2v₀)t² + v₀t
export const cubicEaseWithInitialVelocity = (t, v0) => {
return (v0 - 2) * t * t * t + (3 - 2 * v0) * t * t + v0 * t;
};
// Derivative of the custom easing function
export const cubicEaseWithInitialVelocityDerivative = (t, v0) => {
return 3 * (v0 - 2) * t * t + 2 * (3 - 2 * v0) * t + v0;
};

133
src/utils/matrix.js Normal file
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@@ -0,0 +1,133 @@
// 4x4 matrix operations for 3D transformations (column-major, CSS/WebGL convention)
export const identityMatrix = () => [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
export const rotateXMatrix = (deg) => {
const rad = (deg * Math.PI) / 180;
const c = Math.cos(rad);
const s = Math.sin(rad);
return [
1, 0, 0, 0,
0, c, s, 0,
0, -s, c, 0,
0, 0, 0, 1
];
};
export const rotateYMatrix = (deg) => {
const rad = (deg * Math.PI) / 180;
const c = Math.cos(rad);
const s = Math.sin(rad);
return [
c, 0, -s, 0,
0, 1, 0, 0,
s, 0, c, 0,
0, 0, 0, 1
];
};
export const rotateZMatrix = (deg) => {
const rad = (deg * Math.PI) / 180;
const c = Math.cos(rad);
const s = Math.sin(rad);
return [
c, s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
};
export const multiplyMatrices = (a, b) => {
const result = new Array(16).fill(0);
for (let r = 0; r < 4; r++) {
for (let c = 0; c < 4; c++) {
for (let k = 0; k < 4; k++) {
result[c * 4 + r] += a[k * 4 + r] * b[c * 4 + k];
}
}
}
return result;
};
// --- Quaternion helpers for distortion-free rotation interpolation (SLERP) ---
export const matToQuat = (m) => {
const trace = m[0] + m[5] + m[10];
let w, x, y, z;
if (trace > 0) {
const s = 0.5 / Math.sqrt(trace + 1);
w = 0.25 / s;
x = (m[6] - m[9]) * s;
y = (m[8] - m[2]) * s;
z = (m[1] - m[4]) * s;
} else if (m[0] > m[5] && m[0] > m[10]) {
const s = 2 * Math.sqrt(1 + m[0] - m[5] - m[10]);
w = (m[6] - m[9]) / s;
x = 0.25 * s;
y = (m[4] + m[1]) / s;
z = (m[8] + m[2]) / s;
} else if (m[5] > m[10]) {
const s = 2 * Math.sqrt(1 + m[5] - m[0] - m[10]);
w = (m[8] - m[2]) / s;
x = (m[4] + m[1]) / s;
y = 0.25 * s;
z = (m[6] + m[9]) / s;
} else {
const s = 2 * Math.sqrt(1 + m[10] - m[0] - m[5]);
w = (m[1] - m[4]) / s;
x = (m[8] + m[2]) / s;
y = (m[6] + m[9]) / s;
z = 0.25 * s;
}
return { w, x, y, z };
};
export const slerp = (q1, q2, t) => {
let dot = q1.w * q2.w + q1.x * q2.x + q1.y * q2.y + q1.z * q2.z;
let q2n = q2;
if (dot < 0) {
q2n = { w: -q2.w, x: -q2.x, y: -q2.y, z: -q2.z };
dot = -dot;
}
if (dot > 0.9995) {
const len = Math.sqrt(
(q1.w + t * (q2n.w - q1.w)) ** 2 + (q1.x + t * (q2n.x - q1.x)) ** 2 +
(q1.y + t * (q2n.y - q1.y)) ** 2 + (q1.z + t * (q2n.z - q1.z)) ** 2
);
return {
w: (q1.w + t * (q2n.w - q1.w)) / len,
x: (q1.x + t * (q2n.x - q1.x)) / len,
y: (q1.y + t * (q2n.y - q1.y)) / len,
z: (q1.z + t * (q2n.z - q1.z)) / len,
};
}
const theta = Math.acos(dot);
const sinTheta = Math.sin(theta);
const a = Math.sin((1 - t) * theta) / sinTheta;
const b = Math.sin(t * theta) / sinTheta;
return {
w: a * q1.w + b * q2n.w,
x: a * q1.x + b * q2n.x,
y: a * q1.y + b * q2n.y,
z: a * q1.z + b * q2n.z,
};
};
export const quatToMat = (q) => {
const { w, x, y, z } = q;
const xx = x * x, yy = y * y, zz = z * z;
const xy = x * y, xz = x * z, yz = y * z;
const wx = w * x, wy = w * y, wz = w * z;
return [
1 - 2 * (yy + zz), 2 * (xy + wz), 2 * (xz - wy), 0,
2 * (xy - wz), 1 - 2 * (xx + zz), 2 * (yz + wx), 0,
2 * (xz + wy), 2 * (yz - wx), 1 - 2 * (xx + yy), 0,
0, 0, 0, 1,
];
};

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src/utils/moveMapping.js Normal file
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// Move notation mapping between UI labels, internal logic axes, and solver output.
// The UI coordinate system is rotated 90° around Y from internal coordinates.
// UI button key → internal base + modifier
export 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" },
};
// Internal face name → UI face name
export const INTERNAL_TO_UI = {
'F': 'R', 'B': 'L', 'R': 'B', 'L': 'F',
'U': 'U', 'D': 'D',
'M': 'M', 'E': 'E', 'S': 'S',
};
// Internal base → axis and layer index
export const getAxisIndexForBase = (base) => {
if (base === "U") return { axis: "y", index: 1 };
if (base === "D") return { axis: "y", index: -1 };
if (base === "L") return { axis: "x", index: -1 };
if (base === "R") return { axis: "x", index: 1 };
if (base === "F") return { axis: "z", index: 1 };
if (base === "B") return { axis: "z", index: -1 };
return { axis: "y", index: 0 };
};
// Mathematical positive rotation direction (Right-Hand Rule)
export const getMathDirectionForBase = (base) => {
if (['R', 'U', 'F', 'S'].includes(base)) return -1;
if (['L', 'D', 'B', 'M', 'E'].includes(base)) return 1;
return 1;
};
// Convert axis/index/direction to a standard Rubik's notation label (UI-facing)
export const getDragMoveLabel = (axis, index, direction, count) => {
const OUTER_MAP = {
'y_1': { base: 'U', dir: -1 },
'y_-1': { base: 'D', dir: 1 },
'x_1': { base: 'R', dir: -1 },
'x_-1': { base: 'L', dir: 1 },
'z_1': { base: 'F', dir: -1 },
'z_-1': { base: 'B', dir: 1 },
};
const SLICE_MAP = {
'x_0': { base: 'M', dir: 1 },
'y_0': { base: 'E', dir: 1 },
'z_0': { base: 'S', dir: -1 },
};
const key = `${axis}_${index}`;
const mapping = OUTER_MAP[key] || SLICE_MAP[key];
if (!mapping) return null;
const effective = direction * mapping.dir;
const stepsMod = ((count % 4) + 4) % 4;
if (stepsMod === 0) return null;
let modifier = '';
if (stepsMod === 2) {
modifier = '2';
} else if ((effective > 0 && stepsMod === 1) || (effective < 0 && stepsMod === 3)) {
modifier = '';
} else {
modifier = "'";
}
const uiBase = INTERNAL_TO_UI[mapping.base] || mapping.base;
return uiBase + modifier;
};
// Coerce rotation step count to match a desired sign direction
export const coerceStepsToSign = (steps, sign) => {
if (steps === 0) return 0;
const mod = ((steps % 4) + 4) % 4;
if (sign < 0) {
if (mod === 1) return -3;
if (mod === 2) return -2;
return -1;
}
if (mod === 1) return 1;
if (mod === 2) return 2;
return 3;
};
// Format a move label from a display base and step count
export const formatMoveLabel = (displayBase, steps) => {
const stepsMod = ((steps % 4) + 4) % 4;
if (stepsMod === 0) return displayBase;
let modifier = "";
if (stepsMod === 1) modifier = "'";
else if (stepsMod === 2) modifier = "2";
else if (stepsMod === 3) modifier = "";
return displayBase + (modifier === "'" ? "'" : modifier === "2" ? "2" : "");
};