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@@ -1,11 +1,10 @@
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<script setup>
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import { ref, computed, onMounted, onUnmounted } from 'vue'
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import { ref, computed, onMounted, onUnmounted, watch } from 'vue'
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import { useCube } from '../../composables/useCube'
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import { useSettings } from '../../composables/useSettings'
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import Line3D from '../common/Line3D.vue'
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const { cubies, initCube, rotateLayer, turn, FACES } = useCube()
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const { showProjections, isCubeTranslucent } = useSettings()
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const { isCubeTranslucent } = useSettings()
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// --- Visual State ---
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const rx = ref(-25) // Initial View Rotation X
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@@ -29,6 +28,7 @@ const selectedFace = ref(null) // 'front', 'up', etc.
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const activeLayer = ref(null) // { axis, index, tangent, direction }
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const currentLayerRotation = ref(0) // Visual rotation in degrees
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const isAnimating = ref(false)
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const pendingLogicalUpdate = ref(false)
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// --- Constants & Helpers ---
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@@ -74,113 +74,20 @@ const project = (v) => {
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const radY = ry.value * Math.PI / 180
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const radZ = rz.value * Math.PI / 180
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// 1. Rotate Z
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let x1 = v.x * Math.cos(radZ) - v.y * Math.sin(radZ)
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let y1 = v.x * Math.sin(radZ) + v.y * Math.cos(radZ)
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let z1 = v.z
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// 2. Rotate Y
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let x2 = x1 * Math.cos(radY) + z1 * Math.sin(radY)
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let y2 = y1
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let z2 = -x1 * Math.sin(radY) + z1 * Math.cos(radY)
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// 3. Rotate X
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let x3 = x2
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let y3 = y2 * Math.cos(radX) - z2 * Math.sin(radX)
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// let z3 = ... (depth not needed for projection vector direction)
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return { x: x3, y: y3 }
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}
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const projectedCubies = computed(() => {
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// Filter cubies for each face based on logical coordinates
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// x: -1 (Left), 1 (Right)
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// y: -1 (Down/Bottom), 1 (Up/Top)
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// z: -1 (Back), 1 (Front)
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const left = cubies.value.filter(c => Math.round(c.x) === -1)
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const back = cubies.value.filter(c => Math.round(c.z) === -1)
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const down = cubies.value.filter(c => Math.round(c.y) === -1)
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return { left, back, down }
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})
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const projectionTransforms = {
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left: { tx: -350, ty: 0, tz: 0, ry: -90 },
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back: { tx: 0, ty: -200, tz: -350, ry: 0 },
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down: { tx: 0, ty: 350, tz: 0, rx: 90 }
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}
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const projectionLines = computed(() => {
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const lines = []
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// Helper to transform point
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const transformPoint = (p, transform) => {
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let x = p.x, y = p.y, z = p.z
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// Rotate
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if (transform.ry) {
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const rad = transform.ry * Math.PI / 180
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const x0 = x, z0 = z
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x = x0 * Math.cos(rad) + z0 * Math.sin(rad)
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z = -x0 * Math.sin(rad) + z0 * Math.cos(rad)
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}
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if (transform.rx) {
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const rad = transform.rx * Math.PI / 180
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const y0 = y, z0 = z
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y = y0 * Math.cos(rad) - z0 * Math.sin(rad)
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z = y0 * Math.sin(rad) + z0 * Math.cos(rad)
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}
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// Translate
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x += transform.tx || 0
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y += transform.ty || 0
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z += transform.tz || 0
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return { x, y, z }
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}
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const S = 150 // Half size
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// 1. Left Projection
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{
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const t = projectionTransforms.left
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// Start: Left Face corners (x = -S)
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const start = [
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{ x: -S, y: -S, z: -S }, { x: -S, y: -S, z: S },
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{ x: -S, y: S, z: -S }, { x: -S, y: S, z: S }
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]
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const end = start.map(p => transformPoint(p, t))
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start.forEach((p, i) => lines.push({ start: p, end: end[i] }))
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}
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// 2. Back Projection
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{
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const t = projectionTransforms.back
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// Start: Back Face corners (z = -S)
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const start = [
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{ x: -S, y: -S, z: -S }, { x: S, y: -S, z: -S },
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{ x: -S, y: S, z: -S }, { x: S, y: S, z: -S }
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]
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const end = start.map(p => transformPoint(p, t))
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start.forEach((p, i) => lines.push({ start: p, end: end[i] }))
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}
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// 3. Down Projection (Down Face)
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{
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const t = projectionTransforms.down
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// Start: Down Face corners (y = -S)
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const start = [
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{ x: -S, y: -S, z: -S }, { x: S, y: -S, z: -S },
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{ x: -S, y: -S, z: S }, { x: S, y: -S, z: S }
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]
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const end = start.map(p => transformPoint(p, t))
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start.forEach((p, i) => lines.push({ start: p, end: end[i] }))
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}
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return lines
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})
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// --- Interaction Logic ---
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const onMouseDown = (e) => {
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@@ -344,24 +251,17 @@ const snapRotation = () => {
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requestAnimationFrame(animate)
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}
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const finishMove = (steps) => {
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const finishMove = (steps, directionOverride = null) => {
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if (steps !== 0 && activeLayer.value) {
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const { axis, index } = activeLayer.value
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// Logic Call
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const count = Math.abs(steps)
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const direction = steps > 0 ? 1 : -1
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const direction = directionOverride !== null ? directionOverride : (steps > 0 ? 1 : -1)
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pendingLogicalUpdate.value = true
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for (let i = 0; i < count; i++) {
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rotateLayer(axis, index, direction)
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}
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}
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// Reset
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activeLayer.value = null
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currentLayerRotation.value = 0
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isAnimating.value = false
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selectedCubie.value = null
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selectedFace.value = null
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}
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const getCubieStyle = (c) => {
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@@ -405,47 +305,93 @@ const getCubieStyle = (c) => {
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return { transform }
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}
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const getProjectionStyle = (c, face) => {
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let col = 0
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let row = 0
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const getProjectionStyle = () => ({})
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if (face === FACES.LEFT) {
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col = 1 - c.z
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row = 1 - c.y
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} else if (face === FACES.BACK) {
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col = 1 - c.x
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row = 1 - c.y
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} else if (face === FACES.DOWN) {
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col = c.x + 1
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row = 1 - c.z
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const animateProgrammaticMove = (base, modifier) => {
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if (isAnimating.value || activeLayer.value) return
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// Map base move to axis/index (same warstwa jak przy dragowaniu)
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let axis = 'y'
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let index = 1
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if (base === 'U') {
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axis = 'y'; index = 1
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} else if (base === 'D') {
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axis = 'y'; index = -1
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} else if (base === 'L') {
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axis = 'x'; index = -1
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} else if (base === 'R') {
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axis = 'x'; index = 1
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} else if (base === 'F') {
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axis = 'z'; index = 1
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} else if (base === 'B') {
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axis = 'z'; index = -1
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}
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const x = (col - 1) * SCALE
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const y = (row - 1) * SCALE
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// Kierunek zgodny z RubiksJSModel.rotateLayer:
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// dir === 1 -> ruch z apostrofem, dir === -1 -> ruch podstawowy (bez apostrofu)
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const count = modifier === '2' ? 2 : 1
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const direction = modifier === "'" ? 1 : -1
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return { transform: `translate3d(${x}px, ${y}px, 0px)` }
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activeLayer.value = {
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axis,
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index,
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tangent: { x: 1, y: 0 }
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}
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currentLayerRotation.value = 0
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isAnimating.value = true
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const logicalSteps = direction * count
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let visualSteps = logicalSteps
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if (axis === 'z') visualSteps = -visualSteps
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if (base === 'U') visualSteps = -visualSteps
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const target = visualSteps * 90
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const start = 0
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const startTime = performance.now()
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const duration = 200 * count
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const animate = (time) => {
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const p = Math.min((time - startTime) / duration, 1)
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const ease = 1 - Math.pow(1 - p, 3)
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currentLayerRotation.value = start + (target - start) * ease
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if (p < 1) {
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requestAnimationFrame(animate)
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} else {
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pendingLogicalUpdate.value = true
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for (let i = 0; i < count; i += 1) {
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rotateLayer(axis, index, direction)
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}
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}
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}
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requestAnimationFrame(animate)
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}
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const applyMove = (move) => {
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let base = move
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let isPrime = false
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let turns = 1
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let modifier = ''
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if (move.endsWith('2')) {
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turns = 2
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modifier = '2'
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base = move[0]
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} else if (move.endsWith('-prime')) {
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isPrime = true
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modifier = "'"
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base = move[0]
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}
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const notation = isPrime ? `${base}'` : base
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for (let i = 0; i < turns; i += 1) {
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turn(notation)
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}
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animateProgrammaticMove(base, modifier)
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}
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watch(cubies, () => {
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if (!pendingLogicalUpdate.value) return
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pendingLogicalUpdate.value = false
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activeLayer.value = null
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currentLayerRotation.value = 0
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isAnimating.value = false
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selectedCubie.value = null
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selectedFace.value = null
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})
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onMounted(() => {
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initCube()
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window.addEventListener('mousemove', onMouseMove)
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@@ -479,42 +425,6 @@ onUnmounted(() => {
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</div>
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</div>
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<!-- Projections of Hidden Faces -->
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<div v-if="showProjections" class="projections">
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<!-- Guide Lines -->
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<Line3D v-for="(line, i) in projectionLines" :key="'line-'+i"
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:start="line.start" :end="line.end"
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:color="'var(--text-strong)'"
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:thickness="1" />
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<!-- Left Face Projection -->
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<div class="projection-group left-projection">
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<div v-for="c in projectedCubies.left" :key="c.id"
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class="cubie-placeholder"
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:style="getProjectionStyle(c, FACES.LEFT)">
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<div class="sticker" :class="c.faces.left"></div>
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</div>
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</div>
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<!-- Back Face Projection -->
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<div class="projection-group back-projection">
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<div v-for="c in projectedCubies.back" :key="c.id"
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class="cubie-placeholder"
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:style="getProjectionStyle(c, FACES.BACK)">
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<div class="sticker" :class="c.faces.back"></div>
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</div>
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</div>
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<!-- Down Face Projection (Exploded View) -->
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<div class="projection-group down-projection">
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<div v-for="c in projectedCubies.down" :key="c.id"
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class="cubie-placeholder"
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:style="getProjectionStyle(c, FACES.DOWN)">
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<div class="sticker" :class="c.faces.down"></div>
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</div>
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</div>
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</div>
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</div>
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<div class="controls">
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