13 Commits

Author SHA1 Message Date
a39ebd606f Update src/components/Footer.vue
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2026-02-26 22:28:18 +00:00
53fb65091c Update src/components/Footer.vue
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2026-02-26 22:27:18 +00:00
04c6934ad8 0.6.1
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2026-02-24 18:05:35 +00:00
97157ddb7a feat: 3-state projection toggle, English UI titles, fix simple mode 2026-02-24 18:05:32 +00:00
4be710a69f 0.6.0
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2026-02-24 17:20:20 +00:00
3bd919a1cf feat: refactor utils, add tokenReducer, rear face projections with toggle 2026-02-24 17:20:17 +00:00
d82eef86f9 0.5.5
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2026-02-24 16:42:22 +00:00
54abcf3414 feat: add tokenReducer, vitest tests, fix merge label convention 2026-02-24 16:42:19 +00:00
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
b71594d0ab 0.5.3
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2026-02-24 13:13:31 +00:00
94e1cb7ed3 feat: camera reset button with SLERP, fix drag labels and solver mapping 2026-02-24 13:13:28 +00:00
fd090c6960 0.5.2 2026-02-24 12:46:24 +00:00
20 changed files with 1249 additions and 682 deletions

413
package-lock.json generated
View File

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},
"@types/node": {
"optional": true
},
"@vitest/browser-playwright": {
"optional": true
},
"@vitest/browser-preview": {
"optional": true
},
"@vitest/browser-webdriverio": {
"optional": true
},
"@vitest/ui": {
"optional": true
},
"happy-dom": {
"optional": true
},
"jsdom": {
"optional": true
}
}
},
"node_modules/vue": {
"version": "3.5.13",
"resolved": "https://registry.npmjs.org/vue/-/vue-3.5.13.tgz",
@@ -5532,6 +5908,23 @@
"optional": true
}
}
},
"node_modules/why-is-node-running": {
"version": "2.3.0",
"resolved": "https://registry.npmjs.org/why-is-node-running/-/why-is-node-running-2.3.0.tgz",
"integrity": "sha512-hUrmaWBdVDcxvYqnyh09zunKzROWjbZTiNy8dBEjkS7ehEDQibXJ7XvlmtbwuTclUiIyN+CyXQD4Vmko8fNm8w==",
"dev": true,
"license": "MIT",
"dependencies": {
"siginfo": "^2.0.0",
"stackback": "0.0.2"
},
"bin": {
"why-is-node-running": "cli.js"
},
"engines": {
"node": ">=8"
}
}
}
}

View File

@@ -1,12 +1,13 @@
{
"name": "rubic-cube",
"private": true,
"version": "0.5.1",
"version": "0.6.1",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview"
"preview": "vite preview",
"test": "vitest run"
},
"dependencies": {
"cubejs": "^1.3.2",
@@ -16,6 +17,7 @@
},
"devDependencies": {
"@vitejs/plugin-vue": "^5.2.1",
"vite": "^6.2.0"
"vite": "^6.2.0",
"vitest": "^4.0.18"
}
}

View File

@@ -6,7 +6,7 @@ const version = __APP_VERSION__;
<template>
<footer class="app-footer glass-panel">
<div class="footer-content">
<p>&copy; {{ currentYear }} Rubic Cube. Wersja {{ version }}</p>
<p>&copy; {{ currentYear }} Rubic Cube. v{{ version }}</p>
</div>
</footer>
</template>

View File

@@ -1,9 +1,9 @@
<script setup>
import { Sun, Moon, Grid2x2 } from "lucide-vue-next";
import { ref, onMounted } from "vue";
import { Sun, Moon, Grid2x2, Layers, Layers2, LayersPlus } from "lucide-vue-next";
import { ref, onMounted, computed } from "vue";
import { useSettings } from "../composables/useSettings";
const { isCubeTranslucent, toggleCubeTranslucent } = useSettings();
const { isCubeTranslucent, toggleCubeTranslucent, projectionMode, cycleProjectionMode } = useSettings();
const isDark = ref(true);
const setTheme = (dark) => {
@@ -17,6 +17,12 @@ const toggleTheme = () => {
setTheme(!isDark.value);
};
const projectionTitle = computed(() => {
if (projectionMode.value === 0) return 'Show rear face projections';
if (projectionMode.value === 1) return 'Enable animated projections';
return 'Disable projections';
});
onMounted(() => {
const savedTheme = localStorage.getItem("theme");
if (savedTheme) {
@@ -40,19 +46,31 @@ onMounted(() => {
@click="toggleCubeTranslucent"
:title="
isCubeTranslucent
? 'Wyłącz przezroczystość kostki'
: 'Włącz przezroczystość kostki'
? 'Disable cube transparency'
: 'Enable cube transparency'
"
:class="{ active: isCubeTranslucent }"
>
<Grid2x2 :size="20" />
</button>
<!-- Face Projections Toggle (3-state) -->
<button
class="btn-neon nav-btn icon-only"
@click="cycleProjectionMode"
:title="projectionTitle"
:class="{ active: projectionMode > 0 }"
>
<Layers2 v-if="projectionMode === 0" :size="20" />
<Layers v-else-if="projectionMode === 1" :size="20" />
<LayersPlus v-else :size="20" />
</button>
<!-- Theme Toggle -->
<button
class="btn-neon nav-btn icon-only"
@click="toggleTheme"
:title="isDark ? 'Przełącz na jasny' : 'Przełącz na ciemny'"
:title="isDark ? 'Switch to light mode' : 'Switch to dark mode'"
>
<Sun v-if="isDark" :size="20" />
<Moon v-else :size="20" />

View File

@@ -1,6 +1,12 @@
<script setup>
import { ref, onMounted, onUnmounted } from "vue";
const emit = defineEmits(["move", "scramble", "solve"]);
import { Locate, LocateFixed } from "lucide-vue-next";
const props = defineProps({
isViewDefault: { type: Boolean, default: true },
});
const emit = defineEmits(["move", "scramble", "solve", "reset-camera"]);
const showSolveDropdown = ref(false);
@@ -109,6 +115,18 @@ onUnmounted(() => {
Scramble
</button>
</div>
<div class="bottom-right-controls">
<button
class="btn-neon move-btn camera-reset-btn"
:class="{ 'is-default': props.isViewDefault }"
:disabled="props.isViewDefault"
@click="emit('reset-camera')"
>
<LocateFixed v-if="props.isViewDefault" :size="18" />
<Locate v-else :size="18" />
</button>
</div>
</div>
</template>
@@ -201,4 +219,35 @@ onUnmounted(() => {
.dropdown-item:focus {
outline: none;
}
.bottom-right-controls {
position: absolute;
bottom: 72px;
right: 24px;
z-index: 50;
display: flex;
flex-direction: column;
gap: 12px;
align-items: flex-end;
}
.camera-reset-btn {
min-width: 40px;
height: 40px;
padding: 0;
display: flex;
align-items: center;
justify-content: center;
transition: opacity 0.3s, transform 0.2s;
}
.camera-reset-btn.is-default {
opacity: 0.3;
cursor: default;
pointer-events: none;
}
.camera-reset-btn:not(.is-default):hover {
transform: scale(1.1);
}
</style>

View File

@@ -0,0 +1,192 @@
<script setup>
import { computed } from "vue";
import { REAR_FACE_DISTANCE } from "../../config/settings.js";
const props = defineProps({
cubies: { type: Array, required: true },
viewMatrix: { type: Array, required: true },
FACES: { type: Object, required: true },
SCALE: { type: Number, default: 100 },
activeLayer: { type: Object, default: null },
currentLayerRotation: { type: Number, default: 0 },
animateLayers: { type: Boolean, default: false },
});
// Face definitions with logical normals and grid axes
const FACE_DEFS = computed(() => {
const F = props.FACES;
return [
{ face: F.FRONT, normal: [0, 0, 1], gridU: [1, 0, 0], gridV: [0, 1, 0], faceKey: 'front' },
{ face: F.BACK, normal: [0, 0, -1], gridU: [-1, 0, 0], gridV: [0, 1, 0], faceKey: 'back' },
{ face: F.RIGHT, normal: [1, 0, 0], gridU: [0, 0, -1], gridV: [0, 1, 0], faceKey: 'right' },
{ face: F.LEFT, normal: [-1, 0, 0], gridU: [0, 0, 1], gridV: [0, 1, 0], faceKey: 'left' },
{ face: F.UP, normal: [0, 1, 0], gridU: [1, 0, 0], gridV: [0, 0, -1], faceKey: 'up' },
{ face: F.DOWN, normal: [0, -1, 0], gridU: [1, 0, 0], gridV: [0, 0, 1], faceKey: 'down' },
];
});
// Which faces are hidden (for static cells)
const hiddenFaceKeys = computed(() => {
const m = props.viewMatrix;
const keys = new Set();
for (const fd of FACE_DEFS.value) {
const [nx, ny, nz] = fd.normal;
const tz = nx * m[2] + (-ny) * m[6] + nz * m[10];
if (tz < 0) keys.add(fd.faceKey);
}
return keys;
});
// Orientation: cells face INWARD (toward cube center)
// Combined with backface-visibility: hidden, this means:
// - hidden face cells: front faces camera → visible
// - visible face cells: front faces away → invisible
// - rotating cells crossing the plane: naturally swap visibility
const inwardRotation = (nx, ny, nz) => {
if (nx === 1) return 'rotateY(-90deg)';
if (nx === -1) return 'rotateY(90deg)';
if (ny === 1) return 'rotateX(-90deg)';
if (ny === -1) return 'rotateX(90deg)';
if (nz === -1) return ''; // front faces +Z (toward camera)
return 'rotateY(180deg)'; // nz === 1: flip to face -Z (toward center)
};
// Build cells for one face
const buildFaceCells = (fd, S, dist, al, rot, isRotatingOnly) => {
const [nx, ny, nz] = fd.normal;
const [gu, gv] = [fd.gridU, fd.gridV];
const orient = inwardRotation(nx, ny, nz);
const d = S * 1.5 + dist;
const cells = [];
const faceCubies = props.cubies.filter((c) => {
if (nx !== 0) return c.x === nx;
if (ny !== 0) return c.y === ny;
if (nz !== 0) return c.z === nz;
return false;
});
for (let v = 1; v >= -1; v--) {
for (let u = -1; u <= 1; u++) {
const cx = nx * Math.max(Math.abs(nx), 0) || u * gu[0] + v * gv[0];
const cy = ny * Math.max(Math.abs(ny), 0) || u * gu[1] + v * gv[1];
const cz = nz * Math.max(Math.abs(nz), 0) || u * gu[2] + v * gv[2];
const inLayer = al && (
(al.axis === 'x' && cx === al.index) ||
(al.axis === 'y' && cy === al.index) ||
(al.axis === 'z' && cz === al.index)
);
// Skip: if isRotatingOnly, only include rotating cells
// If not isRotatingOnly (hidden face), include non-rotating cells
if (isRotatingOnly && !inLayer) continue;
if (!isRotatingOnly && inLayer && props.animateLayers) continue;
const cubie = faceCubies.find(
(c) => c.x === cx && c.y === cy && c.z === cz
);
const color = cubie ? cubie.faces[fd.faceKey] || 'black' : 'black';
// 3D position
const posX = nx * d + u * gu[0] * S + v * gv[0] * S;
const posY = ny * d + u * gu[1] * S + v * gv[1] * S;
const posZ = nz * d + u * gu[2] * S + v * gv[2] * S;
let transform = `translate3d(${posX}px, ${-posY}px, ${posZ}px) ${orient}`;
// Rotating cells: prepend rotation around scene center (only in advanced mode)
if (props.animateLayers && inLayer && rot !== 0) {
let rotPre = '';
if (al.axis === 'x') rotPre = `rotateX(${-rot}deg)`;
else if (al.axis === 'y') rotPre = `rotateY(${rot}deg)`;
else if (al.axis === 'z') rotPre = `rotateZ(${-rot}deg)`;
transform = `${rotPre} ${transform}`;
}
cells.push({
key: `${fd.faceKey}-${u}-${v}`,
color,
transform,
});
}
}
return cells;
};
// All cells to render
const allCells = computed(() => {
const S = props.SCALE;
const dist = REAR_FACE_DISTANCE * S * 3;
const al = props.activeLayer;
const rot = props.currentLayerRotation;
const cells = [];
for (const fd of FACE_DEFS.value) {
const isHidden = hiddenFaceKeys.value.has(fd.faceKey);
if (isHidden) {
// Hidden face: render non-rotating cells (static projections)
cells.push(...buildFaceCells(fd, S, dist, al, rot, false));
}
// ALL faces: render rotating-layer cells (they swap via backface-visibility)
if (props.animateLayers && al && rot !== 0) {
cells.push(...buildFaceCells(fd, S, dist, al, rot, true));
}
}
return cells;
});
</script>
<template>
<div class="face-projections-root">
<div
v-for="cell in allCells"
:key="cell.key"
class="proj-cell"
:class="cell.color"
:style="{ transform: cell.transform }"
></div>
</div>
</template>
<style scoped>
.face-projections-root {
position: absolute;
transform-style: preserve-3d;
}
.proj-cell {
position: absolute;
width: 100px;
height: 100px;
margin-left: -50px;
margin-top: -50px;
box-sizing: border-box;
background: #000;
border: 1px solid #000;
backface-visibility: hidden;
}
.proj-cell::after {
content: "";
position: absolute;
top: 4px;
left: 4px;
right: 4px;
bottom: 4px;
border-radius: 8px;
box-shadow: inset 0 0 5px rgba(0, 0, 0, 0.3);
}
/* Colors - use global design system variables */
.proj-cell.white::after { background: var(--sticker-white); }
.proj-cell.yellow::after { background: var(--sticker-yellow); }
.proj-cell.green::after { background: var(--sticker-green); }
.proj-cell.blue::after { background: var(--sticker-blue); }
.proj-cell.orange::after { background: var(--sticker-orange); }
.proj-cell.red::after { background: var(--sticker-red); }
.proj-cell.black::after { display: none; }
</style>

View File

@@ -171,6 +171,8 @@ onUnmounted(() => {
align-items: center;
justify-content: center;
width: 16px;
min-width: 16px;
min-height: 24px;
padding: 4px 8px;
border-radius: 999px;
border: 1px solid rgba(255, 255, 255, 0.2);

View File

@@ -5,72 +5,61 @@ import { useSettings } from "../../composables/useSettings";
import { LAYER_ANIMATION_DURATION, MIDDLE_SLICES_ENABLED } from "../../config/settings";
import CubeMoveControls from "./CubeMoveControls.vue";
import MoveHistoryPanel from "./MoveHistoryPanel.vue";
import FaceProjections from "./FaceProjections.vue";
import { DeepCube } from "../../utils/DeepCube.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";
import { tokenReducer } from "../../utils/tokenReducer.js";
const { cubies, deepCubeState, initCube, rotateLayer, rotateSlice, turn, FACES, solve, solveResult, solveError, isSolverReady } = useCube();
const { isCubeTranslucent } = useSettings();
const { isCubeTranslucent, projectionMode } = 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 ---
// 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;
};
// Initial orientation: Tilt X, then Spin Y
const viewMatrix = ref(multiplyMatrices(rotateXMatrix(-25), rotateYMatrix(45)));
const DEFAULT_VIEW_MATRIX = multiplyMatrices(rotateXMatrix(-25), rotateYMatrix(45));
const isResettingCamera = ref(false);
const isViewDefault = computed(() => {
const m = viewMatrix.value;
const d = DEFAULT_VIEW_MATRIX;
for (let i = 0; i < 16; i++) {
if (Math.abs(m[i] - d[i]) > 0.001) return false;
}
return true;
});
const resetCamera = () => {
if (isViewDefault.value || isResettingCamera.value) return;
isResettingCamera.value = true;
const startQuat = matToQuat(viewMatrix.value);
const targetQuat = matToQuat(DEFAULT_VIEW_MATRIX);
const startTime = performance.now();
const duration = 500;
const animate = (time) => {
const p = Math.min((time - startTime) / duration, 1);
const t = easeInOutCubic(p);
const q = slerp(startQuat, targetQuat, t);
viewMatrix.value = quatToMat(q);
if (p < 1) {
requestAnimationFrame(animate);
} else {
viewMatrix.value = [...DEFAULT_VIEW_MATRIX];
isResettingCamera.value = false;
}
};
requestAnimationFrame(animate);
};
const SCALE = 100;
const GAP = 0;
const MIN_MOVES_COLUMN_GAP = 6;
@@ -109,79 +98,24 @@ const rotationDebugCurrent = computed(() => {
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 ---
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;
// During animations, only allow view rotation (camera drag), not layer manipulation
if (isAnimating.value) {
dragMode.value = "view";
selectedCubie.value = null;
return;
}
currentLayerRotation.value = 0;
const target = e.target.closest(".sticker");
@@ -312,7 +246,7 @@ const handleLayerDrag = (totalDx, totalDy, dx, dy) => {
};
const onMouseUp = () => {
if (isDragging.value && activeLayer.value) {
if (isDragging.value && dragMode.value === "layer" && activeLayer.value) {
snapRotation();
}
isDragging.value = false;
@@ -347,55 +281,7 @@ const snapRotation = () => {
const pendingCameraRotation = 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) => {
if (steps !== 0 && activeLayer.value) {
@@ -436,8 +322,22 @@ const finishMove = (steps, directionOverride = null) => {
const movesHistory = ref([]);
const displayMoves = computed(() => {
const list = movesHistory.value.slice();
// Reduce completed moves (consolidate consecutive same-face)
const done = movesHistory.value.filter((m) => m.status === 'done');
const inProgress = movesHistory.value.filter((m) => m.status === 'in_progress');
const doneLabels = done.map((m) => m.label);
const reduced = tokenReducer(doneLabels);
const list = reduced.tokens.map((label, idx) => ({
id: `r-${idx}`,
label,
status: 'done',
}));
// Append in-progress moves as-is
inProgress.forEach((m) => list.push(m));
// Append pending queue moves
moveQueue.value.forEach((q, idx) => {
const stepsMod = ((q.steps % 4) + 4) % 4;
if (stepsMod === 0) return;
@@ -461,46 +361,6 @@ const displayMoves = computed(() => {
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) => {
if (currentMoveId.value === null) return;
@@ -643,27 +503,6 @@ const processNextMove = () => {
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 p = Math.min((time - anim.startTime) / anim.duration, 1);
@@ -710,10 +549,8 @@ const stepProgrammaticAnimation = (time) => {
(m) => m.id === currentMoveId.value,
);
if (idx !== -1) {
movesHistory.value[idx] = {
...movesHistory.value[idx],
status: "done",
};
// 0 steps = full rotation, remove from history instead of marking done
movesHistory.value.splice(idx, 1);
}
currentMoveId.value = null;
}
@@ -771,32 +608,6 @@ const animateProgrammaticMove = (base, modifier, displayBase) => {
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 addMovesText = ref("");
@@ -877,8 +688,10 @@ const applyMove = (move) => {
currentAnim.v0 = Math.max(-3, Math.min(3, v0));
// Format the new label instantly
updateCurrentMoveLabel(displayBase, currentAnim.logicalSteps);
// Convert logicalSteps (math convention) to label steps (UI convention)
// For mathDir=-1 faces (R/U/F): display = logicalSteps (same sign)
// For mathDir=1 faces (D/L/B): display = -logicalSteps (inverted sign)
updateCurrentMoveLabel(displayBase, -mathDir * currentAnim.logicalSteps);
return;
}
@@ -906,7 +719,7 @@ const handleSolve = async (solverType) => {
if (isAnimating.value) return;
if (solverType === "kociemba" && !isSolverReady.value) {
showToast("wait for initialize solver", "info", {
showToast("wait for solver initialization", "info", {
style: {
background: "linear-gradient(to right, #b45309, #d97706)",
color: "#ffffff"
@@ -1066,12 +879,25 @@ onUnmounted(() => {
></div>
</div>
</div>
<FaceProjections
v-if="projectionMode > 0"
:cubies="cubies"
:view-matrix="viewMatrix"
:FACES="FACES"
:SCALE="SCALE"
:active-layer="activeLayer"
:current-layer-rotation="currentLayerRotation"
:animate-layers="projectionMode === 2"
/>
</div>
<CubeMoveControls
:is-view-default="isViewDefault"
@move="applyMove"
@scramble="scramble"
@solve="handleSolve"
@reset-camera="resetCamera"
/>
<MoveHistoryPanel
@@ -1081,6 +907,8 @@ onUnmounted(() => {
@add-moves="handleAddMoves"
@open-add-modal="openAddModal"
/>
<div
v-if="isAddModalOpen"
class="moves-modal-backdrop"
@@ -1097,7 +925,7 @@ onUnmounted(() => {
</button>
<button
class="btn-neon move-btn moves-modal-button"
@click="handleAddMoves(addMovesText)"
@click="handleAddMoves(addMovesText); closeAddModal()"
>
add moves
</button>
@@ -1330,22 +1158,22 @@ onUnmounted(() => {
/* Colors - apply to the pseudo-element */
.white::after {
background: #e0e0e0;
background: var(--sticker-white);
}
.yellow::after {
background: #ffd500;
background: var(--sticker-yellow);
}
.green::after {
background: #009e60;
background: var(--sticker-green);
}
.blue::after {
background: #0051ba;
background: var(--sticker-blue);
}
.orange::after {
background: #ff5800;
background: var(--sticker-orange);
}
.red::after {
background: #c41e3a;
background: var(--sticker-red);
}
/* Black internal faces - no sticker needed */

View File

@@ -8,7 +8,17 @@ try {
}
} catch (e) { }
// 0 = off, 1 = simple projections, 2 = advanced (animated layers)
let initialProjectionMode = 0;
try {
const stored = localStorage.getItem("projectionMode");
if (stored !== null) {
initialProjectionMode = Math.min(2, Math.max(0, parseInt(stored, 10) || 0));
}
} catch (e) { }
const isCubeTranslucent = ref(initialCubeTranslucent);
const projectionMode = ref(initialProjectionMode);
export function useSettings() {
const toggleCubeTranslucent = () => {
@@ -18,8 +28,17 @@ export function useSettings() {
} catch (e) { }
};
const cycleProjectionMode = () => {
projectionMode.value = (projectionMode.value + 1) % 3;
try {
localStorage.setItem("projectionMode", String(projectionMode.value));
} catch (e) { }
};
return {
isCubeTranslucent,
toggleCubeTranslucent,
projectionMode,
cycleProjectionMode,
};
}

View File

@@ -1,3 +1,8 @@
export const LAYER_ANIMATION_DURATION = 200;
export const MIDDLE_SLICES_ENABLED = false;
// Distance of rear face projections from cube center (in cube-size units)
// 1.0 = one cube width, 0.5 = half cube width
export const REAR_FACE_DISTANCE = 1.0;

View File

@@ -42,6 +42,14 @@
--button-active-shadow: 0 0 20px rgba(79, 172, 254, 0.4);
--cube-edge-color: #333333;
--title-gradient: linear-gradient(45deg, #00f2fe, #4facfe);
/* Cube sticker colors */
--sticker-white: #e0e0e0;
--sticker-yellow: #ffd500;
--sticker-green: #009e60;
--sticker-blue: #0051ba;
--sticker-orange: #ff5800;
--sticker-red: #c41e3a;
}
:root[data-theme="light"] {
@@ -81,6 +89,7 @@ a {
color: #646cff;
text-decoration: inherit;
}
a:hover {
color: #535bf2;
}
@@ -113,9 +122,11 @@ button {
cursor: pointer;
transition: border-color 0.25s;
}
button:hover {
border-color: #646cff;
}
button:focus,
button:focus-visible {
outline: 4px auto -webkit-focus-ring-color;
@@ -191,9 +202,11 @@ button.btn-neon.icon-only {
color: #213547;
background-color: #ffffff;
}
a:hover {
color: #747bff;
}
button {
background-color: #f9f9f9;
}

View File

@@ -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,
];
};

116
src/utils/moveMapping.js Normal file
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@@ -0,0 +1,116 @@
// 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 '';
let modifier = "";
if (stepsMod === 1) modifier = "'";
else if (stepsMod === 2) modifier = "2";
else if (stepsMod === 3) modifier = "";
return displayBase + (modifier === "'" ? "'" : modifier === "2" ? "2" : "");
};

36
src/utils/tokenReducer.js Normal file
View File

@@ -0,0 +1,36 @@
// Reduces consecutive same-face moves into their net rotation.
// Agnostic to move names — works with any single-letter move notation.
const EMPTY = 'E';
const MODS = [EMPTY, '', '2', "'"];
const reduceGroup = (group) => {
const sum = group.reduce((acc, curr) => acc + MODS.indexOf(curr.mod), 0);
const mod = MODS[sum % 4];
return mod === EMPTY ? '' : `${group[0].name}${mod}`;
};
export const parseToken = (token) => {
const match = token.match(/^(\w)(.?)$/);
if (!match) return null;
return { token, name: match[1], mod: match[2] };
};
export const tokenReducer = (tokens) => {
const parsed = tokens.map(parseToken).filter(Boolean);
const desc = [];
const res = [];
let lastPos = 0;
for (let i = 0; i <= parsed.length; i++) {
if (i === parsed.length || (i > lastPos && parsed[i].name !== parsed[lastPos].name)) {
const group = parsed.slice(lastPos, i);
const reduced = reduceGroup(group);
desc.push({ reduced, group });
if (reduced !== '') res.push(reduced);
lastPos = i;
}
}
return { desc, tokens: res };
};

View File

@@ -1,166 +0,0 @@
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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@@ -1,117 +0,0 @@
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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@@ -1,107 +0,0 @@
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");

70
test/tokenReducer.test.js Normal file
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@@ -0,0 +1,70 @@
import { describe, it, expect } from 'vitest';
import { tokenReducer, parseToken } from '../src/utils/tokenReducer.js';
describe('parseToken', () => {
it('parses simple move', () => {
expect(parseToken('D')).toEqual({ token: 'D', name: 'D', mod: '' });
});
it('parses prime move', () => {
expect(parseToken("U'")).toEqual({ token: "U'", name: 'U', mod: "'" });
});
it('parses double move', () => {
expect(parseToken('R2')).toEqual({ token: 'R2', name: 'R', mod: '2' });
});
});
describe('tokenReducer', () => {
it('user example: mixed faces', () => {
const result = tokenReducer(['D', 'U2', 'U2', 'B2', "B'", 'B2', "U'", 'U2']);
expect(result.tokens).toEqual(['D', "B'", 'U']);
});
it('cancellation: same move 4 times = identity', () => {
expect(tokenReducer(['R', 'R', 'R', 'R']).tokens).toEqual([]);
});
it('cancellation: move + inverse = identity', () => {
expect(tokenReducer(["F'", 'F']).tokens).toEqual([]);
});
it('cancellation: double move twice = identity', () => {
expect(tokenReducer(['D2', 'D2']).tokens).toEqual([]);
});
it('merge: move + move = double', () => {
expect(tokenReducer(['U', 'U']).tokens).toEqual(['U2']);
});
it('merge: double + move = prime', () => {
expect(tokenReducer(['R2', 'R']).tokens).toEqual(["R'"]);
});
it('D2 D2 D\' D cancels to empty', () => {
expect(tokenReducer(['D2', 'D2', "D'", 'D']).tokens).toEqual([]);
});
it('preserves non-adjacent different faces', () => {
expect(tokenReducer(['R', 'U', 'R']).tokens).toEqual(['R', 'U', 'R']);
});
it('reduces only consecutive same-face groups', () => {
expect(tokenReducer(['F', 'F', 'U', "U'"]).tokens).toEqual(['F2']);
});
it('handles single move unchanged', () => {
expect(tokenReducer(['B']).tokens).toEqual(['B']);
});
it('handles empty input', () => {
expect(tokenReducer([]).tokens).toEqual([]);
});
it('desc contains group info', () => {
const result = tokenReducer(['R', 'R']);
expect(result.desc).toHaveLength(1);
expect(result.desc[0].reduced).toBe('R2');
expect(result.desc[0].group).toHaveLength(2);
});
});