50 Commits

Author SHA1 Message Date
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
fccc43d0eb fix: resolve middle slice state sync and zero-step drag freeze
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2026-02-24 12:46:08 +00:00
8a20531fa0 feat: separate solver logic into dedicated web worker, improve toast notifications
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2026-02-24 09:56:16 +00:00
dc95b07188 fix: remove native devDependencies causing production build failures
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2026-02-24 00:10:00 +00:00
281614502e style: use default toastify css look for solver notifications
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2026-02-24 00:03:24 +00:00
4ab408b329 style: remove focus outline from solver dropdown buttons 2026-02-23 23:55:36 +00:00
c7d369c46a feat: integrate toastify-js and add solve guard with solved check
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2026-02-23 23:53:47 +00:00
349e74d7ef docs: overwrite README with project description and centered preview image
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2026-02-23 23:26:56 +00:00
6089e6f961 0.5.0
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2026-02-23 22:04:49 +00:00
e5befab473 fix(solver): replace exponential IDDFS recursion with instantaneous heuristic simulation macros 2026-02-23 22:04:41 +00:00
929761ac9e feat: reposition solver controls to a dropdown
Moved the Kociemba/Beginner solve options into a sleek dropdown menu positioned above the Scramble button on the left side of the screen. This ensures the solver controls no longer obstruct the programmatic move queue at the bottom.
2026-02-23 21:49:21 +00:00
f6b34449df 0.4.2
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2026-02-23 19:42:40 +00:00
21e3465be9 fix(ui): make programmatic moveQueue reactive to immediately reflect intercepted changes like FFF towards F' 2026-02-23 19:42:19 +00:00
ce4a183090 Disable copy/reset actions when move queue is empty 2026-02-23 17:28:33 +00:00
bc7ae67412 Refactor SmartCube controls and move history into separate components 2026-02-23 17:25:59 +00:00
a49ca8f98e 0.4.1
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2026-02-23 01:14:19 +00:00
afac47c634 chore: adjust panel background for modal 2026-02-23 01:14:10 +00:00
31015366be 0.4.0
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2026-02-23 01:09:36 +00:00
880d46be1c chore: tweak add-moves modal layout 2026-02-23 01:09:10 +00:00
8d5521e326 0.3.1
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2026-02-23 00:51:21 +00:00
b5e407f738 chore: refine moves queue layout gap 2026-02-23 00:51:06 +00:00
de736e1daf 0.3.0
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2026-02-23 00:24:09 +00:00
482da718f3 chore: cube queue UI and copy/reset actions 2026-02-23 00:23:54 +00:00
9cd3de40e8 chore: tweak light theme gradient 2026-02-22 22:10:25 +00:00
ef6a7fed4f chore: bump version to 0.2.0
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2026-02-22 21:58:02 +00:00
c60a37d0cc Adjust cube control button mappings 2026-02-22 21:52:18 +00:00
3261aea81d chore: remove projections toggle and bump to 0.1.0
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2026-02-22 21:11:42 +00:00
86c4a18851 fix: sync layer animation with worker updates 2026-02-22 21:07:08 +00:00
eb9e2f993d chore: adjust cube opacity
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2026-02-22 20:51:14 +00:00
4aea776207 feat: cube transparency toggle
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2026-02-22 20:48:29 +00:00
a75c148a5b chore: bump version to 0.0.29
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2026-02-22 20:31:54 +00:00
a9881bb5fa Bump version to 0.0.28
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2026-02-22 19:53:15 +00:00
0141cd404b Update config
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2026-02-22 19:49:32 +00:00
5c4eeeb3a9 Align docker compose with piggy-bank
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2026-02-22 19:40:06 +00:00
a7e97b0d9f Adjust docker compose networking
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2026-02-22 19:31:16 +00:00
c4b78ad7b7 Update CI and cube projections
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2026-02-22 19:23:25 +00:00
d536290e5d Adjust projections and CI config
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2026-02-22 19:19:03 +00:00
6eb60e1cb3 Align rubic-cube docker setup with nonograms
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2026-02-22 15:57:59 +00:00
a1574a149e Refactor: Remove unused components (Main, CubeCSS, etc.), utils (DeepCube, Matrix4), dependencies (matrix-js, utils), and untrack dist folder
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2026-02-22 04:46:32 +00:00
3857b926ff Fix: Remove node_modules from git tracking and update .gitignore
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2026-02-22 04:39:07 +00:00
15447c106a 0.0.27
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2026-02-22 04:36:04 +00:00
b5ddc21662 Refactor: Implement SmartCube renderer, improve UI styling, and fix gaps 2026-02-22 04:35:59 +00:00
71 changed files with 9881 additions and 2177 deletions

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

3
.gitignore vendored
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@@ -22,3 +22,6 @@ dist-ssr
*.njsproj
*.sln
*.sw?
.agent/
cache/

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

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@@ -1,31 +1,33 @@
# Vue 3 + Vite
# Rubik's Cube Logic Engine & Simulator
This template should help get you started developing with Vue 3 in Vite. The template uses Vue 3 `<script setup>` SFCs, check out the [script setup docs](https://v3.vuejs.org/api/sfc-script-setup.html#sfc-script-setup) to learn more.
<div align="center">
<img src="./public/preview.png" alt="Cube Preview" width="600" />
</div>
Learn more about IDE Support for Vue in the [Vue Docs Scaling up Guide](https://vuejs.org/guide/scaling-up/tooling.html#ide-support).
## Overview
## Uruchamianie (Automatyczne - CI/CD)
This application is a 3D animated, Interactive Rubik's Cube simulator and mathematical solver built from scratch using Vue.js. It aims to provide seamless mechanical interactions and mathematically perfectly rigorous tracking of a classic 3x3 Rubik's Cube state.
Projekt wykorzystuje **Gitea Actions** z runnerem **self-hosted** na serwerze produkcyjnym.
Każdy push do gałęzi `main` automatycznie:
1. Pobiera kod na serwerze.
2. Zatrzymuje i usuwa stare kontenery.
3. Buduje i uruchamia nową wersję aplikacji przy użyciu `docker compose up -d --build`.
The software operates entirely in the browser using a custom Group Theory mathematical engine (`DeepCube.js`), which separates the heavy analytical permutation tracking from the 3D CSS visual layer using Web Workers.
### Konfiguracja Sieci i Bezpieczeństwa (Izolacja)
## Features
Aplikacja wykorzystuje dwie sieci dockerowe dla zapewnienia izolacji:
1. `npm_public` (zewnętrzna): Sieć, w której znajduje się Nginx Proxy Manager. Tylko kontener `rubic-cube` jest do niej podłączony, aby NPM mógł przekierować ruch.
2. `rubic-net` (wewnętrzna): Prywatna sieć aplikacji. Wszelkie inne serwisy (np. baza danych, redis - jeśli dodasz w przyszłości) powinny być tylko w tej sieci, niewidoczne dla NPM ani innych aplikacji.
- **Mechanical Realism:** 3D CSS rendering precisely models physical cube mechanics. Dragging edge and corner pieces rotates the specific mechanical layer dynamically, while dragging the center elements pivots the entire camera view.
- **Reactive Algorithm Queue:** Execute complex algorithms fluidly. The dynamic queue evaluates incoming inputs and instantly intercepts redundances (e.g. evaluating `U U` into a single `U2` animation, or cancelling out `F` into `F'` on the fly).
- **Deep Mathematical Engine:** Based entirely on Group Theory. It stores corner and edge permutation arrays combined with spatial orientation parities to guarantee that only physically legal mechanical states exist or can be scrambled.
- **Intelligent Solvers:**
- **Beginner Method (Human):** Constructs the solution layer-by-layer simulating human heuristics natively with instantaneous $O(1)$ algorithmic macros.
- **Kociemba's Algorithm (Optimal):** Offloads pruning tables and recursive heuristic searches to Web Workers to instantly calculate and stream back the objectively shortest path solution (typically <20 moves).
- **High Performance:** Decoupling the single-threaded UI rendering stack from mathematical validations ensures 60 FPS 3D animations, even while executing computationally expensive analytical algorithms in the background.
## Development & Asset Generation
To keep the production build lightweight and avoid native dependency issues on servers (e.g. Docker), heavy packages like `canvas`, `puppeteer`, and `imagetracerjs` have been removed from the default `devDependencies`.
If you need to run the auxiliary scripts in `scripts/` (for screenshotting or regenerating `cube.svg`), you must install them manually:
**Wymagania:**
Przed uruchomieniem upewnij się, że na serwerze istnieje sieć publiczna dla proxy:
```bash
docker network create npm_public
npm install -D canvas puppeteer imagetracerjs
```
(Jeśli Twój Nginx Proxy Manager używa innej sieci, zaktualizuj nazwę w `docker-compose.yml`).
W panelu Nginx Proxy Manager skonfiguruj:
* **Network:** `npm_public` (lub odpowiednia sieć proxy).
* **Forward Hostname:** `rubic-cube`
* **Forward Port:** `80`
These are only required for offline asset optimization and are not needed to build or run the main application.

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

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@@ -1,13 +1,31 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/src/assets/rubic-cube.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Rubic Cube</title>
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.js"></script>
</body>
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/png" href="/favicon.png" sizes="32x32" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Rubic Cube Logic Engine</title>
<meta name="description"
content="A 3D interactive Rubik's Cube simulator and solver powered by a custom mathematical engine." />
<!-- Open Graph (for social media sharing like Facebook/Discord) -->
<meta property="og:title" content="Rubic Cube Logic Engine" />
<meta property="og:description"
content="A 3D interactive Rubik's Cube simulator and solver powered by a custom mathematical engine." />
<meta property="og:image" content="/preview.png" />
<meta property="og:type" content="website" />
<!-- Twitter Cards -->
<meta name="twitter:card" content="summary_large_image" />
<meta name="twitter:title" content="Rubic Cube Logic Engine" />
<meta name="twitter:description"
content="A 3D interactive Rubik's Cube simulator and solver powered by a custom mathematical engine." />
<meta name="twitter:image" content="/preview.png" />
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.js"></script>
</body>
</html>

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

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package-lock.json generated

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@@ -1,21 +1,23 @@
{
"name": "rubic-cube",
"private": true,
"version": "0.0.6",
"version": "0.6.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview"
"preview": "vite preview",
"test": "vitest run"
},
"dependencies": {
"@gkucmierz/utils": "^1.28.3",
"cubejs": "^1.3.2",
"lucide-vue-next": "^0.564.0",
"matrix-js": "^1.8.0",
"toastify-js": "^1.12.0",
"vue": "^3.5.13"
},
"devDependencies": {
"@vitejs/plugin-vue": "^5.2.1",
"vite": "^6.2.0"
"vite": "^6.2.0",
"vitest": "^4.0.18"
}
}

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@@ -1,17 +1,13 @@
<script setup>
import CubeCSS from './components/renderers/CubeCSS.vue'
import DebugPanel from './components/DebugPanel.vue'
import InteractionReplay from './components/InteractionReplay.vue'
import NavBar from './components/NavBar.vue'
import Footer from './components/Footer.vue'
import SmartCube from "./components/renderers/SmartCube.vue";
import NavBar from "./components/NavBar.vue";
import Footer from "./components/Footer.vue";
</script>
<template>
<NavBar />
<div class="app-content">
<DebugPanel />
<InteractionReplay />
<CubeCSS />
<SmartCube />
</div>
<Footer />
</template>
@@ -23,7 +19,7 @@ import Footer from './components/Footer.vue'
justify-content: center;
align-items: center;
width: 100%;
padding: 2rem 0;
padding: 0;
position: relative;
z-index: 1;
user-select: none;

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@@ -1,55 +0,0 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512">
<defs>
<style>
.face { stroke: #000; stroke-width: 6; stroke-linejoin: round; }
.top { fill: #ffffff; }
.left { fill: #009e60; }
.right { fill: #c41e3a; }
</style>
</defs>
<!-- Top Face -->
<g class="face top">
<path d="M256 80 L309.33 106.67 L256 133.33 L202.67 106.67 Z" />
<path d="M309.33 106.67 L362.67 133.33 L309.33 160 L256 133.33 Z" />
<path d="M362.67 133.33 L416 160 L362.67 186.67 L309.33 160 Z" />
<path d="M202.67 106.67 L256 133.33 L202.67 160 L149.33 133.33 Z" />
<path d="M256 133.33 L309.33 160 L256 186.67 L202.67 160 Z" />
<path d="M309.33 160 L362.67 186.67 L309.33 213.33 L256 186.67 Z" />
<path d="M149.33 133.33 L202.67 160 L149.33 186.67 L96 160 Z" />
<path d="M202.67 160 L256 186.67 L202.67 213.33 L149.33 186.67 Z" />
<path d="M256 186.67 L309.33 213.33 L256 240 L202.67 213.33 Z" />
</g>
<!-- Left Face -->
<g class="face left">
<path d="M96 160 L149.33 186.67 L149.33 248 L96 221.33 Z" />
<path d="M149.33 186.67 L202.67 213.33 L202.67 274.67 L149.33 248 Z" />
<path d="M202.67 213.33 L256 240 L256 301.33 L202.67 274.67 Z" />
<path d="M96 221.33 L149.33 248 L149.33 309.33 L96 282.67 Z" />
<path d="M149.33 248 L202.67 274.67 L202.67 336 L149.33 309.33 Z" />
<path d="M202.67 274.67 L256 301.33 L256 362.67 L202.67 336 Z" />
<path d="M96 282.67 L149.33 309.33 L149.33 370.67 L96 344 Z" />
<path d="M149.33 309.33 L202.67 336 L202.67 397.33 L149.33 370.67 Z" />
<path d="M202.67 336 L256 362.67 L256 424 L202.67 397.33 Z" />
</g>
<!-- Right Face -->
<g class="face right">
<path d="M256 240 L309.33 213.33 L309.33 274.67 L256 301.33 Z" />
<path d="M309.33 213.33 L362.67 186.67 L362.67 248 L309.33 274.67 Z" />
<path d="M362.67 186.67 L416 160 L416 221.33 L362.67 248 Z" />
<path d="M256 301.33 L309.33 274.67 L309.33 336 L256 362.67 Z" />
<path d="M309.33 274.67 L362.67 248 L362.67 309.33 L309.33 336 Z" />
<path d="M362.67 248 L416 221.33 L416 282.67 L362.67 309.33 Z" />
<path d="M256 362.67 L309.33 336 L309.33 397.33 L256 424 Z" />
<path d="M309.33 336 L362.67 309.33 L362.67 370.67 L309.33 397.33 Z" />
<path d="M362.67 309.33 L416 282.67 L416 344 L362.67 370.67 Z" />
</g>
</svg>

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@@ -1,137 +0,0 @@
<script setup>
import { useDebug } from '../composables/useDebug'
import { ref } from 'vue'
const { settings } = useDebug()
const isOpen = ref(true)
const toggle = () => isOpen.value = !isOpen.value
</script>
<template>
<div class="debug-panel" :class="{ open: isOpen }">
<div class="header" @click="toggle">
<span>🛠 Debug Config</span>
<span>{{ isOpen ? '▼' : '▲' }}</span>
</div>
<div v-if="isOpen" class="content">
<div class="section">
<h3>View Rotation</h3>
<label>
<input type="checkbox" v-model="settings.viewRotation.invertX"> Invert X (Up/Down)
</label>
<label>
<input type="checkbox" v-model="settings.viewRotation.invertY"> Invert Y (Left/Right)
</label>
<label>
Speed: <input type="number" step="0.1" v-model="settings.viewRotation.speed">
</label>
</div>
<div class="section">
<h3>Drag Mappings (Sign)</h3>
<p class="hint">Adjust signs (-1 or 1) to correct drag direction</p>
<div class="face-group" v-for="(val, face) in settings.dragMapping" :key="face">
<strong>{{ face.toUpperCase() }}</strong>
<div class="controls">
<label>X: <input type="number" :step="2" :min="-1" :max="1" v-model="settings.dragMapping[face].x"></label>
<label>Y: <input type="number" :step="2" :min="-1" :max="1" v-model="settings.dragMapping[face].y"></label>
</div>
</div>
</div>
<div class="section">
<h3>Physics</h3>
<label>
<input type="checkbox" v-model="settings.physics.enabled"> Inertia & Snap
</label>
</div>
</div>
</div>
</template>
<style scoped>
.debug-panel {
position: fixed;
top: 70px;
right: 10px;
width: 250px;
background: rgba(0, 0, 0, 0.85);
color: #fff;
border-radius: 8px;
font-family: monospace;
font-size: 12px;
z-index: 9999;
box-shadow: 0 4px 12px rgba(0,0,0,0.5);
max-height: 90vh;
display: flex;
flex-direction: column;
}
.header {
padding: 10px;
background: #333;
border-radius: 8px 8px 0 0;
cursor: pointer;
display: flex;
justify-content: space-between;
font-weight: bold;
user-select: none;
}
.content {
padding: 10px;
overflow-y: auto;
}
.section {
margin-bottom: 15px;
border-bottom: 1px solid #444;
padding-bottom: 10px;
}
h3 {
margin: 0 0 8px 0;
color: #aaa;
font-size: 11px;
text-transform: uppercase;
}
label {
display: flex;
align-items: center;
gap: 8px;
margin-bottom: 4px;
cursor: pointer;
}
input[type="number"] {
width: 40px;
background: #222;
border: 1px solid #444;
color: #fff;
padding: 2px;
}
.face-group {
margin-bottom: 8px;
background: #222;
padding: 5px;
border-radius: 4px;
}
.controls {
display: flex;
gap: 10px;
margin-top: 4px;
}
.hint {
font-size: 10px;
color: #888;
margin-bottom: 5px;
}
</style>

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@@ -7,9 +7,6 @@ const version = __APP_VERSION__;
<footer class="app-footer glass-panel">
<div class="footer-content">
<p>&copy; {{ currentYear }} Rubic Cube. Wersja {{ version }}</p>
<div class="social-links">
<!-- Placeholder for social links if needed -->
</div>
</div>
</footer>
</template>
@@ -22,11 +19,15 @@ const version = __APP_VERSION__;
display: flex;
align-items: center;
justify-content: center;
margin-top: auto;
background: var(--panel-bg);
backdrop-filter: blur(10px);
border-top: 1px solid var(--panel-border);
box-shadow: 0 -4px 15px rgba(0, 0, 0, 0.1);
position: absolute;
bottom: 0;
left: 0;
z-index: 10;
/* Glass panel styles handle background/border/shadow */
border-radius: 0; /* Full width bar usually square corners or specific radius */
border-left: none;
border-right: none;
border-bottom: none;
color: var(--text-muted);
box-sizing: border-box;
}

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@@ -1,188 +0,0 @@
<script setup>
import { ref } from 'vue'
import { useInteractionLogger } from '../composables/useInteractionLogger'
const { logs, isRecording, clearLogs, getRecentLogsForAnalysis } = useInteractionLogger()
const isOpen = ref(false)
const copied = ref(false)
const toggle = () => isOpen.value = !isOpen.value
const copyReport = async () => {
const report = getRecentLogsForAnalysis(50)
const context = `
### User Interaction Report
Please analyze the following interaction logs to identify the issue.
Focus on: Drag direction, Active Layer, Rotation Mapping, and State changes.
\`\`\`json
${report}
\`\`\`
`
try {
await navigator.clipboard.writeText(context)
copied.value = true
setTimeout(() => copied.value = false, 2000)
} catch (err) {
console.error('Failed to copy logs', err)
alert('Failed to copy to clipboard. Check console.')
}
}
</script>
<template>
<div class="interaction-replay">
<div class="header" @click="toggle" :class="{ recording: isRecording }">
<span class="indicator"></span>
<span>Logger ({{ logs.length }})</span>
</div>
<div v-if="isOpen" class="panel">
<div class="actions">
<button @click="copyReport" :class="{ success: copied }">
{{ copied ? 'Copied!' : '📋 Copy Report for AI' }}
</button>
<button @click="clearLogs" class="secondary">Clear</button>
<label>
<input type="checkbox" v-model="isRecording"> Rec
</label>
</div>
<div class="log-list">
<div v-for="log in logs.slice().reverse()" :key="log.id" class="log-item">
<span class="time">{{ new Date(log.timestamp).toISOString().substr(14, 9) }}</span>
<span class="type" :class="log.type">{{ log.type }}</span>
<pre class="data">{{ log.data }}</pre>
</div>
</div>
</div>
</div>
</template>
<style scoped>
.interaction-replay {
position: fixed;
bottom: 50px;
right: 10px;
z-index: 10000;
font-family: monospace;
font-size: 12px;
}
.header {
background: #222;
color: #fff;
padding: 8px 12px;
border-radius: 20px;
cursor: pointer;
display: flex;
align-items: center;
gap: 8px;
box-shadow: 0 2px 8px rgba(0,0,0,0.3);
border: 1px solid #444;
}
.header.recording .indicator {
color: #ff4444;
animation: pulse 1.5s infinite;
}
.indicator {
color: #666;
}
@keyframes pulse {
0% { opacity: 1; }
50% { opacity: 0.5; }
100% { opacity: 1; }
}
.panel {
position: absolute;
bottom: 40px;
right: 0;
width: 350px;
height: 400px;
background: rgba(0, 0, 0, 0.9);
border-radius: 8px;
border: 1px solid #444;
display: flex;
flex-direction: column;
overflow: hidden;
}
.actions {
padding: 10px;
border-bottom: 1px solid #444;
display: flex;
gap: 8px;
background: #1a1a1a;
align-items: center;
}
button {
flex: 1;
padding: 6px;
background: #007acc;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
}
button.success {
background: #28a745;
}
button.secondary {
background: #444;
flex: 0 0 60px;
}
label {
color: #fff;
display: flex;
align-items: center;
gap: 4px;
cursor: pointer;
}
.log-list {
flex: 1;
overflow-y: auto;
padding: 10px;
}
.log-item {
margin-bottom: 8px;
border-bottom: 1px solid #333;
padding-bottom: 4px;
}
.time {
color: #666;
margin-right: 8px;
}
.type {
font-weight: bold;
padding: 2px 4px;
border-radius: 2px;
margin-right: 8px;
}
.type.drag-start { color: #4fc3f7; }
.type.drag-update { color: #ffd54f; }
.type.drag-end { color: #81c784; }
.type.rotation { color: #ba68c8; }
.data {
margin: 4px 0 0 0;
color: #aaa;
font-size: 10px;
white-space: pre-wrap;
word-break: break-all;
}
</style>

View File

@@ -1,109 +0,0 @@
<script setup>
import { computed } from 'vue'
import { useRenderer } from '../composables/useRenderer'
import { useCube } from '../composables/useCube'
import CubeCSS from './renderers/CubeCSS.vue'
import CubeSVG from './renderers/CubeSVG.vue'
import CubeCanvas from './renderers/CubeCanvas.vue'
const { activeRenderer, RENDERERS } = useRenderer()
const { cubeState } = useCube()
const currentRendererComponent = computed(() => {
switch (activeRenderer.value) {
case RENDERERS.CSS:
return CubeCSS
case RENDERERS.SVG:
return CubeSVG
case RENDERERS.CANVAS:
return CubeCanvas
default:
return CubeCSS
}
})
const formattedState = computed(() => {
if (!cubeState.value) return '{}'
// Custom formatter to keep faces compact
const s = cubeState.value
const faces = Object.keys(s)
// Helper to shorten colors
const shortColor = (c) => c && typeof c === 'string' ? c[0].toUpperCase() : '-'
let out = '{\n'
faces.forEach((face, i) => {
const matrix = s[face]
// Format as ["WWW", "WWW", "WWW"]
const rows = matrix.map(row => `"${row.map(shortColor).join('')}"`).join(', ')
out += ` "${face}": [ ${rows} ]`
if (i < faces.length - 1) out += ','
out += '\n'
})
out += '}'
return out
})
</script>
<template>
<div class="wrapper">
<div class="renderer-container">
<component :is="currentRendererComponent" />
</div>
<div class="state-panel">
<h3>Cube State</h3>
<pre>{{ formattedState }}</pre>
</div>
</div>
</template>
<style scoped>
.wrapper {
display: flex;
flex-direction: row;
align-items: flex-start;
justify-content: center;
gap: 2rem;
width: 100%;
height: 100%;
padding: 2rem;
box-sizing: border-box;
}
.renderer-container {
flex: 2;
display: flex;
justify-content: center;
align-items: center;
height: 100%;
min-width: 300px;
}
.state-panel {
flex: 1;
max-width: 400px;
background: rgba(0, 0, 0, 0.05);
padding: 1rem;
border-radius: 8px;
max-height: 80vh;
overflow-y: auto;
font-family: monospace;
font-size: 0.8rem;
border: 1px solid rgba(0, 0, 0, 0.1);
}
h3 {
margin-top: 0;
margin-bottom: 1rem;
font-size: 1.2rem;
color: #333;
}
pre {
margin: 0;
white-space: pre-wrap;
word-wrap: break-word;
}
</style>

View File

@@ -1,40 +1,16 @@
<script setup>
import { Sun, Moon } from 'lucide-vue-next';
import { ref, onMounted } from 'vue';
import { useRenderer } from '../composables/useRenderer';
const { activeRenderer, setRenderer, RENDERERS } = useRenderer();
import { Sun, Moon, Grid2x2, Layers } from "lucide-vue-next";
import { ref, onMounted } from "vue";
import { useSettings } from "../composables/useSettings";
const { isCubeTranslucent, toggleCubeTranslucent, showFaceProjections, toggleFaceProjections } = useSettings();
const isDark = ref(true);
const setTheme = (dark) => {
isDark.value = dark;
const theme = dark ? 'dark' : 'light';
const theme = dark ? "dark" : "light";
document.documentElement.dataset.theme = theme;
if (dark) {
document.documentElement.style.setProperty('--bg-gradient', 'linear-gradient(135deg, #2c3e50 0%, #000000 100%)');
document.documentElement.style.setProperty('--text-color', '#ffffff');
document.documentElement.style.setProperty('--text-strong', '#ffffff');
document.documentElement.style.setProperty('--text-muted', 'rgba(255, 255, 255, 0.7)');
document.documentElement.style.setProperty('--glass-bg', 'rgba(255, 255, 255, 0.05)');
document.documentElement.style.setProperty('--glass-border', 'rgba(255, 255, 255, 0.1)');
document.documentElement.style.setProperty('--panel-bg', 'rgba(255, 255, 255, 0.05)');
document.documentElement.style.setProperty('--panel-border', 'rgba(255, 255, 255, 0.1)');
document.documentElement.style.setProperty('--cube-edge-color', '#333333');
document.documentElement.style.setProperty('--title-gradient', 'linear-gradient(45deg, #00f2fe, #4facfe)');
} else {
document.documentElement.style.setProperty('--bg-gradient', 'linear-gradient(135deg, #f5f7fa 0%, #c3cfe2 100%)');
document.documentElement.style.setProperty('--text-color', '#0f172a');
document.documentElement.style.setProperty('--text-strong', '#0f172a');
document.documentElement.style.setProperty('--text-muted', 'rgba(15, 23, 42, 0.6)');
document.documentElement.style.setProperty('--glass-bg', 'rgba(255, 255, 255, 0.75)');
document.documentElement.style.setProperty('--glass-border', 'rgba(15, 23, 42, 0.12)');
document.documentElement.style.setProperty('--panel-bg', 'rgba(255, 255, 255, 0.7)');
document.documentElement.style.setProperty('--panel-border', 'rgba(15, 23, 42, 0.12)');
document.documentElement.style.setProperty('--cube-edge-color', '#000000');
document.documentElement.style.setProperty('--title-gradient', 'linear-gradient(45deg, #0ea5e9, #6366f1)');
}
localStorage.setItem("theme", theme);
};
const toggleTheme = () => {
@@ -42,7 +18,12 @@ const toggleTheme = () => {
};
onMounted(() => {
setTheme(true);
const savedTheme = localStorage.getItem("theme");
if (savedTheme) {
setTheme(savedTheme === "dark");
} else {
setTheme(true);
}
});
</script>
@@ -53,20 +34,40 @@ onMounted(() => {
</div>
<div class="nav-container">
<div class="renderer-selector">
<button
v-for="renderer in RENDERERS"
:key="renderer"
@click="setRenderer(renderer)"
class="renderer-btn"
:class="{ active: activeRenderer === renderer }"
>
{{ renderer }}
</button>
</div>
<!-- Cube Opacity Toggle -->
<button
class="btn-neon nav-btn icon-only"
@click="toggleCubeTranslucent"
:title="
isCubeTranslucent
? 'Wyłącz przezroczystość kostki'
: 'Włącz przezroczystość kostki'
"
:class="{ active: isCubeTranslucent }"
>
<Grid2x2 :size="20" />
</button>
<!-- Face Projections Toggle -->
<button
class="btn-neon nav-btn icon-only"
@click="toggleFaceProjections"
:title="
showFaceProjections
? 'Ukryj podgląd tylnych ścian'
: 'Pokaż podgląd tylnych ścian'
"
:class="{ active: showFaceProjections }"
>
<Layers :size="20" />
</button>
<!-- Theme Toggle -->
<button class="btn-neon nav-btn icon-only" @click="toggleTheme" :title="isDark ? 'Przełącz na jasny' : 'Przełącz na ciemny'">
<button
class="btn-neon nav-btn icon-only"
@click="toggleTheme"
:title="isDark ? 'Przełącz na jasny' : 'Przełącz na ciemny'"
>
<Sun v-if="isDark" :size="20" />
<Moon v-else :size="20" />
</button>
@@ -80,17 +81,18 @@ onMounted(() => {
justify-content: space-between;
align-items: center;
padding: 0 20px;
height: 50px;
height: 70px;
width: 100%;
box-sizing: border-box;
position: sticky;
position: absolute;
top: 0;
left: 0;
z-index: 100;
margin-bottom: 0;
background: var(--glass-bg);
backdrop-filter: blur(10px);
border-bottom: 1px solid var(--glass-border);
box-shadow: var(--glass-shadow);
/* Glass panel styles handle background/border/shadow */
border-radius: 0;
border-top: none;
border-left: none;
border-right: none;
}
.logo-container {
@@ -100,10 +102,10 @@ onMounted(() => {
}
.logo-text {
font-size: 1.2rem;
font-size: 1.5rem;
font-weight: 700;
color: var(--text-color);
text-shadow: 0 0 20px var(--title-glow);
color: var(--text-strong);
letter-spacing: 1px;
}
.nav-container {
@@ -112,67 +114,25 @@ onMounted(() => {
align-items: center;
}
.renderer-selector {
display: flex;
gap: 5px;
background: rgba(0, 0, 0, 0.2);
padding: 3px;
border-radius: 6px;
}
.renderer-btn {
background: transparent;
border: none;
color: var(--text-muted);
padding: 4px 10px;
border-radius: 4px;
cursor: pointer;
font-size: 0.8rem;
font-weight: 600;
transition: all 0.2s;
}
.renderer-btn:hover {
color: var(--text-color);
}
.renderer-btn.active {
background: var(--glass-border);
color: var(--text-color);
box-shadow: 0 1px 3px rgba(0,0,0,0.1);
}
.nav-btn {
background: transparent;
border: none;
color: var(--text-color);
font-size: 1rem;
color: var(--text-strong);
cursor: pointer;
display: flex;
align-items: center;
gap: 8px;
padding: 8px 12px;
border-radius: 8px;
padding: 12px;
border-radius: 50%;
transition: all 0.3s ease;
}
.nav-btn:hover {
background: rgba(255, 255, 255, 0.1);
transform: translateY(-2px);
.nav-btn:hover,
.nav-btn.active {
background: rgba(255, 255, 255, 0.2);
}
.btn-neon {
border: 1px solid var(--toggle-btn-border);
box-shadow: 0 0 5px rgba(0,0,0,0.1);
}
.desktop-only {
display: flex;
}
@media (max-width: 768px) {
.desktop-only {
display: none;
}
.nav-btn.active {
color: var(--color-primary);
box-shadow: 0 0 10px rgba(255, 255, 255, 0.1);
}
</style>

View File

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

View File

@@ -1,448 +0,0 @@
<script setup>
import { ref, computed, onMounted, onUnmounted } from 'vue'
import { useCube } from '../../composables/useCube'
import { useDebug } from '../../composables/useDebug'
import { useInteractionLogger } from '../../composables/useInteractionLogger'
const { cubies, initCube, rotateLayer, FACES } = useCube()
const { settings: debugSettings } = useDebug()
const { addLog } = useInteractionLogger()
// --- State ---
const rx = ref(25)
const ry = ref(25)
const rz = ref(0)
const isDragging = ref(false)
const dragMode = ref('view') // 'view' or 'layer'
const startMouseX = ref(0)
const startMouseY = ref(0)
const lastMouseX = ref(0)
const lastMouseY = ref(0)
const selectedCubieId = ref(null) // ID of the cubie where drag started
const selectedFaceNormal = ref(null) // Normal vector of the face clicked
// Animation state
const activeLayer = ref(null) // { axis: 'x'|'y'|'z', index: -1|0|1 }
const layerRotation = ref(0)
const isSnapping = ref(false)
const velocity = ref(0)
const lastTime = ref(0)
const rafId = ref(null)
// Mouse Interaction
const onMouseDown = (event) => {
if (isSnapping.value) return
isDragging.value = true
startMouseX.value = event.clientX
startMouseY.value = event.clientY
lastMouseX.value = event.clientX
lastMouseY.value = event.clientY
lastTime.value = performance.now()
velocity.value = 0 // Reset velocity
const target = event.target
const stickerEl = target.closest('.sticker-face')
if (stickerEl) {
// Clicked on a cubie face
const cubieId = parseInt(stickerEl.dataset.cubieId)
const faceName = stickerEl.dataset.face
selectedCubieId.value = cubieId
selectedFaceNormal.value = faceName // 'up', 'down', etc.
const cubie = cubies.value.find(c => c.id === cubieId)
const isCenter = (Math.abs(cubie.x) + Math.abs(cubie.y) + Math.abs(cubie.z)) === 1
if (isCenter) {
dragMode.value = 'view'
document.body.style.cursor = 'move'
addLog('drag-start', { mode: 'view', cubieId, face: faceName })
} else {
dragMode.value = 'layer'
document.body.style.cursor = 'grab'
addLog('drag-start', { mode: 'layer', cubieId, face: faceName })
}
} else {
dragMode.value = 'view'
selectedCubieId.value = null
document.body.style.cursor = 'move'
addLog('drag-start', { mode: 'view', target: 'background' })
}
}
const onMouseMove = (event) => {
if (!isDragging.value) return
if (dragMode.value === 'layer') {
document.body.style.cursor = 'grabbing'
}
const deltaX = event.clientX - lastMouseX.value
const deltaY = event.clientY - lastMouseY.value
if (dragMode.value === 'view') {
const s = debugSettings.viewRotation
const speed = s.speed || 0.5
// Use debug settings for direction
ry.value += deltaX * speed * (s.invertY ? -1 : 1)
rx.value += deltaY * speed * (s.invertX ? -1 : 1)
velocity.value = 0
} else if (dragMode.value === 'layer' && selectedCubieId.value !== null) {
const totalDeltaX = event.clientX - startMouseX.value
const totalDeltaY = event.clientY - startMouseY.value
const now = performance.now()
const dt = now - lastTime.value
lastTime.value = now
updateLayerDrag(totalDeltaX, totalDeltaY, dt)
}
lastMouseX.value = event.clientX
lastMouseY.value = event.clientY
}
const getRotationMapping = (face) => {
const m = debugSettings.dragMapping[face]
// Default structure but with signs from debug settings
const defaults = {
[FACES.FRONT]: [
{ axis: 'x', rotAxis: 'y', sign: m ? m.x : -1 },
{ axis: 'y', rotAxis: 'x', sign: m ? m.y : -1 }
],
[FACES.BACK]: [
{ axis: 'x', rotAxis: 'y', sign: m ? m.x : 1 },
{ axis: 'y', rotAxis: 'x', sign: m ? m.y : 1 }
],
[FACES.RIGHT]: [
{ axis: 'z', rotAxis: 'y', sign: m ? m.x : -1 },
{ axis: 'y', rotAxis: 'z', sign: m ? m.y : 1 }
],
[FACES.LEFT]: [
{ axis: 'z', rotAxis: 'y', sign: m ? m.x : -1 },
{ axis: 'y', rotAxis: 'z', sign: m ? m.y : -1 }
],
[FACES.UP]: [
{ axis: 'x', rotAxis: 'z', sign: m ? m.x : 1 },
{ axis: 'z', rotAxis: 'x', sign: m ? m.y : 1 }
],
[FACES.DOWN]: [
{ axis: 'x', rotAxis: 'z', sign: m ? m.x : -1 },
{ axis: 'z', rotAxis: 'x', sign: m ? m.y : -1 }
]
}
return defaults[face]
}
const ROTATION_MAPPING = {
// Kept for reference or initial state if needed, but we use getRotationMapping now
}
// Helper to project 3D vector to 2D screen space based on current view rotation
const projectVector = (vector) => {
const radX = rx.value * Math.PI / 180
const radY = ry.value * Math.PI / 180
const radZ = rz.value * Math.PI / 180
const { x, y, z } = vector
// v1 = Rz * v
let x1 = x * Math.cos(radZ) - y * Math.sin(radZ)
let y1 = x * Math.sin(radZ) + y * Math.cos(radZ)
let z1 = z
// v2 = Ry * v1
let x2 = x1 * Math.cos(radY) + z1 * Math.sin(radY)
let y2 = y1
let z2 = -x1 * Math.sin(radY) + z1 * Math.cos(radY)
// v3 = Rx * v2
let x3 = x2
let y3 = y2 * Math.cos(radX) - z2 * Math.sin(radX)
let z3 = y2 * Math.sin(radX) + z2 * Math.cos(radX)
return { x: x3, y: y3 }
}
const updateLayerDrag = (dx, dy, dt) => {
const cubie = cubies.value.find(c => c.id === selectedCubieId.value)
if (!cubie) return
let axis = null
let index = 0
let dragVector = null
if (activeLayer.value) {
axis = activeLayer.value.axis
index = activeLayer.value.index
dragVector = activeLayer.value.dragVector
} else {
if (Math.abs(dx) < 5 && Math.abs(dy) < 5) return
const face = selectedFaceNormal.value
// Use dynamic mapping from debug settings if available, else fallback to constant
// But better to make ROTATION_MAPPING computed or access directly
const mapping = getRotationMapping(face)
if (!mapping) return
// Create basis vectors for the two possible tangent axes
const vectors = mapping.map(m => {
const v = { x: 0, y: 0, z: 0 }
v[m.axis] = 1
return { ...m, vector: v }
})
// Project them to screen space
const projected = vectors.map(v => {
const p = projectVector(v.vector)
const len = Math.sqrt(p.x * p.x + p.y * p.y)
return { ...v, px: p.x, py: p.y, len }
})
const mouseLen = Math.sqrt(dx * dx + dy * dy)
if (mouseLen === 0) return
const ndx = dx / mouseLen
const ndy = dy / mouseLen
let bestMatch = null
let maxDot = -1
projected.forEach(p => {
if (p.len < 0.1) return
const npx = p.px / p.len
const npy = p.py / p.len
const dot = Math.abs(ndx * npx + ndy * npy)
if (dot > maxDot) {
maxDot = dot
bestMatch = p
}
})
if (!bestMatch) return
axis = bestMatch.rotAxis
if (axis === 'x') index = cubie.x
if (axis === 'y') index = cubie.y
if (axis === 'z') index = cubie.z
dragVector = { x: bestMatch.px, y: bestMatch.py, sign: bestMatch.sign }
activeLayer.value = { axis, index, dragVector }
addLog('layer-select', { axis, index, vector: dragVector, face: selectedFaceNormal.value })
}
const { x: vx, y: vy, sign } = activeLayer.value.dragVector
const vLen = Math.sqrt(vx * vx + vy * vy)
if (vLen === 0) return
const nvx = vx / vLen
const nvy = vy / vLen
const moveAmount = dx * nvx + dy * nvy
const newRotation = moveAmount * sign * 0.5
if (dt > 0) {
const dRot = newRotation - layerRotation.value
velocity.value = 0.6 * velocity.value + 0.4 * (dRot / dt)
}
layerRotation.value = newRotation
}
const onMouseUp = async () => {
if (!isDragging.value) return
isDragging.value = false
document.body.style.cursor = ''
if (dragMode.value === 'layer' && activeLayer.value) {
isSnapping.value = true
const projection = velocity.value * 200
const projectedRot = layerRotation.value + projection
const steps = Math.round(projectedRot / 90)
const targetRot = steps * 90
const startRot = layerRotation.value
const startTime = performance.now()
const duration = 300
const easeOut = (t) => 1 - Math.pow(1 - t, 3)
return new Promise(resolve => {
const animate = (time) => {
const elapsed = time - startTime
const progress = Math.min(elapsed / duration, 1)
const ease = easeOut(progress)
layerRotation.value = startRot + (targetRot - startRot) * ease
if (progress < 1) {
rafId.value = requestAnimationFrame(animate)
} else {
finishRotation(steps)
resolve()
}
}
rafId.value = requestAnimationFrame(animate)
})
} else {
selectedCubieId.value = null
}
}
const finishRotation = (steps) => {
if (steps !== 0) {
const { axis, index } = activeLayer.value
// Calculate logical direction
// We found that Visual Rotation direction is inverted relative to Logical Rotation direction
// for all axes due to coordinate system differences (Y-down vs Y-up).
// Visual Positive -> Logical Negative.
const direction = steps > 0 ? -1 : 1
const count = Math.abs(steps)
for (let i = 0; i < count; i++) {
rotateLayer(axis, index, direction)
}
addLog('rotation-finish', { axis, index, direction, steps, count })
}
activeLayer.value = null
layerRotation.value = 0
isSnapping.value = false
velocity.value = 0
}
onMounted(() => {
initCube()
window.addEventListener('mousemove', onMouseMove)
window.addEventListener('mouseup', onMouseUp)
})
onUnmounted(() => {
window.removeEventListener('mousemove', onMouseMove)
window.removeEventListener('mouseup', onMouseUp)
if (rafId.value) cancelAnimationFrame(rafId.value)
})
const cubeStyle = computed(() => ({
transform: `rotateX(${rx.value}deg) rotateY(${ry.value}deg) rotateZ(${rz.value}deg)`
}))
const getCubieStyle = (cubie) => {
const tx = cubie.x * 100
const ty = cubie.y * -100
const tz = cubie.z * 100
let transform = `translate3d(${tx}px, ${ty}px, ${tz}px)`
if (activeLayer.value) {
const { axis, index } = activeLayer.value
let match = false
if (axis === 'x' && cubie.x === index) match = true
if (axis === 'y' && cubie.y === index) match = true
if (axis === 'z' && cubie.z === index) match = true
if (match) {
transform = `rotate${axis.toUpperCase()}(${layerRotation.value}deg) ${transform}`
}
}
return { transform }
}
</script>
<template>
<div class="scene" @mousedown="onMouseDown">
<div class="container">
<div class="cube-group" :style="cubeStyle">
<div v-for="cubie in cubies" :key="cubie.id" class="cubie" :style="getCubieStyle(cubie)">
<div v-for="(color, face) in cubie.faces" :key="face"
class="sticker-face"
:class="face"
:data-cubie-id="cubie.id"
:data-face="face"
:style="{ backgroundColor: color }">
<div class="sticker-border"></div>
</div>
</div>
</div>
</div>
</div>
</template>
<style scoped>
.scene {
width: 100%;
height: 100%;
display: flex;
justify-content: center;
align-items: center;
}
.container {
width: 300px;
height: 300px;
perspective: 900px;
pointer-events: auto;
}
.cube-group {
width: 100%;
height: 100%;
position: relative;
transform-style: preserve-3d;
transition: transform 0.1s;
}
.cubie {
position: absolute;
width: 100px;
height: 100px;
top: 100px; /* Center it: 300/2 - 100/2 = 100 */
left: 100px;
transform-style: preserve-3d;
}
.sticker-face {
position: absolute;
width: 100px;
height: 100px;
border: 1px solid rgba(0,0,0,0.8); /* Plastic edge */
box-sizing: border-box;
display: flex;
justify-content: center;
align-items: center;
backface-visibility: hidden; /* Optimization? Or we want to see inside? */
}
.sticker-border {
width: 92%;
height: 92%;
border: 2px solid rgba(0,0,0,0.5);
border-radius: 8px; /* Rounded sticker */
background: inherit; /* Sticker color */
}
/* Face transforms relative to Cubie Center */
.sticker-face.front { transform: rotateY(0deg) translateZ(50px); }
.sticker-face.back { transform: rotateY(180deg) translateZ(50px); }
.sticker-face.right { transform: rotateY(90deg) translateZ(50px); }
.sticker-face.left { transform: rotateY(-90deg) translateZ(50px); }
.sticker-face.up { transform: rotateX(90deg) translateZ(50px); }
.sticker-face.down { transform: rotateX(-90deg) translateZ(50px); }
</style>

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

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<script setup>
import { ref, onMounted, onUnmounted } from "vue";
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);
const toggleDropdown = () => {
showSolveDropdown.value = !showSolveDropdown.value;
};
const triggerSolve = (method) => {
showSolveDropdown.value = false;
emit("solve", method);
};
// Close dropdown when clicking outside
const closeDropdown = (e) => {
if (!e.target.closest(".solve-dropdown-wrapper")) {
showSolveDropdown.value = false;
}
};
onMounted(() => {
document.addEventListener("click", closeDropdown);
});
onUnmounted(() => {
document.removeEventListener("click", closeDropdown);
});
</script>
<template>
<div>
<div class="controls controls-left">
<div class="controls-row">
<button class="btn-neon move-btn" @click="emit('move', 'U')">U</button>
<button class="btn-neon move-btn" @click="emit('move', 'D')">D</button>
<button class="btn-neon move-btn" @click="emit('move', 'L')">L</button>
</div>
<div class="controls-row">
<button class="btn-neon move-btn" @click="emit('move', 'U-prime')">
U'
</button>
<button class="btn-neon move-btn" @click="emit('move', 'D-prime')">
D'
</button>
<button class="btn-neon move-btn" @click="emit('move', 'L-prime')">
L'
</button>
</div>
<div class="controls-row">
<button class="btn-neon move-btn" @click="emit('move', 'U2')">
U2
</button>
<button class="btn-neon move-btn" @click="emit('move', 'D2')">
D2
</button>
<button class="btn-neon move-btn" @click="emit('move', 'L2')">
L2
</button>
</div>
</div>
<div class="controls controls-right">
<div class="controls-row">
<button class="btn-neon move-btn" @click="emit('move', 'R')">R</button>
<button class="btn-neon move-btn" @click="emit('move', 'F')">F</button>
<button class="btn-neon move-btn" @click="emit('move', 'B')">B</button>
</div>
<div class="controls-row">
<button class="btn-neon move-btn" @click="emit('move', 'R-prime')">
R'
</button>
<button class="btn-neon move-btn" @click="emit('move', 'F-prime')">
F'
</button>
<button class="btn-neon move-btn" @click="emit('move', 'B-prime')">
B'
</button>
</div>
<div class="controls-row">
<button class="btn-neon move-btn" @click="emit('move', 'R2')">
R2
</button>
<button class="btn-neon move-btn" @click="emit('move', 'F2')">
F2
</button>
<button class="btn-neon move-btn" @click="emit('move', 'B2')">
B2
</button>
</div>
</div>
<div class="bottom-left-controls">
<div class="solve-dropdown-wrapper">
<button class="btn-neon move-btn solve-btn" @click="toggleDropdown">
Solve
</button>
<div v-if="showSolveDropdown" class="solve-dropdown-menu">
<button class="dropdown-item" @click="triggerSolve('kociemba')">
Kociemba (Optimal)
</button>
<button class="dropdown-item" @click="triggerSolve('beginner')">
Beginner (Human)
</button>
</div>
</div>
<button class="btn-neon move-btn scramble-btn" @click="emit('scramble')">
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>
<style scoped>
.controls {
position: absolute;
top: 96px;
display: flex;
flex-direction: column;
gap: 8px;
z-index: 50;
}
.controls-left {
left: 24px;
}
.controls-right {
right: 24px;
}
.controls-row {
display: flex;
gap: 8px;
justify-content: center;
}
.move-btn {
min-width: 44px;
height: 36px;
font-size: 0.9rem;
padding: 0 10px;
}
.bottom-left-controls {
position: absolute;
bottom: 72px;
left: 24px;
z-index: 50;
display: flex;
flex-direction: column;
gap: 12px;
align-items: flex-start;
}
.solve-dropdown-wrapper {
position: relative;
}
.solve-dropdown-menu {
position: absolute;
bottom: 100%;
left: 0;
margin-bottom: 8px;
background: rgba(0, 0, 0, 0.8);
backdrop-filter: blur(8px);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 8px;
padding: 8px;
display: flex;
flex-direction: column;
gap: 4px;
min-width: 180px;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.5);
animation: fadeIn 0.2s ease-out;
}
@keyframes fadeIn {
from { opacity: 0; transform: translateY(4px); }
to { opacity: 1; transform: translateY(0); }
}
.dropdown-item {
background: transparent;
color: #fff;
border: none;
padding: 8px 12px;
text-align: left;
border-radius: 4px;
cursor: pointer;
font-family: inherit;
font-size: 0.9rem;
transition: background 0.2s;
}
.dropdown-item:hover {
background: rgba(255, 255, 255, 0.1);
}
.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>

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

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<script setup>
import { 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 },
});
// The 6 face definitions with logical-space 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' },
];
});
// Determine which 3 faces are hidden (transformed normal Z < 0 in CSS space)
const hiddenFaces = computed(() => {
const m = props.viewMatrix;
return FACE_DEFS.value.filter((fd) => {
const [nx, ny, nz] = fd.normal;
// viewMatrix is in CSS space where Y is inverted, so negate ny
const cssNy = -ny;
const tz = nx * m[2] + cssNy * m[6] + nz * m[10];
return tz < 0; // Pointing away from camera = hidden
});
});
// For each hidden face, extract the 3x3 grid of sticker colors and 3D transform
const faceGrids = computed(() => {
const S = props.SCALE;
const dist = REAR_FACE_DISTANCE * S * 3; // distance in px (cube width = 3*SCALE)
return hiddenFaces.value.map((fd) => {
const [nx, ny, nz] = fd.normal;
// Get the 9 cubies on this face
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;
});
// Build 3x3 grid: map cubie positions to grid cells
const [gu, gv] = [fd.gridU, fd.gridV];
const cells = [];
for (let v = 1; v >= -1; v--) { // top to bottom
for (let u = -1; u <= 1; u++) { // left to right
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 cubie = faceCubies.find(
(c) => c.x === cx && c.y === cy && c.z === cz
);
const color = cubie ? cubie.faces[fd.faceKey] || 'black' : 'black';
cells.push(color);
}
}
// Position: ALONG the normal direction (behind the cube from camera's perspective)
const d = S * 1.5 + dist;
const offsetX = nx * d;
const cssY = -ny * d; // Logical Y → CSS Y (inverted)
const offsetZ = nz * d;
let transform = `translate3d(${offsetX}px, ${cssY}px, ${offsetZ}px)`;
// Rotate panel to face OUTWARD from cube center
if (nx === 1) transform += ' rotateY(90deg)';
else if (nx === -1) transform += ' rotateY(-90deg)';
else if (ny === 1) transform += ' rotateX(90deg)';
else if (ny === -1) transform += ' rotateX(-90deg)';
else if (nz === -1) transform += ' rotateY(180deg)';
// nz === 1: default orientation (front faces +z)
return {
faceKey: fd.faceKey,
cells,
transform,
};
});
});
</script>
<template>
<div
v-for="grid in faceGrids"
:key="grid.faceKey"
class="face-projection"
:style="{ transform: grid.transform }"
>
<div
v-for="(color, idx) in grid.cells"
:key="idx"
class="proj-cell"
:class="color"
></div>
</div>
</template>
<style scoped>
.face-projection {
position: absolute;
display: grid;
grid-template-columns: repeat(3, 1fr);
width: 300px;
height: 300px;
/* Center the grid on its position */
margin-left: -150px;
margin-top: -150px;
}
.proj-cell {
box-sizing: border-box;
background: #000;
border: 1px solid #000;
position: relative;
}
.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>

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<script setup>
import { ref, computed, onMounted, onUnmounted, watch, nextTick } from "vue";
const props = defineProps({
moves: {
type: Array,
required: true,
},
});
const emit = defineEmits(["reset", "copy", "add-moves", "open-add-modal"]);
const MIN_MOVES_COLUMN_GAP = 6;
const movesHistoryEl = ref(null);
const samplePillEl = ref(null);
const movesPerRow = ref(0);
const movesColumnGap = ref(MIN_MOVES_COLUMN_GAP);
const displayMoves = computed(() => props.moves || []);
const moveRows = computed(() => {
const perRow = movesPerRow.value || displayMoves.value.length || 1;
const rows = [];
const all = displayMoves.value;
for (let i = 0; i < all.length; i += perRow) {
rows.push(all.slice(i, i + perRow));
}
return rows;
});
const hasMoves = computed(() => displayMoves.value.length > 0);
const copyQueueToClipboard = () => {
emit("copy");
};
const resetQueue = () => {
emit("reset");
};
const setSamplePill = (el) => {
if (el && !samplePillEl.value) {
samplePillEl.value = el;
}
};
const recalcMovesLayout = () => {
const container = movesHistoryEl.value;
const pill = samplePillEl.value;
if (!container || !pill) return;
const containerWidth = container.clientWidth;
const pillWidth = pill.offsetWidth;
if (pillWidth <= 0) return;
const totalWidth = (cols) => {
if (cols <= 0) return 0;
if (cols === 1) return pillWidth;
return cols * pillWidth + (cols - 1) * MIN_MOVES_COLUMN_GAP;
};
let cols = Math.floor(
(containerWidth + MIN_MOVES_COLUMN_GAP) /
(pillWidth + MIN_MOVES_COLUMN_GAP),
);
if (cols < 1) cols = 1;
while (cols > 1 && totalWidth(cols) > containerWidth) {
cols -= 1;
}
let gap = 0;
if (cols > 1) {
gap = (containerWidth - cols * pillWidth) / (cols - 1);
}
movesPerRow.value = cols;
movesColumnGap.value = gap;
};
const openAddModal = () => {
emit("open-add-modal");
};
watch(displayMoves, () => {
nextTick(recalcMovesLayout);
});
onMounted(() => {
window.addEventListener("resize", recalcMovesLayout);
nextTick(recalcMovesLayout);
});
onUnmounted(() => {
window.removeEventListener("resize", recalcMovesLayout);
});
</script>
<template>
<div class="moves-history">
<div class="moves-inner" ref="movesHistoryEl">
<div
v-for="(row, rowIndex) in moveRows"
:key="rowIndex"
class="moves-row"
:style="{ columnGap: movesColumnGap + 'px' }"
>
<span
v-for="(m, idx) in row"
:key="m.id"
class="move-pill"
:class="{
'move-pill-active': m.status === 'in_progress',
'move-pill-pending': m.status === 'pending',
}"
:ref="rowIndex === 0 && idx === 0 ? setSamplePill : null"
>
{{ m.label }}
</span>
</div>
</div>
<div class="moves-actions">
<button class="queue-action" @click="openAddModal">add</button>
<button
class="queue-action"
:class="{ 'queue-action-disabled': !hasMoves }"
:disabled="!hasMoves"
@click="copyQueueToClipboard"
>
copy
</button>
<button
class="queue-action"
:class="{ 'queue-action-disabled': !hasMoves }"
:disabled="!hasMoves"
@click="resetQueue"
>
reset
</button>
</div>
</div>
</template>
<style scoped>
.moves-history {
position: absolute;
bottom: 72px;
left: 50%;
transform: translateX(-50%);
width: 100%;
max-width: calc(100vw - 360px);
overflow-x: hidden;
padding: 12px 12px 26px 12px;
background: rgba(0, 0, 0, 0.4);
border-radius: 8px;
backdrop-filter: blur(8px);
}
.moves-inner {
display: flex;
flex-direction: column;
gap: 6px;
}
.moves-row {
display: flex;
}
.move-pill {
display: flex;
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);
font-size: 0.8rem;
color: #fff;
white-space: nowrap;
}
.move-pill-active {
background: #ffd500;
color: #000;
border-color: #ffd500;
}
.move-pill-pending {
opacity: 0.4;
}
.moves-actions {
position: absolute;
right: 6px;
bottom: 6px;
display: flex;
gap: 0px;
}
.queue-action {
border: none;
background: transparent;
padding: 6px 6px;
color: #fff;
font-size: 0.8rem;
cursor: pointer;
}
.queue-action-disabled {
opacity: 0.35;
cursor: default;
pointer-events: none;
}
.moves-history::after {
content: none;
}
.queue-action:focus {
outline: none;
box-shadow: none;
}
</style>

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import { ref, computed } from 'vue';
import { Cube, COLORS, FACES } from '../utils/Cube';
import { ref, computed } from "vue";
import { COLORS, FACES } from "../utils/CubeModel";
// Singleton logic worker
const worker = new Worker(
new URL("../workers/Cube.worker.js", import.meta.url),
{ type: "module" },
);
// Singleton solver worker
const solverWorker = new Worker(
new URL("../workers/Solver.worker.js", import.meta.url),
{ type: "module" },
);
// Reactive state
const cubies = ref([]);
const deepCubeState = ref(null);
const isReady = ref(false);
const isSolverReady = ref(false);
const validationResult = ref(null);
const solveResult = ref(null);
const solveError = ref(null);
worker.onmessage = (e) => {
const { type, payload } = e.data;
if (type === "STATE_UPDATE") {
cubies.value = payload.cubies;
deepCubeState.value = payload.deepCubeState;
isReady.value = true;
} else if (type === "VALIDATION_RESULT") {
validationResult.value = payload;
} else if (type === "SOLVE_RESULT") {
solveResult.value = payload;
} else if (type === "ERROR") {
console.error("Logic Worker Error:", payload);
}
};
solverWorker.onmessage = (e) => {
const { type, payload } = e.data;
if (type === "SOLVE_RESULT") {
solveResult.value = payload;
} else if (type === "SOLVE_ERROR") {
// Error doesn't necessarily block execution, it just provides UI feedback
solveError.value = payload;
} else if (type === "INIT_DONE") {
isSolverReady.value = true;
} else if (type === "ERROR") {
console.error("Solver Worker Error:", payload);
}
};
// Init worker
worker.postMessage({ type: "INIT" });
export function useCube() {
const cube = ref(new Cube());
// Make cubies reactive so Vue tracks changes
// We can just expose the cube instance, but better to expose reactive properties
// Since `cube` is a ref, `cube.value.cubies` is not deeply reactive by default unless `cube.value` is reactive.
// But `ref` wraps the object. If we mutate properties of the object, it might not trigger.
// Let's rely on triggering updates manually or creating a new instance on reset.
// For rotation, we will force update.
const cubies = computed(() => cube.value.cubies);
// Compute the 6-face state matrix for display/debug
const cubeState = computed(() => cube.value.getState());
const initCube = () => {
cube.value.reset();
triggerUpdate();
worker.postMessage({ type: "RESET" });
};
const triggerUpdate = () => {
// Force Vue to notice change
cube.value = Object.assign(Object.create(Object.getPrototypeOf(cube.value)), cube.value);
const rotateLayer = (axis, index, direction, steps = 1) => {
worker.postMessage({
type: "ROTATE_LAYER",
payload: { axis, index, direction, steps },
});
};
const rotateLayer = (axis, index, direction) => {
cube.value.rotateLayer(axis, index, direction);
triggerUpdate();
const rotateSlice = (axis, direction, steps = 1) => {
worker.postMessage({
type: "ROTATE_SLICE",
payload: { axis, direction, steps },
});
};
const turn = (move) => {
worker.postMessage({ type: "TURN", payload: { move } });
};
const validate = () => {
worker.postMessage({ type: "VALIDATE" });
};
const solve = (solverType, cubeState) => {
solveResult.value = null;
solveError.value = null;
solverWorker.postMessage({
type: "SOLVE",
payload: { solverType, cubeState },
});
};
return {
cube,
cubies,
cubeState,
cubies: computed(() => cubies.value),
deepCubeState: computed(() => deepCubeState.value),
isReady: computed(() => isReady.value),
isSolverReady: computed(() => isSolverReady.value),
validationResult: computed(() => validationResult.value),
solveResult: computed(() => solveResult.value),
solveError: computed(() => solveError.value),
initCube,
rotateLayer,
rotateSlice,
turn,
validate,
solve,
COLORS,
FACES
FACES,
};
}

View File

@@ -1,50 +0,0 @@
import { reactive, watch } from 'vue'
const settings = reactive({
viewRotation: {
invertX: false, // Inverts Up/Down view rotation
invertY: false, // Inverts Left/Right view rotation (Drag Right -> Increase Angle -> Rotate Right)
speed: 0.5
},
dragMapping: {
// Multipliers for drag direction on faces
front: { x: 1, y: -1 }, // Changed x to 1
back: { x: 1, y: 1 },
right: { x: -1, y: 1 },
left: { x: -1, y: -1 },
up: { x: 1, y: 1 },
down: { x: -1, y: -1 }
},
physics: {
enabled: true,
tension: 200,
friction: 10 // Not currently used but good for future
}
})
// Persist to localStorage for convenience during reload
const STORAGE_KEY = 'rubik-debug-settings-v2' // Changed key to force reset settings
try {
const saved = localStorage.getItem(STORAGE_KEY)
if (saved) {
const parsed = JSON.parse(saved)
// Merge deeply? For now just top level sections
Object.assign(settings.viewRotation, parsed.viewRotation)
Object.assign(settings.dragMapping, parsed.dragMapping)
Object.assign(settings.physics, parsed.physics)
}
} catch (e) {
console.warn('Failed to load debug settings', e)
}
watch(settings, (newSettings) => {
localStorage.setItem(STORAGE_KEY, JSON.stringify(newSettings))
}, { deep: true })
export function useDebug() {
return {
settings
}
}

View File

@@ -1,50 +0,0 @@
import { ref, reactive } from 'vue'
// Global state for logs so it persists across component re-mounts
const logs = ref([])
const isRecording = ref(true)
const maxLogs = 500 // Limit history size
export function useInteractionLogger() {
const addLog = (type, data) => {
if (!isRecording.value) return
const timestamp = Date.now()
const logEntry = {
id: timestamp + Math.random().toString(36).substr(2, 9),
timestamp,
type,
data: JSON.parse(JSON.stringify(data)) // Deep copy to snapshot state
}
logs.value.push(logEntry)
if (logs.value.length > maxLogs) {
logs.value.shift()
}
}
const clearLogs = () => {
logs.value = []
}
const exportLogs = () => {
return JSON.stringify(logs.value, null, 2)
}
// Helper to format logs for LLM analysis
const getRecentLogsForAnalysis = (count = 50) => {
const recent = logs.value.slice(-count)
return JSON.stringify(recent, null, 2)
}
return {
logs,
isRecording,
addLog,
clearLogs,
exportLogs,
getRecentLogsForAnalysis
}
}

View File

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

View File

@@ -0,0 +1,43 @@
import { ref } from "vue";
let initialCubeTranslucent = false;
try {
const stored = localStorage.getItem("cubeTranslucent");
if (stored !== null) {
initialCubeTranslucent = stored === "true";
}
} catch (e) { }
let initialShowFaceProjections = false;
try {
const stored = localStorage.getItem("showFaceProjections");
if (stored !== null) {
initialShowFaceProjections = stored === "true";
}
} catch (e) { }
const isCubeTranslucent = ref(initialCubeTranslucent);
const showFaceProjections = ref(initialShowFaceProjections);
export function useSettings() {
const toggleCubeTranslucent = () => {
isCubeTranslucent.value = !isCubeTranslucent.value;
try {
localStorage.setItem("cubeTranslucent", String(isCubeTranslucent.value));
} catch (e) { }
};
const toggleFaceProjections = () => {
showFaceProjections.value = !showFaceProjections.value;
try {
localStorage.setItem("showFaceProjections", String(showFaceProjections.value));
} catch (e) { }
};
return {
isCubeTranslucent,
toggleCubeTranslucent,
showFaceProjections,
toggleFaceProjections,
};
}

8
src/config/settings.js Normal file
View File

@@ -0,0 +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

@@ -1,5 +1,6 @@
import { createApp } from 'vue'
import './style.css'
import App from './App.vue'
import { createApp } from "vue";
import "./style.css";
import "toastify-js/src/toastify.css";
import App from "./App.vue";
createApp(App).mount('#app')
createApp(App).mount("#app");

View File

@@ -13,9 +13,9 @@
-moz-osx-font-smoothing: grayscale;
/* --- Glassmorphism Design System (from Nonograms) --- */
--bg-gradient: linear-gradient(135deg, #2c3e50 0%, #000000 100%);
--glass-bg: rgba(255, 255, 255, 0.05);
--glass-border: rgba(255, 255, 255, 0.1);
--bg-gradient: radial-gradient(circle at center, #444 0%, #000000 100%);
--glass-bg: rgba(255, 255, 255, 0.1);
--glass-border: rgba(255, 255, 255, 0.2);
--glass-shadow: 0 8px 32px 0 rgba(0, 0, 0, 0.37);
--text-color: #ffffff;
--text-strong: #ffffff;
@@ -25,10 +25,63 @@
--accent-purple: #4facfe;
--primary-accent: #00f2fe;
--title-glow: rgba(0, 255, 255, 0.2);
--toggle-bg: rgba(255, 255, 255, 0.08);
--toggle-border: rgba(255, 255, 255, 0.2);
--toggle-shadow: 0 0 15px rgba(0, 0, 0, 0.2);
--toggle-btn-border: rgba(255, 255, 255, 0.2);
--panel-bg: rgba(255, 255, 255, 0.05);
--toggle-hover-border: #ffffff;
--toggle-active-shadow: 0 0 10px rgba(0, 242, 255, 0.3);
--panel-bg: rgba(0, 0, 0, 0.4);
--panel-border: rgba(255, 255, 255, 0.1);
--panel-shadow: 0 4px 15px rgba(0, 0, 0, 0.2);
--button-bg: rgba(255, 255, 255, 0.1);
--button-border: rgba(255, 255, 255, 0.2);
--button-text: #ffffff;
--button-hover-bg: rgba(255, 255, 255, 0.25);
--button-hover-shadow: 0 5px 15px rgba(0, 0, 0, 0.2);
--button-active-shadow: 0 0 20px rgba(79, 172, 254, 0.4);
--cube-edge-color: #333333;
--title-gradient: linear-gradient(45deg, #00f2fe, #4facfe);
/* 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"] {
--bg-gradient: radial-gradient(circle at center, #ffffff 0%, #cccccc 100%);
--glass-bg: rgba(255, 255, 255, 0.75);
--glass-border: rgba(15, 23, 42, 0.12);
--glass-shadow: 0 8px 32px 0 rgba(15, 23, 42, 0.12);
--text-color: #0f172a;
--text-strong: #0f172a;
--text-secondary: rgba(15, 23, 42, 0.7);
--text-muted: rgba(15, 23, 42, 0.6);
--accent-cyan: #0ea5e9;
--accent-purple: #6366f1;
--primary-accent: #0ea5e9;
--title-glow: rgba(14, 165, 233, 0.35);
--toggle-bg: rgba(255, 255, 255, 0.85);
--toggle-border: rgba(15, 23, 42, 0.12);
--toggle-shadow: 0 8px 20px rgba(15, 23, 42, 0.12);
--toggle-btn-border: rgba(15, 23, 42, 0.18);
--toggle-hover-border: rgba(15, 23, 42, 0.5);
--toggle-active-shadow: 0 0 12px rgba(14, 165, 233, 0.25);
--panel-bg: rgba(255, 255, 255, 0.7);
--panel-border: rgba(15, 23, 42, 0.12);
--panel-shadow: 0 12px 24px rgba(15, 23, 42, 0.12);
--button-bg: rgba(255, 255, 255, 0.85);
--button-border: rgba(15, 23, 42, 0.16);
--button-text: #0f172a;
--button-hover-bg: rgba(255, 255, 255, 1);
--button-hover-shadow: 0 6px 18px rgba(15, 23, 42, 0.18);
--button-active-shadow: 0 0 18px rgba(14, 165, 233, 0.25);
--cube-edge-color: #000000;
--title-gradient: linear-gradient(45deg, #0ea5e9, #6366f1);
}
a {
@@ -36,6 +89,7 @@ a {
color: #646cff;
text-decoration: inherit;
}
a:hover {
color: #535bf2;
}
@@ -44,11 +98,12 @@ body {
margin: 0;
display: flex;
min-width: 320px;
min-height: 100vh;
height: 100vh;
flex-direction: column;
background: var(--bg-gradient);
background-attachment: fixed;
color: var(--text-color);
overflow: hidden;
}
h1 {
@@ -67,9 +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;
@@ -81,7 +138,7 @@ button:focus-visible {
#app {
width: 100%;
min-height: 100vh;
height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
@@ -90,19 +147,66 @@ button:focus-visible {
/* Glassmorphism utility class */
.glass-panel {
background: var(--glass-bg);
backdrop-filter: blur(10px);
backdrop-filter: blur(12px);
-webkit-backdrop-filter: blur(12px);
border-radius: 16px;
border: 1px solid var(--glass-border);
box-shadow: var(--glass-shadow);
}
/* Button Styles */
button.btn-neon {
background: var(--button-bg);
border: 1px solid var(--button-border);
color: var(--button-text);
padding: 10px 20px;
font-size: 0.95rem;
border-radius: 30px;
cursor: pointer;
transition: all 0.3s ease;
backdrop-filter: blur(4px);
font-weight: 500;
letter-spacing: 0.5px;
text-transform: uppercase;
display: inline-flex;
align-items: center;
justify-content: center;
gap: 8px;
outline: none;
}
button.btn-neon:hover {
background: var(--button-hover-bg);
transform: translateY(-2px);
box-shadow: var(--button-hover-shadow);
border-color: var(--toggle-hover-border);
}
button.btn-neon.active {
background: linear-gradient(90deg, var(--accent-cyan), var(--accent-purple));
border-color: transparent;
box-shadow: var(--button-active-shadow);
font-weight: 700;
color: #fff;
}
button.btn-neon.icon-only {
padding: 10px;
border-radius: 50%;
width: 40px;
height: 40px;
}
@media (prefers-color-scheme: light) {
:root {
color: #213547;
background-color: #ffffff;
}
a:hover {
color: #747bff;
}
button {
background-color: #f9f9f9;
}

View File

@@ -1,500 +0,0 @@
// Enum for colors
export const COLORS = {
WHITE: 'white',
YELLOW: 'yellow',
ORANGE: 'orange',
RED: 'red',
GREEN: 'green',
BLUE: 'blue',
BLACK: 'black'
};
// Faces enum
export const FACES = {
UP: 'up',
DOWN: 'down',
LEFT: 'left',
RIGHT: 'right',
FRONT: 'front',
BACK: 'back',
};
class Cubie {
constructor(id, x, y, z) {
this.id = id;
this.x = x;
this.y = y;
this.z = z;
this.faces = {
[FACES.UP]: COLORS.BLACK,
[FACES.DOWN]: COLORS.BLACK,
[FACES.LEFT]: COLORS.BLACK,
[FACES.RIGHT]: COLORS.BLACK,
[FACES.FRONT]: COLORS.BLACK,
[FACES.BACK]: COLORS.BLACK,
};
// Assign initial colors based on position (Solved State)
if (y === 1) this.faces[FACES.UP] = COLORS.WHITE;
if (y === -1) this.faces[FACES.DOWN] = COLORS.YELLOW;
if (x === -1) this.faces[FACES.LEFT] = COLORS.ORANGE;
if (x === 1) this.faces[FACES.RIGHT] = COLORS.RED;
if (z === 1) this.faces[FACES.FRONT] = COLORS.GREEN;
if (z === -1) this.faces[FACES.BACK] = COLORS.BLUE;
}
}
export class Cube {
constructor() {
this.cubies = [];
this.reset();
}
reset() {
this.cubies = [];
let id = 0;
for (let x = -1; x <= 1; x++) {
for (let y = -1; y <= 1; y++) {
for (let z = -1; z <= 1; z++) {
this.cubies.push(new Cubie(id++, x, y, z));
}
}
}
}
// Perform a standard move (U, D, L, R, F, B, M, E, S, x, y, z)
// Modifier: ' (prime) or 2 (double)
move(moveStr) {
let move = moveStr[0];
let modifier = moveStr.length > 1 ? moveStr[1] : '';
let direction = 1; // CW
let times = 1;
if (modifier === "'") {
direction = -1;
} else if (modifier === '2') {
times = 2;
}
// Standard Notation Mapping to (axis, index, direction)
// Note: Direction 1 in rotateLayer is "Positive Axis Rotation".
// We need to map Standard CW to Axis Direction.
// U (Up): y=1. Top face CW.
// Looking from Top (y+), CW is Rotation around Y (-). Wait.
// Right Hand Rule on Y axis: Thumb up, fingers curl CCW.
// So Positive Y Rotation is CCW from Top.
// So U (CW) is Negative Y Rotation.
// Let's verify _rotateCubiePosition for 'y'.
// dir > 0 (Pos): nx = z, nz = -x. (z, -x).
// (1,0) -> (0,-1). Right -> Back.
// Top View: Right is 3 o'clock. Back is 12 o'clock? No, Back is Up.
// Top View:
// B (z=-1)
// L(x=-1) R(x=1)
// F (z=1)
// Right (x=1) -> Back (z=-1).
// This is CCW.
// So `direction > 0` (Positive Y) is CCW from Top.
// Standard U is CW. So U is `direction = -1`.
// D (Down): y=-1. Bottom face CW.
// Looking from Bottom (y-), CW.
// If I look from bottom, Y axis points away.
// Positive Y is CCW from Top -> CW from Bottom?
// Let's check.
// Pos Y: Right -> Back.
// Bottom View: Right is Right. Back is "Down"?
// It's confusing.
// Let's use simple logic: D moves same direction as U' (visually from side?). No.
// U and D turn "same way" if you hold cube? No, opposite layers turn opposite relative to axis.
// D (CW) matches Y (Pos) ?
// Let's check movement of Front face on D.
// D moves Front -> Right.
// Y (Pos) moves Front (z=1) -> Right (x=1)?
// Pos Y: (0, 1) -> (1, 0). z=1 -> x=1.
// Yes. Front -> Right.
// So D (CW) = Y (Pos). `direction = 1`.
// L (Left): x=-1. Left face CW.
// L moves Front -> Down.
// X (Pos) moves Front (z=1) -> Up (y=1)?
// _rotateCubiePosition 'x':
// dir > 0: ny = -z. z=1 -> y=-1 (Down).
// So X (Pos) moves Front -> Down.
// So L (CW) = X (Pos). `direction = 1`.
// R (Right): x=1. Right face CW.
// R moves Front -> Up.
// X (Pos) moves Front -> Down.
// So R (CW) = X (Neg). `direction = -1`.
// F (Front): z=1. Front face CW.
// F moves Up -> Right.
// Z (Pos) moves Up (y=1) -> Left (x=-1)?
// _rotateCubiePosition 'z':
// dir > 0: nx = -y. y=1 -> x=-1 (Left).
// So Z (Pos) moves Up -> Left.
// F (CW) moves Up -> Right.
// So F (CW) = Z (Neg). `direction = -1`.
// Wait. My `rotateLayer` logic for Z was flipped in previous turn to match Visual.
// Let's re-read `_rotateCubieFaces` for Z.
// dir > 0 (CCW in Math/Pos): Left <- Up. Up moves to Left.
// So Pos Z moves Up to Left.
// F (CW) needs Up to Right.
// So F (CW) is Neg Z. `direction = -1`.
// B (Back): z=-1. Back face CW.
// B moves Up -> Left.
// Z (Pos) moves Up -> Left.
// So B (CW) = Z (Pos). `direction = 1`.
const layerOps = [];
switch (move) {
case 'U': layerOps.push({ axis: 'y', index: 1, dir: -1 }); break;
case 'D': layerOps.push({ axis: 'y', index: -1, dir: 1 }); break;
case 'L': layerOps.push({ axis: 'x', index: -1, dir: 1 }); break;
case 'R': layerOps.push({ axis: 'x', index: 1, dir: -1 }); break;
case 'F': layerOps.push({ axis: 'z', index: 1, dir: -1 }); break;
case 'B': layerOps.push({ axis: 'z', index: -1, dir: 1 }); break;
// Slices
case 'M': // Middle (between L and R), follows L direction
layerOps.push({ axis: 'x', index: 0, dir: 1 }); break;
case 'E': // Equator (between U and D), follows D direction
layerOps.push({ axis: 'y', index: 0, dir: 1 }); break;
case 'S': // Standing (between F and B), follows F direction
layerOps.push({ axis: 'z', index: 0, dir: -1 }); break;
// Whole Cube Rotations
case 'x': // Follows R
layerOps.push({ axis: 'x', index: -1, dir: -1 });
layerOps.push({ axis: 'x', index: 0, dir: -1 });
layerOps.push({ axis: 'x', index: 1, dir: -1 });
break;
case 'y': // Follows U
layerOps.push({ axis: 'y', index: -1, dir: -1 });
layerOps.push({ axis: 'y', index: 0, dir: -1 });
layerOps.push({ axis: 'y', index: 1, dir: -1 });
break;
case 'z': // Follows F
layerOps.push({ axis: 'z', index: -1, dir: -1 });
layerOps.push({ axis: 'z', index: 0, dir: -1 });
layerOps.push({ axis: 'z', index: 1, dir: -1 });
break;
}
// Apply operations
for (let i = 0; i < times; i++) {
layerOps.forEach(op => {
this.rotateLayer(op.axis, op.index, op.dir * direction);
});
}
}
// Rotate a layer
// axis: 'x', 'y', 'z'
// Helper: Rotate a 2D matrix
// direction: 1 (CW), -1 (CCW)
_rotateMatrix(matrix, direction) {
const N = matrix.length;
// Transpose
for (let i = 0; i < N; i++) {
for (let j = i; j < N; j++) {
[matrix[i][j], matrix[j][i]] = [matrix[j][i], matrix[i][j]];
}
}
// Reverse Rows (for CW) or Columns (for CCW)
if (direction > 0) {
// CW: Reverse each row
matrix.forEach(row => row.reverse());
} else {
// CCW: Reverse columns (or Reverse rows before transpose? No.)
// Transpose + Reverse Rows = CW.
// Transpose + Reverse Cols = CCW?
// Let's check:
// [1 2] T [1 3] RevCol [3 1] -> CCW?
// [3 4] [2 4] [4 2]
// 1 (0,0) -> (0,1). (Top-Left -> Top-Right). This is CW.
// Wait.
// CW: (x,y) -> (y, -x).
// (0,0) -> (0, 0).
// (1,0) -> (0, -1).
// Let's stick to standard:
// CW: Transpose -> Reverse Rows.
// CCW: Reverse Rows -> Transpose.
// Since I already transposed:
// To get CCW from Transpose:
// [1 2] T [1 3]
// [3 4] [2 4]
// Target CCW:
// [2 4]
// [1 3]
// This is reversing columns of Transpose.
// Or reversing rows of original, then transpose.
// Since I modify in place and already transposed:
// I need to reverse columns.
// Alternatively, re-implement:
// Undo transpose for CCW case and do correct order?
// No, let's just reverse columns.
for (let i = 0; i < N; i++) {
for (let j = 0; j < N / 2; j++) {
[matrix[j][i], matrix[N - 1 - j][i]] = [matrix[N - 1 - j][i], matrix[j][i]];
}
}
}
}
// index: -1, 0, 1
// direction: 1 (Positive Axis), -1 (Negative Axis)
rotateLayer(axis, index, direction) {
// 1. Select cubies in the layer
const layerCubies = this.cubies.filter(c => c[axis] === index);
// 2. Map cubies to 3x3 Matrix based on Axis View
// We need a consistent mapping from (u, v) -> Matrix[row][col]
// such that RotateMatrix(CW) corresponds to Physical CW Rotation.
// Grid coordinates:
// Row: 0..2, Col: 0..2
// Mapping function: returns {row, col} for a cubie
// Inverse function: updates cubie coordinates from {row, col}
let mapToGrid, updateFromGrid;
if (axis === 'z') {
// Front (z=1): X=Right, Y=Up.
// Matrix: Row 0 is Top (y=1). Col 0 is Left (x=-1).
mapToGrid = (c) => ({ row: 1 - c.y, col: c.x + 1 });
updateFromGrid = (c, row, col) => { c.y = 1 - row; c.x = col - 1; };
} else if (axis === 'x') {
// Right (x=1): Y=Up, Z=Back?
// CW Rotation around X (Right face):
// Up -> Front -> Down -> Back.
// Matrix: Row 0 is Top (y=1).
// Col 0 is Front (z=1)?
// If Col 0 is Front, Col 2 is Back (z=-1).
// Let's check CW:
// Top (y=1) -> Front (z=1).
// Matrix (0, ?) -> (?, 0).
// (0, 1) [Top-Center] -> (1, 0) [Front-Center].
// Row 0 -> Col 0. (Transpose).
// Then Reverse Rows?
// (0, 1) -> (1, 0).
// (0, 0) [Top-Front] -> (0, 0) [Front-Top]? No.
// Top-Front (y=1, z=1).
// Rot X CW: (y, z) -> (-z, y).
// (1, 1) -> (-1, 1). (Back-Top).
// Wait.
// Rot X CW:
// Y->Z->-Y->-Z.
// Up(y=1) -> Front(z=1)? No.
// Standard Axis Rotation (Right Hand Rule):
// Thumb +X. Fingers Y -> Z.
// So Y axis moves towards Z axis.
// (0, 1, 0) -> (0, 0, 1).
// Up -> Front.
// So Top (y=1) moves to Front (z=1).
// Let's map:
// Row 0 (Top, y=1). Row 2 (Bottom, y=-1).
// Col 0 (Front, z=1). Col 2 (Back, z=-1).
mapToGrid = (c) => ({ row: 1 - c.y, col: 1 - c.z });
updateFromGrid = (c, row, col) => { c.y = 1 - row; c.z = 1 - col; };
} else if (axis === 'y') {
// Up (y=1): Z=Back, X=Right.
// Rot Y CW:
// Z -> X.
// Back (z=-1) -> Right (x=1).
// Matrix: Row 0 (Back, z=-1). Row 2 (Front, z=1).
// Col 0 (Left, x=-1). Col 2 (Right, x=1).
mapToGrid = (c) => ({ row: c.z + 1, col: c.x + 1 });
updateFromGrid = (c, row, col) => { c.z = row - 1; c.x = col - 1; };
}
// 3. Create Matrix
const matrix = Array(3).fill(null).map(() => Array(3).fill(null));
layerCubies.forEach(c => {
const { row, col } = mapToGrid(c);
matrix[row][col] = c;
});
// 4. Rotate Matrix
// Note: Direction 1 is Physical CW (CCW in Math).
// Mapping analysis shows that for all axes (X, Y, Z),
// Physical CW corresponds to Matrix CW.
// However, rotateLayer receives direction -1 for CW (from move() notation).
// _rotateMatrix expects direction 1 for CW.
// So we must invert the direction for all axes.
const matrixDirection = -direction;
this._rotateMatrix(matrix, matrixDirection);
// 5. Update Cubie Coordinates
for (let r = 0; r < 3; r++) {
for (let c = 0; c < 3; c++) {
const cubie = matrix[r][c];
if (cubie) {
updateFromGrid(cubie, r, c);
}
}
}
// 6. Rotate Faces of each cubie
layerCubies.forEach(cubie => {
this._rotateCubieFaces(cubie, axis, direction);
});
}
_rotateCubieFaces(cubie, axis, direction) {
const f = { ...cubie.faces };
// Helper to swap faces
// We map: newFace <- oldFace
// Axis X Rotation (Right/Left)
// CW (dir > 0): Up -> Front -> Down -> Back -> Up
if (axis === 'x') {
if (direction > 0) {
// Corrected cycle for +X rotation:
// Up face moves to Front face
// Front face moves to Down face
// Down face moves to Back face
// Back face moves to Up face
cubie.faces[FACES.FRONT] = f[FACES.UP];
cubie.faces[FACES.DOWN] = f[FACES.FRONT];
cubie.faces[FACES.BACK] = f[FACES.DOWN];
cubie.faces[FACES.UP] = f[FACES.BACK];
} else {
// Reverse cycle for -X
cubie.faces[FACES.UP] = f[FACES.FRONT];
cubie.faces[FACES.FRONT] = f[FACES.DOWN];
cubie.faces[FACES.DOWN] = f[FACES.BACK];
cubie.faces[FACES.BACK] = f[FACES.UP];
}
}
// Axis Y Rotation (Up/Down)
// CW (dir > 0): Front -> Right -> Back -> Left -> Front
// Front -> Right, Right -> Back, Back -> Left, Left -> Front
if (axis === 'y') {
if (direction > 0) {
cubie.faces[FACES.RIGHT] = f[FACES.FRONT];
cubie.faces[FACES.BACK] = f[FACES.RIGHT];
cubie.faces[FACES.LEFT] = f[FACES.BACK];
cubie.faces[FACES.FRONT] = f[FACES.LEFT];
} else {
cubie.faces[FACES.LEFT] = f[FACES.FRONT];
cubie.faces[FACES.BACK] = f[FACES.LEFT];
cubie.faces[FACES.RIGHT] = f[FACES.BACK];
cubie.faces[FACES.FRONT] = f[FACES.RIGHT];
}
}
// Axis Z Rotation (Front/Back)
// CW (dir > 0) in Math is CCW visually: Top -> Left -> Bottom -> Right -> Top
if (axis === 'z') {
if (direction > 0) {
// CCW
cubie.faces[FACES.LEFT] = f[FACES.UP];
cubie.faces[FACES.DOWN] = f[FACES.LEFT];
cubie.faces[FACES.RIGHT] = f[FACES.DOWN];
cubie.faces[FACES.UP] = f[FACES.RIGHT];
} else {
// CW
cubie.faces[FACES.RIGHT] = f[FACES.UP];
cubie.faces[FACES.DOWN] = f[FACES.RIGHT];
cubie.faces[FACES.LEFT] = f[FACES.DOWN];
cubie.faces[FACES.UP] = f[FACES.LEFT];
}
}
}
// Get current state as standard 6-face matrices (for display/export)
getState() {
const state = {
[FACES.UP]: [[],[],[]],
[FACES.DOWN]: [[],[],[]],
[FACES.LEFT]: [[],[],[]],
[FACES.RIGHT]: [[],[],[]],
[FACES.FRONT]: [[],[],[]],
[FACES.BACK]: [[],[],[]]
};
this.cubies.forEach(c => {
// Map x,y,z to matrix indices
// UP: y=1. row = z (-1->0, 0->1, 1->2)?
// In `CubeCSS` I reversed this logic to match `Cube.js`.
// Let's stick to standard visual mapping.
// UP Face (Top View):
// Row 0 is Back (z=-1). Row 2 is Front (z=1).
// Col 0 is Left (x=-1). Col 2 is Right (x=1).
if (c.y === 1) {
const row = c.z + 1;
const col = c.x + 1;
state[FACES.UP][row][col] = c.faces[FACES.UP];
}
// DOWN Face (Bottom View):
// Usually "unfolded". Top of Down face is Front (z=1).
// Row 0 is Front (z=1). Row 2 is Back (z=-1).
// Col 0 is Left (x=-1). Col 2 is Right (x=1).
if (c.y === -1) {
const row = 1 - c.z;
const col = c.x + 1;
state[FACES.DOWN][row][col] = c.faces[FACES.DOWN];
}
// FRONT Face (z=1):
// Row 0 is Top (y=1). Row 2 is Bottom (y=-1).
// Col 0 is Left (x=-1). Col 2 is Right (x=1).
if (c.z === 1) {
const row = 1 - c.y;
const col = c.x + 1;
state[FACES.FRONT][row][col] = c.faces[FACES.FRONT];
}
// BACK Face (z=-1):
// Viewed from Back.
// Row 0 is Top (y=1).
// Col 0 is Right (x=1) (Viewer's Left). Col 2 is Left (x=-1).
if (c.z === -1) {
const row = 1 - c.y;
const col = 1 - c.x;
state[FACES.BACK][row][col] = c.faces[FACES.BACK];
}
// LEFT Face (x=-1):
// Viewed from Left.
// Row 0 is Top (y=1).
// Col 0 is Back (z=-1). Col 2 is Front (z=1).
if (c.x === -1) {
const row = 1 - c.y;
const col = c.z + 1;
state[FACES.LEFT][row][col] = c.faces[FACES.LEFT];
}
// RIGHT Face (x=1):
// Viewed from Right.
// Row 0 is Top (y=1).
// Col 0 is Front (z=1). Col 2 is Back (z=-1).
if (c.x === 1) {
const row = 1 - c.y;
const col = 1 - c.z;
state[FACES.RIGHT][row][col] = c.faces[FACES.RIGHT];
}
});
return state;
}
}

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import { DeepCube, MOVES } from './DeepCube.js';
import { CubeModel } from './CubeModel.js';
export class RubiksJSModel {
constructor() {
this.state = new DeepCube();
this.visual = new CubeModel();
}
reset() {
this.state = new DeepCube();
this.visual = new CubeModel();
}
rotateLayer(axis, index, dir, steps = 1) {
let move = '';
if (axis === 'y') {
if (index === 1) move = dir === 1 ? "U'" : "U";
else if (index === -1) move = dir === -1 ? "D'" : "D";
} else if (axis === 'x') {
if (index === 1) move = dir === 1 ? "R'" : "R";
else if (index === -1) move = dir === -1 ? "L'" : "L";
} else if (axis === 'z') {
if (index === 1) move = dir === 1 ? "F'" : "F";
else if (index === -1) move = dir === -1 ? "B'" : "B";
}
if (move) {
for (let i = 0; i < steps; i++) {
try {
this.state = this.state.multiply(MOVES[move]);
} catch (e) {
console.error('[RubiksJSModel] Failed to apply move:', move, e);
}
this.visual.rotateLayer(axis, index, dir);
}
}
}
applyTurn(move) {
if (!move) return;
try {
this.state = this.state.multiply(MOVES[move]);
} catch (e) {
console.error('[RubiksJSModel] Failed to apply direct move:', move, e);
}
this.visual.applyMove(move);
}
rotateSlice(axis, direction, steps = 1) {
// A middle slice rotation (M, E, S) logically translates to rotating
// the two intersecting outer layers in the opposite direction, while
// the centers (the core abstract frame) remain perfectly stationary.
// The frontend simultaneously handles rotating the camera to complete the illusion.
this.rotateLayer(axis, 1, -direction, steps);
this.rotateLayer(axis, -1, -direction, steps);
}
toCubies() {
return this.visual.toCubies();
}
validate() {
const valid = this.state.isValid();
return { valid, errors: valid ? [] : ['Invalid cube configuration (Parity or Orientation rules violated)'] };
}
}

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

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// Corner indices
export const CORNERS = {
URF: 0,
UFL: 1,
ULB: 2,
UBR: 3,
DFR: 4,
DLF: 5,
DBL: 6,
DRB: 7,
};
// Edge indices
export const EDGES = {
UR: 0,
UF: 1,
UL: 2,
UB: 3,
DR: 4,
DF: 5,
DL: 6,
DB: 7,
FR: 8,
FL: 9,
BL: 10,
BR: 11,
};
export class DeepCube {
constructor(cp, co, ep, eo) {
if (cp && co && ep && eo) {
this.cp = [...cp];
this.co = [...co];
this.ep = [...ep];
this.eo = [...eo];
} else {
// Solved identity state
this.cp = [0, 1, 2, 3, 4, 5, 6, 7];
this.co = [0, 0, 0, 0, 0, 0, 0, 0];
this.ep = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11];
this.eo = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
}
}
// Multiply (apply) another cube state to this one.
multiply(b) {
const cp = new Array(8);
const co = new Array(8);
const ep = new Array(12);
const eo = new Array(12);
// Corners
for (let i = 0; i < 8; i++) {
cp[i] = this.cp[b.cp[i]];
co[i] = (this.co[b.cp[i]] + b.co[i]) % 3;
}
// Edges
for (let i = 0; i < 12; i++) {
ep[i] = this.ep[b.ep[i]];
eo[i] = (this.eo[b.ep[i]] + b.eo[i]) % 2;
}
return new DeepCube(cp, co, ep, eo);
}
clone() {
return new DeepCube(this.cp, this.co, this.ep, this.eo);
}
// Checks if the mathematical state is solvable/possible
isValid() {
// 1. Edge parity must equal corner parity
let edgeParity = 0;
for (let i = 11; i >= 0; i--) {
for (let j = i - 1; j >= 0; j--) {
if (this.ep[j] > this.ep[i]) edgeParity++;
}
}
let cornerParity = 0;
for (let i = 7; i >= 0; i--) {
for (let j = i - 1; j >= 0; j--) {
if (this.cp[j] > this.cp[i]) cornerParity++;
}
}
if (edgeParity % 2 !== cornerParity % 2) return false;
// 2. Edge orientations must sum to even
let eoSum = this.eo.reduce((a, b) => a + b, 0);
if (eoSum % 2 !== 0) return false;
// 3. Corner orientations must be divisible by 3
let coSum = this.co.reduce((a, b) => a + b, 0);
if (coSum % 3 !== 0) return false;
return true;
}
isSolved() {
// Check if permutations are identity and orientations are zero
for (let i = 0; i < 8; i++) {
if (this.cp[i] !== i || this.co[i] !== 0) return false;
}
for (let i = 0; i < 12; i++) {
if (this.ep[i] !== i || this.eo[i] !== 0) return false;
}
return true;
}
static fromCubies(cubies) {
const c2f = {
white: "U",
yellow: "D",
orange: "L",
red: "R",
green: "F",
blue: "B",
};
const getCubie = (x, y, z) =>
cubies.find((c) => c.x === x && c.y === y && c.z === z);
const baseC = [
["U", "R", "F"],
["U", "F", "L"],
["U", "L", "B"],
["U", "B", "R"],
["D", "F", "R"],
["D", "L", "F"],
["D", "B", "L"],
["D", "R", "B"],
];
const slotC = [
{ x: 1, y: 1, z: 1, faces: ["up", "right", "front"] }, // 0: URF
{ x: -1, y: 1, z: 1, faces: ["up", "front", "left"] }, // 1: UFL
{ x: -1, y: 1, z: -1, faces: ["up", "left", "back"] }, // 2: ULB
{ x: 1, y: 1, z: -1, faces: ["up", "back", "right"] }, // 3: UBR
{ x: 1, y: -1, z: 1, faces: ["down", "front", "right"] }, // 4: DFR
{ x: -1, y: -1, z: 1, faces: ["down", "left", "front"] }, // 5: DLF
{ x: -1, y: -1, z: -1, faces: ["down", "back", "left"] }, // 6: DBL
{ x: 1, y: -1, z: -1, faces: ["down", "right", "back"] }, // 7: DRB
];
let cp = [],
co = [];
for (let i = 0; i < 8; i++) {
let slot = slotC[i];
let c = getCubie(slot.x, slot.y, slot.z);
let colors = [
c2f[c.faces[slot.faces[0]]],
c2f[c.faces[slot.faces[1]]],
c2f[c.faces[slot.faces[2]]],
];
let perm = baseC.findIndex(
(bc) =>
colors.includes(bc[0]) &&
colors.includes(bc[1]) &&
colors.includes(bc[2]),
);
cp[i] = perm;
co[i] = colors.indexOf(baseC[perm][0]);
}
const baseE = [
["U", "R"],
["U", "F"],
["U", "L"],
["U", "B"],
["D", "R"],
["D", "F"],
["D", "L"],
["D", "B"],
["F", "R"],
["F", "L"],
["B", "L"],
["B", "R"],
];
const slotE = [
{ x: 1, y: 1, z: 0, faces: ["up", "right"] },
{ x: 0, y: 1, z: 1, faces: ["up", "front"] },
{ x: -1, y: 1, z: 0, faces: ["up", "left"] },
{ x: 0, y: 1, z: -1, faces: ["up", "back"] },
{ x: 1, y: -1, z: 0, faces: ["down", "right"] },
{ x: 0, y: -1, z: 1, faces: ["down", "front"] },
{ x: -1, y: -1, z: 0, faces: ["down", "left"] },
{ x: 0, y: -1, z: -1, faces: ["down", "back"] },
{ x: 1, y: 0, z: 1, faces: ["front", "right"] },
{ x: -1, y: 0, z: 1, faces: ["front", "left"] },
{ x: -1, y: 0, z: -1, faces: ["back", "left"] },
{ x: 1, y: 0, z: -1, faces: ["back", "right"] },
];
let ep = [],
eo = [];
for (let i = 0; i < 12; i++) {
let slot = slotE[i];
let c = getCubie(slot.x, slot.y, slot.z);
let colors = [c2f[c.faces[slot.faces[0]]], c2f[c.faces[slot.faces[1]]]];
let perm = baseE.findIndex(
(be) => colors.includes(be[0]) && colors.includes(be[1]),
);
ep[i] = perm;
eo[i] = colors.indexOf(baseE[perm][0]);
}
return new DeepCube(cp, co, ep, eo);
}
}
// ----------------------------------------------------------------------------
// BASE MOVES DEFINITIONS
// Represents the effect of 90-degree clockwise faces on the solved state.
// ----------------------------------------------------------------------------
export const MOVES = {};
// U (Up Face Clockwise)
MOVES["U"] = new DeepCube(
[
CORNERS.UBR,
CORNERS.URF,
CORNERS.UFL,
CORNERS.ULB,
CORNERS.DFR,
CORNERS.DLF,
CORNERS.DBL,
CORNERS.DRB,
],
[0, 0, 0, 0, 0, 0, 0, 0],
[
EDGES.UB,
EDGES.UR,
EDGES.UF,
EDGES.UL,
EDGES.DR,
EDGES.DF,
EDGES.DL,
EDGES.DB,
EDGES.FR,
EDGES.FL,
EDGES.BL,
EDGES.BR,
],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
);
// R (Right Face Clockwise)
MOVES["R"] = new DeepCube(
[
CORNERS.DFR,
CORNERS.UFL,
CORNERS.ULB,
CORNERS.URF,
CORNERS.DRB,
CORNERS.DLF,
CORNERS.DBL,
CORNERS.UBR,
],
[2, 0, 0, 1, 1, 0, 0, 2],
[
EDGES.FR,
EDGES.UF,
EDGES.UL,
EDGES.UB,
EDGES.BR,
EDGES.DF,
EDGES.DL,
EDGES.DB,
EDGES.DR,
EDGES.FL,
EDGES.BL,
EDGES.UR,
],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
);
// F (Front Face Clockwise)
MOVES["F"] = new DeepCube(
[
CORNERS.UFL,
CORNERS.DLF,
CORNERS.ULB,
CORNERS.UBR,
CORNERS.URF,
CORNERS.DFR,
CORNERS.DBL,
CORNERS.DRB,
],
[1, 2, 0, 0, 2, 1, 0, 0],
[
EDGES.UR,
EDGES.FL,
EDGES.UL,
EDGES.UB,
EDGES.DR,
EDGES.FR,
EDGES.DL,
EDGES.DB,
EDGES.UF,
EDGES.DF,
EDGES.BL,
EDGES.BR,
],
[0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0],
);
// D (Down Face Clockwise)
MOVES["D"] = new DeepCube(
[
CORNERS.URF,
CORNERS.UFL,
CORNERS.ULB,
CORNERS.UBR,
CORNERS.DLF,
CORNERS.DBL,
CORNERS.DRB,
CORNERS.DFR,
],
[0, 0, 0, 0, 0, 0, 0, 0],
[
EDGES.UR,
EDGES.UF,
EDGES.UL,
EDGES.UB,
EDGES.DF,
EDGES.DL,
EDGES.DB,
EDGES.DR,
EDGES.FR,
EDGES.FL,
EDGES.BL,
EDGES.BR,
],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
);
// L (Left Face Clockwise)
MOVES["L"] = new DeepCube(
[
CORNERS.URF,
CORNERS.ULB,
CORNERS.DBL,
CORNERS.UBR,
CORNERS.DFR,
CORNERS.UFL,
CORNERS.DLF,
CORNERS.DRB,
],
[0, 1, 2, 0, 0, 2, 1, 0],
[
EDGES.UR,
EDGES.UF,
EDGES.BL,
EDGES.UB,
EDGES.DR,
EDGES.DF,
EDGES.FL,
EDGES.DB,
EDGES.FR,
EDGES.UL,
EDGES.DL,
EDGES.BR,
],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
);
// B (Back Face Clockwise)
MOVES["B"] = new DeepCube(
[
CORNERS.URF,
CORNERS.UFL,
CORNERS.UBR,
CORNERS.DRB,
CORNERS.DFR,
CORNERS.DLF,
CORNERS.ULB,
CORNERS.DBL,
],
[0, 0, 1, 2, 0, 0, 2, 1],
[
EDGES.UR,
EDGES.UF,
EDGES.UL,
EDGES.BR,
EDGES.DR,
EDGES.DF,
EDGES.DL,
EDGES.BL,
EDGES.FR,
EDGES.FL,
EDGES.UB,
EDGES.DB,
],
[0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1],
);
// Generate inverses and 180s
const faces = ["U", "R", "F", "D", "L", "B"];
faces.forEach((f) => {
const m1 = MOVES[f];
const m2 = m1.multiply(m1);
const m3 = m2.multiply(m1);
MOVES[f + "2"] = m2;
MOVES[f + "'"] = m3;
});

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

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// 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
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// 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
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// 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
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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 '';
let modifier = "";
if (stepsMod === 1) modifier = "'";
else if (stepsMod === 2) modifier = "2";
else if (stepsMod === 3) modifier = "";
return displayBase + (modifier === "'" ? "'" : modifier === "2" ? "2" : "");
};

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import { DeepCube, MOVES } from "../DeepCube.js";
export class BeginnerSolver {
constructor(cube) {
this.cube = cube.clone();
this.solution = [];
}
apply(moveStr) {
if (!moveStr) return;
const moveArr = moveStr.split(" ").filter((m) => m);
for (const m of moveArr) {
if (!MOVES[m]) throw new Error(`Invalid move: ${m}`);
this.solution.push(m);
this.cube = this.cube.multiply(MOVES[m]);
}
}
solve() {
this.solution = [];
if (this.isSolvedState(this.cube)) return [];
console.log("Starting Cross");
this.solveCross();
console.log("Starting F2L Corners");
this.solveF2LCorners();
console.log("Starting F2L Edges");
this.solveF2LEdges();
console.log("Starting Yellow Cross");
this.solveYellowCross();
console.log("Starting Yellow OLL");
this.orientYellowCorners();
console.log("Starting Yellow PLL");
this.permuteYellowCorners();
this.permuteYellowEdges();
this.alignUFace();
this.optimizeSolution();
return this.solution;
}
isSolvedState(state) {
for (let i = 0; i < 8; i++)
if (state.cp[i] !== i || state.co[i] !== 0) return false;
for (let i = 0; i < 12; i++)
if (state.ep[i] !== i || state.eo[i] !== 0) return false;
return true;
}
testAlg(algStr, targetId, isCorner) {
let temp = this.cube;
const arr = algStr.split(" ").filter((m) => m);
for (const m of arr) temp = temp.multiply(MOVES[m]);
if (isCorner) {
return temp.cp[targetId] === targetId && temp.co[targetId] === 0;
} else {
return temp.ep[targetId] === targetId && temp.eo[targetId] === 0;
}
}
solveCross() {
const targets = [
{ id: 5, up: 1, ins: ["F2", "U' R' F R", "U L F' L'"] }, // DF
{ id: 4, up: 0, ins: ["R2", "U' B' R B", "U F R' F'"] }, // DR
{ id: 7, up: 3, ins: ["B2", "U' L' B L", "U R B' R'"] }, // DB
{ id: 6, up: 2, ins: ["L2", "U' F' L F", "U B L' B'"] }, // DL
];
for (let t of targets) {
let safetyCount = 0;
while (safetyCount++ < 15) {
let pos = this.cube.ep.indexOf(t.id);
if (pos === t.id && this.cube.eo[pos] === 0) break;
if ([4, 5, 6, 7].includes(pos)) {
if (pos === 5) this.apply("F2");
else if (pos === 4) this.apply("R2");
else if (pos === 7) this.apply("B2");
else if (pos === 6) this.apply("L2");
} else if ([8, 9, 10, 11].includes(pos)) {
if (pos === 8) this.apply("R U R'");
else if (pos === 9) this.apply("F U F'");
else if (pos === 10) this.apply("L U L'");
else if (pos === 11) this.apply("B U B'");
} else if ([0, 1, 2, 3].includes(pos)) {
let success = false;
for (let u = 0; u < 4; u++) {
for (let alg of t.ins) {
if (this.testAlg(alg, t.id, false)) {
this.apply(alg);
success = true;
break;
}
}
if (success) break;
this.apply("U");
}
if (success) break;
}
}
}
}
solveF2LCorners() {
const targets = [
{ id: 4, ext: "R U R'", ins: ["R U2 R' U' R U R'", "R U R'", "F' U' F"] },
{ id: 5, ext: "F U F'", ins: ["F U2 F' U' F U F'", "F U F'", "L' U' L"] },
{ id: 6, ext: "L U L'", ins: ["L U2 L' U' L U L'", "L U L'", "B' U' B"] },
{ id: 7, ext: "B U B'", ins: ["B U2 B' U' B U B'", "B U B'", "R' U' R"] },
];
for (let t of targets) {
let safetyCount = 0;
while (safetyCount++ < 15) {
let pos = this.cube.cp.indexOf(t.id);
if (pos === t.id && this.cube.co[pos] === 0) break;
if ([4, 5, 6, 7].includes(pos)) {
if (pos === 4) this.apply("R U R'");
else if (pos === 5) this.apply("F U F'");
else if (pos === 6) this.apply("L U L'");
else if (pos === 7) this.apply("B U B'");
} else if ([0, 1, 2, 3].includes(pos)) {
let success = false;
for (let u = 0; u < 4; u++) {
for (let alg of t.ins) {
if (this.testAlg(alg, t.id, true)) {
this.apply(alg);
success = true;
break;
}
}
if (success) break;
this.apply("U");
}
if (success) break;
}
}
}
}
solveF2LEdges() {
const targets = [
{
id: 8,
ext: "R U R'",
ins: ["U R U' R' U' F' U F", "U' F' U F U R U' R'"],
},
{
id: 9,
ext: "F U F'",
ins: ["U' L' U L U F U' F'", "U F U' F' U' L' U L"],
},
{
id: 10,
ext: "L U L'",
ins: ["U L U' L' U' B' U B", "U' B' U B U L U' L'"],
},
{
id: 11,
ext: "B U B'",
ins: ["U B U' B' U' R' U R", "U' R' U R U B U' B'"],
},
];
for (let t of targets) {
let safetyCount = 0;
while (safetyCount++ < 15) {
let pos = this.cube.ep.indexOf(t.id);
if (pos === t.id && this.cube.eo[pos] === 0) break;
if ([8, 9, 10, 11].includes(pos)) {
if (pos === 8)
this.apply("R U R' U' F' U' F"); // Extract standard way
else if (pos === 9) this.apply("F U F' U' L' U' L");
else if (pos === 10) this.apply("L U L' U' B' U' B");
else if (pos === 11) this.apply("B U B' U' R' U' R");
} else if ([0, 1, 2, 3].includes(pos)) {
let success = false;
for (let u = 0; u < 4; u++) {
for (let alg of t.ins) {
if (this.testAlg(alg, t.id, false)) {
this.apply(alg);
success = true;
break;
}
}
if (success) break;
this.apply("U");
}
if (success) break;
}
}
}
}
solveYellowCross() {
const getOrientedCount = () =>
[0, 1, 2, 3].filter((i) => this.cube.eo[i] === 0).length;
let safetyCount = 0;
while (getOrientedCount() < 4 && safetyCount++ < 10) {
const oriented = [0, 1, 2, 3].filter((i) => this.cube.eo[i] === 0);
if (oriented.length === 0) {
this.apply("F R U R' U' F'");
} else if (oriented.length === 2) {
const [a, b] = oriented;
if (Math.abs(a - b) === 2 || (a === 0 && b === 3)) {
// Line or L-shape handling simplified
let succ = false;
for (let u = 0; u < 4; u++) {
let tmp = this.cube.clone();
let p1 = (temp) => {
let c = temp.clone();
"F R U R' U' F'"
.split(" ")
.filter((x) => x)
.forEach((m) => (c = c.multiply(MOVES[m])));
return c;
};
let p2 = (temp) => {
let c = temp.clone();
"F U R U' R' F'"
.split(" ")
.filter((x) => x)
.forEach((m) => (c = c.multiply(MOVES[m])));
return c;
};
if ([0, 1, 2, 3].filter((i) => p1(tmp).eo[i] === 0).length === 4) {
this.apply("F R U R' U' F'");
succ = true;
break;
}
if ([0, 1, 2, 3].filter((i) => p2(tmp).eo[i] === 0).length === 4) {
this.apply("F U R U' R' F'");
succ = true;
break;
}
this.apply("U");
}
if (!succ) this.apply("F R U R' U' F'"); // fallback
} else {
this.apply("U");
}
}
}
}
orientYellowCorners() {
let safetyCount = 0;
while (safetyCount++ < 25) {
if ([0, 1, 2, 3].filter((i) => this.cube.co[i] === 0).length === 4) break;
if (this.cube.co[0] === 0) this.apply("U");
else this.apply("R' D' R D R' D' R D");
}
}
permuteYellowCorners() {
let safetyCount = 0;
while (safetyCount++ < 15) {
let c0 = this.cube.cp[0],
c1 = this.cube.cp[1],
c2 = this.cube.cp[2],
c3 = this.cube.cp[3];
if (
(c1 - c0 + 4) % 4 === 1 &&
(c2 - c1 + 4) % 4 === 1 &&
(c3 - c2 + 4) % 4 === 1
)
break;
let succ = false;
for (let u = 0; u < 4; u++) {
for (let alg of [
"R' F R' B2 R F' R' B2 R2",
"R B' R F2 R' B R F2 R2",
]) {
let t = this.cube.clone();
alg.split(" ").forEach((m) => (t = t.multiply(MOVES[m])));
let tc0 = t.cp[0],
tc1 = t.cp[1],
tc2 = t.cp[2],
tc3 = t.cp[3];
if (
(tc1 - tc0 + 4) % 4 === 1 &&
(tc2 - tc1 + 4) % 4 === 1 &&
(tc3 - tc2 + 4) % 4 === 1
) {
this.apply(alg);
succ = true;
break;
}
}
if (succ) break;
this.apply("U");
}
if (succ) break;
this.apply("R' F R' B2 R F' R' B2 R2");
}
}
permuteYellowEdges() {
let s = 0;
while (this.cube.cp[0] !== 0 && s++ < 5) this.apply("U");
let safetyCount = 0;
while (safetyCount++ < 10) {
if (
this.cube.ep[0] === 0 &&
this.cube.ep[1] === 1 &&
this.cube.ep[2] === 2 &&
this.cube.ep[3] === 3
)
break;
let succ = false;
const uMoves = ["", "U ", "U2 ", "U' "];
const uMovesInv = ["", "U' ", "U2 ", "U "];
for (let u = 0; u < 4; u++) {
for (let baseAlg of [
"R U' R U R U R U' R' U' R2",
"L' U L' U' L' U' L' U L U L2",
]) {
const fullAlg = uMoves[u] + baseAlg + " " + uMovesInv[u];
let t = this.cube.clone();
fullAlg
.split(" ")
.filter((x) => x)
.forEach((m) => (t = t.multiply(MOVES[m])));
if (
t.ep[0] === 0 &&
t.ep[1] === 1 &&
t.ep[2] === 2 &&
t.ep[3] === 3
) {
this.apply(fullAlg);
succ = true;
break;
}
}
if (succ) break;
}
if (succ) break;
this.apply("R U' R U R U R U' R' U' R2"); // Fallback cycle
}
}
alignUFace() {
let s = 0;
while (this.cube.cp[0] !== 0 && s++ < 5) this.apply("U");
}
optimizeSolution() {
let stable = false;
while (!stable) {
stable = true;
for (let i = 0; i < this.solution.length - 1; i++) {
const a = this.solution[i];
const b = this.solution[i + 1];
if (a[0] === b[0]) {
const val = (m) => (m.includes("'") ? -1 : m.includes("2") ? 2 : 1);
let sum = (val(a) + val(b)) % 4;
if (sum < 0) sum += 4;
this.solution.splice(i, 2);
if (sum === 1) this.solution.splice(i, 0, a[0]);
else if (sum === 2) this.solution.splice(i, 0, a[0] + "2");
else if (sum === 3) this.solution.splice(i, 0, a[0] + "'");
stable = false;
break;
}
}
}
}
}

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import Cube from "cubejs";
import { DeepCube, CORNERS, EDGES } from "../DeepCube.js";
export class KociembaSolver {
static init() {
Cube.initSolver();
}
constructor(cube) {
this.cube = cube.clone();
}
// Convert DeepCube permutation/orientation to Kociemba facelet string
// Kociemba format: U1..U9 R1..R9 F1..F9 D1..D9 L1..L9 B1..B9
toFaceletString() {
// Array of 54 characters representing the 6 faces.
// 0..8 = U
// 9..17 = R
// 18..26 = F
// 27..35 = D
// 36..44 = L
// 45..53 = B
const f = new Array(54).fill(" ");
// Centers
f[4] = "U";
f[13] = "R";
f[22] = "F";
f[31] = "D";
f[40] = "L";
f[49] = "B";
// DeepCube to Kociemba mapping:
// Corners:
// 0: URF, 1: UFL, 2: ULB, 3: UBR, 4: DFR, 5: DLF, 6: DBL, 7: DRB
// Edges:
// 0: UR, 1: UF, 2: UL, 3: UB, 4: DR, 5: DF, 6: DL, 7: DB, 8: FR, 9: FL, 10: BL, 11: BR
const cornerColors = [
["U", "R", "F"], // 0: URF
["U", "F", "L"], // 1: UFL
["U", "L", "B"], // 2: ULB
["U", "B", "R"], // 3: UBR
["D", "F", "R"], // 4: DFR
["D", "L", "F"], // 5: DLF
["D", "B", "L"], // 6: DBL
["D", "R", "B"], // 7: DRB
];
const cornerFacelets = [
[8, 9, 20], // URF (U9, R1, F3)
[6, 18, 38], // UFL (U7, F1, L3)
[0, 36, 47], // ULB (U1, L1, B3)
[2, 45, 11], // UBR (U3, B1, R3)
[29, 26, 15], // DFR (D3, F9, R7)
[27, 44, 24], // DLF (D1, L9, F7)
[33, 53, 42], // DBL (D7, B9, L7)
[35, 17, 51], // DRB (D9, R9, B7)
];
for (let i = 0; i < 8; i++) {
const perm = this.cube.cp[i];
const ori = this.cube.co[i];
// The physical piece at position `i` is `perm`.
// Its colors are cornerColors[perm].
// Because of orientation, the colors are shifted.
// If ori=0, U/D color is on U/D face.
// If ori=1, U/D color is twisted clockwise.
// If ori=2, U/D color is twisted counter-clockwise.
const c0 = cornerColors[perm][(0 - ori + 3) % 3];
const c1 = cornerColors[perm][(1 - ori + 3) % 3];
const c2 = cornerColors[perm][(2 - ori + 3) % 3];
f[cornerFacelets[i][0]] = c0;
f[cornerFacelets[i][1]] = c1;
f[cornerFacelets[i][2]] = c2;
}
const edgeColors = [
["U", "R"], // 0: UR
["U", "F"], // 1: UF
["U", "L"], // 2: UL
["U", "B"], // 3: UB
["D", "R"], // 4: DR
["D", "F"], // 5: DF
["D", "L"], // 6: DL
["D", "B"], // 7: DB
["F", "R"], // 8: FR
["F", "L"], // 9: FL
["B", "L"], // 10: BL
["B", "R"], // 11: BR
];
const edgeFacelets = [
[5, 10], // UR (U6, R2)
[7, 19], // UF (U8, F2)
[3, 37], // UL (U4, L2)
[1, 46], // UB (U2, B2)
[32, 16], // DR (D6, R8)
[28, 25], // DF (D2, F8)
[30, 43], // DL (D4, L8)
[34, 52], // DB (D8, B8)
[23, 12], // FR (F6, R4)
[21, 41], // FL (F4, L6)
[50, 39], // BL (B6, L4)
[48, 14], // BR (B4, R6)
];
for (let i = 0; i < 12; i++) {
const perm = this.cube.ep[i];
const ori = this.cube.eo[i];
const e0 = edgeColors[perm][(0 + ori) % 2];
const e1 = edgeColors[perm][(1 + ori) % 2];
f[edgeFacelets[i][0]] = e0;
f[edgeFacelets[i][1]] = e1;
}
return f.join("");
}
solve() {
const faceletStr = this.toFaceletString();
try {
const cube = Cube.fromString(faceletStr);
if (cube.isSolved()) return [];
const solution = cube.solve();
if (!solution) return [];
return solution.split(" ").filter((m) => m);
} catch (e) {
throw new Error(
`Kociemba Solve Failed: ${e.message} \nFacelet: ${faceletStr}`,
);
}
}
}

31
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import Toastify from "toastify-js";
const ICONS = {
info: '<circle cx="12" cy="12" r="10"/><path d="M12 16v-4"/><path d="M12 8h.01"/>',
alert: '<path d="m21.73 18-8-14a2 2 0 0 0-3.48 0l-8 14A2 2 0 0 0 4 21h16a2 2 0 0 0 1.73-3Z"/><path d="M12 9v4"/><path d="M12 17h.01"/>',
check: '<path d="M22 11.08V12a10 10 0 1 1-5.93-9.14"/><path d="m9 11 3 3L22 4"/>'
};
export const createToastHtml = (text, iconName = 'info') => {
const innerHtml = ICONS[iconName] || ICONS.info;
const size = 26; // Powiększona ikona
const svg = `<svg xmlns="http://www.w3.org/2000/svg" width="${size}" height="${size}" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-${iconName}">${innerHtml}</svg>`;
return `<div style="display: flex; align-items: center; gap: 8px;">
${svg}
<span>${text}</span>
</div>`;
};
export const showToast = (text, iconName = 'info', options = {}) => {
Toastify({
text: createToastHtml(text, iconName),
escapeMarkup: false,
duration: 3000,
gravity: "top",
position: "center",
stopOnFocus: true,
...options
}).showToast();
};

36
src/utils/tokenReducer.js Normal file
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// 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 };
};

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import { RubiksJSModel } from "../utils/CubeLogicAdapter.js";
const cube = new RubiksJSModel();
// Helper to send state update
const sendUpdate = () => {
try {
const cubies = cube.toCubies();
const { cp, co, ep, eo } = cube.state;
postMessage({
type: "STATE_UPDATE",
payload: {
cubies,
deepCubeState: {
cp: [...cp],
co: [...co],
ep: [...ep],
eo: [...eo],
},
},
});
} catch (e) {
console.error("[Worker] Error generating cubies:", e);
postMessage({ type: "ERROR", payload: e.message });
}
};
self.onmessage = (e) => {
const { type, payload } = e.data;
switch (type) {
case "INIT":
case "RESET":
cube.reset();
sendUpdate();
break;
case "ROTATE_LAYER": {
const { axis, index, direction, steps = 1 } = payload;
cube.rotateLayer(axis, index, direction, steps);
sendUpdate();
break;
}
case "ROTATE_SLICE": {
const { axis, direction, steps = 1 } = payload;
cube.rotateSlice(axis, direction, steps);
sendUpdate();
break;
}
case "TURN": {
const { move } = payload;
cube.applyTurn(move);
sendUpdate();
break;
}
case "VALIDATE":
const validation = cube.validate();
postMessage({
type: "VALIDATION_RESULT",
payload: { valid: validation.valid, errors: validation.errors },
});
break;
}
};

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import { DeepCube } from "../utils/DeepCube.js";
import { KociembaSolver } from "../utils/solvers/KociembaSolver.js";
import { BeginnerSolver } from "../utils/solvers/BeginnerSolver.js";
let isKociembaReady = false;
// Defer heavy initialization to allow the worker to be responsive initially
setTimeout(() => {
console.log("[SolverWorker] Kociemba solver initialization");
console.time("[SolverWorker] Kociemba solver initialized");
KociembaSolver.init();
console.timeEnd("[SolverWorker] Kociemba solver initialized");
isKociembaReady = true;
postMessage({ type: "INIT_DONE" });
}, 50);
self.onmessage = (e) => {
const { type, payload } = e.data;
if (type === "SOLVE") {
const { solverType, cubeState } = payload;
if (solverType === "kociemba" && !isKociembaReady) {
postMessage({ type: "SOLVE_ERROR", payload: "wait for initialize solver" });
return;
}
try {
// Reconstruct DeepCube state from payload
const dc = new DeepCube(
new Int8Array(cubeState.cp),
new Int8Array(cubeState.co),
new Int8Array(cubeState.ep),
new Int8Array(cubeState.eo)
);
let solution = [];
if (solverType === "kociemba") {
const solver = new KociembaSolver(dc);
solution = solver.solve();
} else if (solverType === "beginner") {
const solver = new BeginnerSolver(dc);
solution = solver.solve();
} else {
throw new Error(`Unknown solver type: ${solverType}`);
}
postMessage({
type: "SOLVE_RESULT",
payload: solution,
});
} catch (err) {
console.error("[SolverWorker] Solve error:", err);
postMessage({ type: "SOLVE_ERROR", payload: err.message });
postMessage({ type: "SOLVE_RESULT", payload: [] });
}
}
};

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@@ -1,96 +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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@@ -1,109 +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');

24
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import { DeepCube, MOVES } from "../src/utils/DeepCube.js";
import { KociembaSolver } from "../src/utils/solvers/KociembaSolver.js";
let cube = new DeepCube();
const faceletStart = new KociembaSolver(cube).toFaceletString();
console.log("Solved Facelet:");
console.log(faceletStart);
cube = cube.multiply(MOVES["R"]);
const solverR = new KociembaSolver(cube);
const faceletR = solverR.toFaceletString();
console.log("Facelet after R:");
console.log(faceletR);
["U", "D", "R", "L", "F", "B"].forEach((m) => {
let c = new DeepCube().multiply(MOVES[m]);
let solver = new KociembaSolver(c);
try {
console.log(`Solution for ${m}:`, solver.solve().join(" "));
} catch (e) {
console.log(`Error on ${m}:`, e.message);
}
});

197
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const C = ["URF", "UFL", "ULB", "UBR", "DFR", "DLF", "DBL", "DRB"];
const E = [
"UR",
"UF",
"UL",
"UB",
"DR",
"DF",
"DL",
"DB",
"FR",
"FL",
"BL",
"BR",
];
// Define physical coordinates for all 6 center stickers
const faces = {
U: [0, 1, 0],
D: [0, -1, 0],
R: [1, 0, 0],
L: [-1, 0, 0],
F: [0, 0, 1],
B: [0, 0, -1],
};
// 8 corners, each with 3 stickers
// URF corner has stickers pointing U, R, F
const cornerStickers = [
["U", "R", "F"],
["U", "F", "L"],
["U", "L", "B"],
["U", "B", "R"],
["D", "F", "R"],
["D", "L", "F"],
["D", "B", "L"],
["D", "R", "B"],
];
// 12 edges, each with 2 stickers
const edgeStickers = [
["U", "R"],
["U", "F"],
["U", "L"],
["U", "B"],
["D", "R"],
["D", "F"],
["D", "L"],
["D", "B"],
["F", "R"],
["F", "L"],
["B", "L"],
["B", "R"],
];
// Rotate a 3D vector around an axis by 90 deg clockwise looking at the face
function rotate(vec, axis) {
let [x, y, z] = vec;
// Holding the face and turning clockwise:
// U (Y+): Back(-Z) -> Right(+X) -> Front(+Z) -> Left(-X) -> Back(-Z)
// So X becomes Z, Z becomes -X
// Let's test UBR (X=1, Z=-1).
// Clockwise: UBR(TopRight) -> URF(BottomRight) -> UFL(BottomLeft) -> ULB(TopLeft).
// UBR (1,-1) -> URF (1,1). We need X'=1, Z'=1 from X=1, Z=-1.
// Formula for X'=1, Z'=1: X' = -Z, Z' = X.
// Let's try URF(1,1) -> UFL(-1,1): X' = -1, Z' = 1. matches X'=-Z, Z'=X.
// So U is [-z, y, x]
// D (Y-): Looking from bottom: Front(+Z) -> Right(+X) -> Back(-Z) -> Left(-X)
// So Front(Z=1) -> Right(X=1). Z'= -X? Yes. X'=Z.
// So D is [z, y, -x]
// R (X+): Up(+Y) -> Back(-Z) -> Down(-Y) -> Front(+Z)
// So Up(Y=1) -> Back(Z=-1). Y'= -Z? Yes. Z'=Y.
// So R is [x, -z, y]
// L (X-): Up(+Y) -> Front(+Z) -> Down(-Y) -> Back(-Z)
// So Up(Y=1) -> Front(Z=1). Y'= Z. Z'= -Y.
// So L is [x, z, -y]
// F (Z+): Up(+Y) -> Right(+X) -> Down(-Y) -> Left(-X)
// So Up(Y=1) -> Right(X=1). X'=Y. Y'=-X.
// So F is [y, -x, z]
// B (Z-): Up(+Y) -> Left(-X) -> Down(-Y) -> Right(+X)
// So Up(Y=1) -> Left(X=-1). X'=-Y. Y'=X.
// So B is [-y, x, z]
if (axis === "U") return [-z, y, x];
if (axis === "D") return [z, y, -x];
if (axis === "R") return [x, z, -y];
if (axis === "L") return [x, -z, y];
if (axis === "F") return [y, -x, z];
if (axis === "B") return [-y, x, z];
}
// Map a rotated vector back to a face name
function vecToFace(vec) {
for (let f in faces) {
if (
faces[f][0] === vec[0] &&
faces[f][1] === vec[1] &&
faces[f][2] === vec[2]
)
return f;
}
}
function generateMove(axis) {
let cp = [],
co = [],
ep = [],
eo = [];
// CORNERS
for (let c = 0; c < 8; c++) {
if (!cornerStickers[c].includes(axis)) {
cp[c] = c;
co[c] = 0;
continue;
}
let pos = [0, 0, 0];
cornerStickers[c].forEach((f) => {
pos[0] += faces[f][0];
pos[1] += faces[f][1];
pos[2] += faces[f][2];
});
let newPos = rotate(pos, axis);
let targetC = -1;
for (let i = 0; i < 8; i++) {
let p2 = [0, 0, 0];
cornerStickers[i].forEach((f) => {
p2[0] += faces[f][0];
p2[1] += faces[f][1];
p2[2] += faces[f][2];
});
if (p2[0] === newPos[0] && p2[1] === newPos[1] && p2[2] === newPos[2])
targetC = i;
}
cp[targetC] = c;
let rotatedStickers = cornerStickers[c].map((f) =>
vecToFace(rotate(faces[f], axis)),
);
let ori = cornerStickers[targetC].indexOf(rotatedStickers[0]);
co[targetC] = ori;
}
// EDGES
for (let e = 0; e < 12; e++) {
if (!edgeStickers[e].includes(axis)) {
ep[e] = e;
eo[e] = 0;
continue;
}
let pos = [0, 0, 0];
edgeStickers[e].forEach((f) => {
pos[0] += faces[f][0];
pos[1] += faces[f][1];
pos[2] += faces[f][2];
});
let newPos = rotate(pos, axis);
let targetE = -1;
for (let i = 0; i < 12; i++) {
let p2 = [0, 0, 0];
edgeStickers[i].forEach((f) => {
p2[0] += faces[f][0];
p2[1] += faces[f][1];
p2[2] += faces[f][2];
});
if (p2[0] === newPos[0] && p2[1] === newPos[1] && p2[2] === newPos[2])
targetE = i;
}
ep[targetE] = e;
let rotatedStickers = edgeStickers[e].map((f) =>
vecToFace(rotate(faces[f], axis)),
);
let primarySticker = rotatedStickers[0];
let ori = primarySticker === edgeStickers[targetE][0] ? 0 : 1;
eo[targetE] = ori;
}
return { cp, co, ep, eo };
}
const moves = ["U", "R", "F", "D", "L", "B"];
moves.forEach((m) => {
const res = generateMove(m);
console.log(`MOVES['${m}'] = new DeepCube(
[${res.cp.map((e) => `CORNERS.${C[e]}`).join(", ")}],
[${res.co.join(", ")}],
[${res.ep.map((e) => `EDGES.${E[e]}`).join(", ")}],
[${res.eo.join(", ")}]
)`);
});

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MOVES['U'] = new DeepCube(
[CORNERS.UFL, CORNERS.ULB, CORNERS.UBR, CORNERS.URF, CORNERS.DFR, CORNERS.DLF, CORNERS.DBL, CORNERS.DRB],
[0, 0, 0, 0, 0, 0, 0, 0],
[EDGES.UF, EDGES.UL, EDGES.UB, EDGES.UR, EDGES.DR, EDGES.DF, EDGES.DL, EDGES.DB, EDGES.FR, EDGES.FL, EDGES.BL, EDGES.BR],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
)
MOVES['R'] = new DeepCube(
[CORNERS.DFR, CORNERS.UFL, CORNERS.ULB, CORNERS.URF, CORNERS.DRB, CORNERS.DLF, CORNERS.DBL, CORNERS.UBR],
[2, 0, 0, 1, 1, 0, 0, 2],
[EDGES.FR, EDGES.UF, EDGES.UL, EDGES.UB, EDGES.BR, EDGES.DF, EDGES.DL, EDGES.DB, EDGES.DR, EDGES.FL, EDGES.BL, EDGES.UR],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
)
MOVES['F'] = new DeepCube(
[CORNERS.UFL, CORNERS.DLF, CORNERS.ULB, CORNERS.UBR, CORNERS.URF, CORNERS.DFR, CORNERS.DBL, CORNERS.DRB],
[1, 2, 0, 0, 2, 1, 0, 0],
[EDGES.UR, EDGES.FL, EDGES.UL, EDGES.UB, EDGES.DR, EDGES.FR, EDGES.DL, EDGES.DB, EDGES.UF, EDGES.DF, EDGES.BL, EDGES.BR],
[0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0]
)
MOVES['D'] = new DeepCube(
[CORNERS.URF, CORNERS.UFL, CORNERS.ULB, CORNERS.UBR, CORNERS.DLF, CORNERS.DBL, CORNERS.DRB, CORNERS.DFR],
[0, 0, 0, 0, 0, 0, 0, 0],
[EDGES.UR, EDGES.UF, EDGES.UL, EDGES.UB, EDGES.DF, EDGES.DL, EDGES.DB, EDGES.DR, EDGES.FR, EDGES.FL, EDGES.BL, EDGES.BR],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
)
MOVES['L'] = new DeepCube(
[CORNERS.URF, CORNERS.ULB, CORNERS.DBL, CORNERS.UBR, CORNERS.DFR, CORNERS.UFL, CORNERS.DLF, CORNERS.DRB],
[0, 1, 2, 0, 0, 2, 1, 0],
[EDGES.UR, EDGES.UF, EDGES.BL, EDGES.UB, EDGES.DR, EDGES.DF, EDGES.FL, EDGES.DB, EDGES.FR, EDGES.UL, EDGES.DL, EDGES.BR],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
)
MOVES['B'] = new DeepCube(
[CORNERS.URF, CORNERS.UFL, CORNERS.UBR, CORNERS.DRB, CORNERS.DFR, CORNERS.DLF, CORNERS.ULB, CORNERS.DBL],
[0, 0, 1, 2, 0, 0, 2, 1],
[EDGES.UR, EDGES.UF, EDGES.UL, EDGES.BR, EDGES.DR, EDGES.DF, EDGES.DL, EDGES.BL, EDGES.FR, EDGES.FL, EDGES.UB, EDGES.DB],
[0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1]
)

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

9
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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
let cube = new DeepCube();
const apply = (str) => { str.split(' ').filter(x => x).forEach(m => cube = cube.multiply(MOVES[m])); };
apply("R' F R' B2 R F' R' B2 R2");
console.log(`cp after A-perm:`, cube.cp.slice(0, 4));
// We want to see which two corners are swapped.
// Solved is 0,1,2,3.
// If it prints 0,1,3,2, then 2 and 3 are swapped (Back corners).

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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
import { BeginnerSolver } from '../src/utils/solvers/BeginnerSolver.js';
let cube = new DeepCube();
const scramble = "R U R' U' R' F R2 U' R' U' R U R' F'"; // T-perm
scramble.split(' ').forEach(move => {
cube = cube.multiply(MOVES[move]);
});
console.log('Testing BeginnerSolver with T-perm...');
const solver = new BeginnerSolver(cube);
// Add some logging to the solver's methods to trace execution
const originalApply = solver.apply.bind(solver);
solver.apply = (moveStr) => {
// console.log('Applying:', moveStr);
originalApply(moveStr);
};
try {
const solution = solver.solve();
console.log('Solution found:', solution.join(' '));
} catch (e) {
console.error('Error during solve:', e);
}

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import { DeepCube, MOVES } from "../src/utils/DeepCube.js";
import { BeginnerSolver } from "../src/utils/solvers/BeginnerSolver.js";
const allMoves = Object.keys(MOVES);
const getRandomScramble = (length = 20) => {
let s = [];
for (let i = 0; i < length; i++)
s.push(allMoves[Math.floor(Math.random() * allMoves.length)]);
return s.join(" ");
};
for (let i = 1; i <= 20; i++) {
let cube = new DeepCube();
const scramble = getRandomScramble();
scramble.split(" ").forEach((move) => (cube = cube.multiply(MOVES[move])));
const startTime = Date.now();
const solver = new BeginnerSolver(cube);
try {
const solution = solver.solve();
const elapsedTime = Date.now() - startTime;
console.log(
`Test ${i}: Solved in ${elapsedTime}ms. Solution length: ${solution.length}`,
);
// Verify it actually solved it
let testCube = cube.clone();
solution.forEach((m) => (testCube = testCube.multiply(MOVES[m])));
if (!solver.isSolvedState(testCube)) {
console.error(
`ERROR: Test ${i} failed to fully solve the cube mathematically!`,
);
process.exit(1);
}
} catch (e) {
console.error(`ERROR: Test ${i} threw an exception:`, e);
process.exit(1);
}
}
console.log("All 20 tests passed flawlessly!");

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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
import { BeginnerSolver } from '../src/utils/solvers/BeginnerSolver.js';
const allMoves = Object.keys(MOVES);
const getRandomScramble = (length = 20) => {
let s = [];
for (let i = 0; i < length; i++) s.push(allMoves[Math.floor(Math.random() * allMoves.length)]);
return s.join(' ');
};
let cube = new DeepCube();
const scramble = getRandomScramble();
scramble.split(' ').forEach(move => cube = cube.multiply(MOVES[move]));
const solver = new BeginnerSolver(cube);
solver.solve();
console.log("Check Cross:");
for (let i of [4, 5, 6, 7]) console.log(`Edge ${i}: ep=${solver.cube.ep.indexOf(i)} eo=${solver.cube.eo[solver.cube.ep.indexOf(i)]}`);
console.log("Check F2L Corners:");
for (let i of [4, 5, 6, 7]) console.log(`Corner ${i}: cp=${solver.cube.cp.indexOf(i)} co=${solver.cube.co[solver.cube.cp.indexOf(i)]}`);
console.log("Check F2L Edges:");
for (let i of [8, 9, 10, 11]) console.log(`Edge ${i}: ep=${solver.cube.ep.indexOf(i)} eo=${solver.cube.eo[solver.cube.ep.indexOf(i)]}`);
console.log("Check OLL:");
console.log(`co:`, solver.cube.co.slice(0, 4));
console.log(`eo:`, solver.cube.eo.slice(0, 4));
console.log("Check PLL:");
console.log(`cp:`, solver.cube.cp.slice(0, 4));
console.log(`ep:`, solver.cube.ep.slice(0, 4));

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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
import { BeginnerSolver } from '../src/utils/solvers/BeginnerSolver.js';
const allMoves = Object.keys(MOVES);
const getRandomScramble = (length = 20) => {
let s = [];
for (let i = 0; i < length; i++) s.push(allMoves[Math.floor(Math.random() * allMoves.length)]);
return s.join(' ');
};
for (let iter = 0; iter < 100; iter++) {
let cube = new DeepCube();
const scramble = getRandomScramble();
scramble.split(' ').forEach(move => cube = cube.multiply(MOVES[move]));
const solver = new BeginnerSolver(cube);
solver.solve();
if (!solver.isSolvedState(solver.cube)) {
console.log("FAILED ON SCRAMBLE:", scramble);
console.log("Check Cross:");
for (let i of [4, 5, 6, 7]) console.log(`Edge ${i}: ep=${solver.cube.ep.indexOf(i)} eo=${solver.cube.eo[solver.cube.ep.indexOf(i)]}`);
console.log("Check F2L Corners:");
for (let i of [4, 5, 6, 7]) console.log(`Corner ${i}: cp=${solver.cube.cp.indexOf(i)} co=${solver.cube.co[solver.cube.cp.indexOf(i)]}`);
console.log("Check F2L Edges:");
for (let i of [8, 9, 10, 11]) console.log(`Edge ${i}: ep=${solver.cube.ep.indexOf(i)} eo=${solver.cube.eo[solver.cube.ep.indexOf(i)]}`);
console.log("Check OLL:");
console.log(`co:`, solver.cube.co.slice(0, 4));
console.log(`eo:`, solver.cube.eo.slice(0, 4));
console.log("Check PLL:");
console.log(`cp:`, solver.cube.cp.slice(0, 4));
console.log(`ep:`, solver.cube.ep.slice(0, 4));
process.exit(1);
}
}
console.log("All 100 tests passed!");

24
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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
let cube = new DeepCube();
const apply = (str) => {
str.split(' ').forEach(m => {
cube = cube.multiply(MOVES[m]);
});
};
apply("R U R'");
console.log("Piece 4 (R U R') is at position:", cube.cp.indexOf(4), "Orientation:", cube.co[cube.cp.indexOf(4)]);
cube = new DeepCube();
apply("R U' R' U R U2 R'");
console.log("Piece 4 (Up-face extraction) position:", cube.cp.indexOf(4), "Orientation:", cube.co[cube.cp.indexOf(4)]);
cube = new DeepCube();
apply("R U R'"); // insert front facing
console.log("Piece 4 (Front-face extraction) position:", cube.cp.indexOf(4), "Orientation:", cube.co[cube.cp.indexOf(4)]);
cube = new DeepCube();
apply("F' U' F"); // insert left facing
console.log("Piece 4 (Side-face extraction) position:", cube.cp.indexOf(4), "Orientation:", cube.co[cube.cp.indexOf(4)]);

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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
let cube;
const apply = (str) => {
str.split(' ').forEach(m => {
cube = cube.multiply(MOVES[m]);
});
};
const check = (name, alg, initPos, initOri) => {
cube = new DeepCube();
apply(alg);
// We applied alg to a SOLVED cube.
// The piece that WAS at 4 (DFR) is now at some position P with orientation O.
// To solve it, we would need to reverse the alg.
// So if we find a piece at P with orientation O, we apply the reverse alg!
console.log(`${name}: Extraction piece 4 is at pos ${cube.cp.indexOf(4)} ori ${cube.co[cube.cp.indexOf(4)]}`);
};
check("R U R'", "R U R'");
check("R U' R'", "R U' R'");
check("F' U' F", "F' U' F");
check("R U2 R' U' R U R'", "R U' R' U R U2 R'");

10
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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
let cube = new DeepCube();
const apply = (str) => { str.split(' ').forEach(m => { cube = cube.multiply(MOVES[m]); }); };
cube = new DeepCube(); apply("F' U F");
console.log("F' U F reverse puts piece 4 at pos:", cube.cp.indexOf(4), "ori:", cube.co[cube.cp.indexOf(4)]);
cube = new DeepCube(); apply("U' F' U F");
console.log("U' F' U F reverse puts piece 4 at pos:", cube.cp.indexOf(4), "ori:", cube.co[cube.cp.indexOf(4)]);

22
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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
let cube = new DeepCube();
const apply = (str) => { str.split(' ').forEach(m => { cube = cube.multiply(MOVES[m]); }); };
const check = (name, alg, expectedPos, expectedOri) => {
cube = new DeepCube();
apply(alg); // reverse of extraction
let p5 = cube.cp.indexOf(5); let o5 = cube.co[p5];
console.log(`${name}: pos 5 is ${p5} (expected ${expectedPos}), ori ${o5} (expected ${expectedOri})`);
};
// DLF (5) Target UFL (1)
check("F' U' F reverse", "F' U F", 1, 2); // if reverse puts it at pos 1 ori 2, then if at pos 1 ori 2 use F' U' F!
check("L U L' reverse", "L U' L'", 1, 1);
check("L' U' L reverse", "L' U L", 1, 1); // wait, L' moves DLF to UBL(2)? Let's find out!
// Check extraction from 5
cube = new DeepCube(); apply("L U L'");
console.log("Extract DLF (5) with L U L' gives pos:", cube.cp.indexOf(5), "ori:", cube.co[cube.cp.indexOf(5)]);
cube = new DeepCube(); apply("F' U' F");
console.log("Extract DLF (5) with F' U' F gives pos:", cube.cp.indexOf(5), "ori:", cube.co[cube.cp.indexOf(5)]);

22
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import { DeepCube, MOVES } from '../src/utils/DeepCube.js';
let cube = new DeepCube();
const apply = (str) => {
str.split(' ').forEach(m => {
cube = cube.multiply(MOVES[m]);
});
};
// We want to verify `R U R'` extracts piece 4 (DFR) to U layer.
apply("R U R'");
console.log("Piece 4 is at position:", cube.cp.indexOf(4), "Orientation:", cube.co[cube.cp.indexOf(4)]);
cube = new DeepCube();
// What if piece 4 is at URF (position 0)? We want to insert it to DFR (position 4).
// If Yellow is UP, co=0.
// Let's create a state where DFR is at URF with co=0.
// We can do this by applying R U2 R' U' R U R' IN REVERSE to extract it.
// Reverse of R U2 R' U' R U R' is: R U' R' U R U2 R'
apply("R U' R' U R U2 R'");
console.log("Extraction -> Piece 4 position:", cube.cp.indexOf(4), "Orientation:", cube.co[cube.cp.indexOf(4)]);

70
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import { CubeModel, FACES, COLORS } from "../src/utils/CubeModel.js";
console.log("Running CubeModel Rotation Logic Tests...");
const cube1 = new CubeModel();
const cube2 = new CubeModel();
const compareCubes = (c1, c2, message) => {
const s1 = c1.toString();
const s2 = c2.toString();
if (s1 === s2) {
console.log(`✅ PASS: ${message}`);
return true;
} else {
console.error(`❌ FAIL: ${message}`);
console.log("Expected (Standard Move):");
console.log(s2);
console.log("Actual (Layer Rotation):");
console.log(s1);
return false;
}
};
// Test 1: Top Layer (y=1) CW vs U
cube1.reset();
cube2.reset();
console.log("Testing Top Layer CW vs U...");
cube1.rotateLayer("y", 1, 1); // Top CW
cube2.applyMove("U");
compareCubes(cube1, cube2, "Top Layer CW matches U");
// Test 2: Bottom Layer (y=-1) CW vs D
cube1.reset();
cube2.reset();
console.log("Testing Bottom Layer CW vs D...");
cube1.rotateLayer("y", -1, -1); // Bottom CW (CW around -Y is CCW around Y)
cube2.applyMove("D");
compareCubes(cube1, cube2, "Bottom Layer CW matches D");
// Test 3: Left Layer (x=-1) CW vs L
cube1.reset();
cube2.reset();
console.log("Testing Left Layer CW vs L...");
cube1.rotateLayer("x", -1, -1); // Left CW (CW around -X is CCW around X)
cube2.applyMove("L");
compareCubes(cube1, cube2, "Left Layer CW matches L");
// Test 4: Right Layer (x=1) CW vs R
cube1.reset();
cube2.reset();
console.log("Testing Right Layer CW vs R...");
cube1.rotateLayer("x", 1, 1); // Right CW
cube2.applyMove("R");
compareCubes(cube1, cube2, "Right Layer CW matches R");
// Test 5: Front Layer (z=1) CW vs F
cube1.reset();
cube2.reset();
console.log("Testing Front Layer CW vs F...");
cube1.rotateLayer("z", 1, 1); // Front CW
cube2.applyMove("F");
compareCubes(cube1, cube2, "Front Layer CW matches F");
// Test 6: Back Layer (z=-1) CW vs B
cube1.reset();
cube2.reset();
console.log("Testing Back Layer CW vs B...");
cube1.rotateLayer("z", -1, -1); // Back CW (CW around -Z is CCW around Z)
cube2.applyMove("B");
compareCubes(cube1, cube2, "Back Layer CW matches B");

70
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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);
});
});

41
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import { DeepCube, MOVES } from "../src/utils/DeepCube.js";
function runStressTest(iterations) {
console.log(`Starting DeepCube Stress Test (${iterations} moves)...`);
let cube = new DeepCube(); // Solved
const moveNames = Object.keys(MOVES);
const startTime = Date.now();
for (let i = 1; i <= iterations; i++) {
const randomMove = moveNames[Math.floor(Math.random() * moveNames.length)];
cube = cube.multiply(MOVES[randomMove]);
if (!cube.isValid()) {
console.error(`\n❌ INVALID STATE DETECTED AT MOVE ${i}!`);
console.error(`Move applied: ${randomMove}`);
console.error(`CP:`, cube.cp);
console.error(`CO:`, cube.co);
console.error(`EP:`, cube.ep);
console.error(`EO:`, cube.eo);
process.exit(1);
}
if (i % 100000 === 0) {
process.stdout.write(
`\r${i} moves verified (${((i / iterations) * 100).toFixed(0)}%)`,
);
}
}
const duration = Date.now() - startTime;
console.log(
`\n🎉 Success! Mathematical integrity held over ${iterations} random moves.`,
);
console.log(
`⏱️ Time taken: ${duration} ms (${(iterations / (duration / 1000)).toFixed(0)} moves/sec)`,
);
}
runStressTest(1000000);

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import { DeepCube, MOVES } from "../src/utils/DeepCube.js";
import { KociembaSolver } from "../src/utils/solvers/KociembaSolver.js";
function generateScramble(length = 20) {
const moveNames = Object.keys(MOVES);
const scramble = [];
for (let i = 0; i < length; i++) {
scramble.push(moveNames[Math.floor(Math.random() * moveNames.length)]);
}
return scramble;
}
function runSolverTests(iterations) {
console.log(`Starting KociembaSolver tests (${iterations} scrambles)...`);
let successCount = 0;
let totalMoves = 0;
for (let i = 0; i < iterations; i++) {
let cube = new DeepCube();
const scramble = generateScramble(30);
scramble.forEach((m) => {
cube = cube.multiply(MOVES[m]);
});
const solver = new KociembaSolver(cube);
try {
const solution = solver.solve();
// Apply solution to verify
let testCube = cube.clone();
solution.forEach((m) => {
if (!MOVES[m]) console.error("MISSING MOVE FROM SOLVER:", m);
testCube = testCube.multiply(MOVES[m]);
});
if (testCube.isValid() && isSolvedState(testCube)) {
successCount++;
totalMoves += solution.length;
if (i % 10 === 0) process.stdout.write(`\r${i} solves complete.`);
} else {
console.error(`\n❌ Solver failed validation on scramble ${i}!`);
console.error(`Scramble: ${scramble.join(" ")}`);
console.error(`Solution: ${solution.join(" ")}`);
console.error(`CP:`, testCube.cp);
console.error(`CO:`, testCube.co);
console.error(`EP:`, testCube.ep);
console.error(`EO:`, testCube.eo);
process.exit(1);
}
} catch (e) {
console.error(`\n❌ Solver threw error on scramble ${i}!`);
console.error(`Scramble: ${scramble.join(" ")}`);
console.error(e);
process.exit(1);
}
}
console.log(
`\n🎉 Success! KociembaSolver solved ${successCount}/${iterations} cubes optimally.`,
);
console.log(
`📊 Average shortest path: ${(totalMoves / iterations).toFixed(1)} moves.`,
);
}
function isSolvedState(state) {
for (let i = 0; i < 8; i++)
if (state.cp[i] !== i || state.co[i] !== 0) return false;
for (let i = 0; i < 12; i++)
if (state.ep[i] !== i || state.eo[i] !== 0) return false;
return true;
}
runSolverTests(100);

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import { DeepCube } from "./src/utils/DeepCube.js";
import { BeginnerSolver } from "./src/utils/solvers/BeginnerSolver.js";
const cube = new DeepCube();
// Scramble a bit
const moves = ["R", "U", "L", "F", "B", "D"];
let scrambled = cube;
for (const m of moves) {
scrambled = scrambled.multiply(import("./src/utils/DeepCube.js").then(m => m.MOVES[m]));
}
// This won't work easily with dynamic imports in a script.
// Let's just use the constructor.
console.log("Testing BeginnerSolver...");
try {
const solver = new BeginnerSolver(new DeepCube());
const sol = solver.solve();
console.log("Solution length:", sol.length);
} catch (e) {
console.error("BeginnerSolver failed:", e);
}

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@@ -1,11 +1,12 @@
import { defineConfig } from 'vite'
import vue from '@vitejs/plugin-vue'
import pkg from './package.json'
// https://vite.dev/config/
export default defineConfig({
plugins: [vue()],
define: {
'__APP_VERSION__': JSON.stringify(process.env.npm_package_version),
'__APP_VERSION__': JSON.stringify(pkg.version),
},
server: {
port: 5174,