import { State } from 'rubiks-js/src/state/index.js'; // Static order definitions from rubiks-js source const CORNER_ORDER = ['URF', 'ULF', 'ULB', 'URB', 'DRF', 'DLF', 'DLB', 'DRB']; const EDGE_ORDER = ['UF', 'UL', 'UB', 'UR', 'FR', 'FL', 'BL', 'BR', 'DF', 'DL', 'DB', 'DR']; // Coordinate mapping for visualization // Coordinates match the visual grid positions const CORNER_SLOTS = [ { id: 'URF', x: 1, y: 1, z: 1 }, { id: 'ULF', x: -1, y: 1, z: 1 }, { id: 'ULB', x: -1, y: 1, z: -1 }, { id: 'URB', x: 1, y: 1, z: -1 }, { id: 'DRF', x: 1, y: -1, z: 1 }, { id: 'DLF', x: -1, y: -1, z: 1 }, { id: 'DLB', x: -1, y: -1, z: -1 }, { id: 'DRB', x: 1, y: -1, z: -1 } ]; const EDGE_SLOTS = [ { id: 'UF', x: 0, y: 1, z: 1 }, { id: 'UL', x: -1, y: 1, z: 0 }, { id: 'UB', x: 0, y: 1, z: -1 }, { id: 'UR', x: 1, y: 1, z: 0 }, { id: 'FR', x: 1, y: 0, z: 1 }, { id: 'FL', x: -1, y: 0, z: 1 }, { id: 'BL', x: -1, y: 0, z: -1 }, { id: 'BR', x: 1, y: 0, z: -1 }, { id: 'DF', x: 0, y: -1, z: 1 }, { id: 'DL', x: -1, y: -1, z: 0 }, { id: 'DB', x: 0, y: -1, z: -1 }, { id: 'DR', x: 1, y: -1, z: 0 } ]; const CENTERS = [ { id: 'c0', x: 0, y: 1, z: 0, faces: { up: 'white' } }, { id: 'c1', x: 0, y: -1, z: 0, faces: { down: 'yellow' } }, { id: 'c2', x: 0, y: 0, z: 1, faces: { front: 'green' } }, { id: 'c3', x: 0, y: 0, z: -1, faces: { back: 'blue' } }, { id: 'c4', x: -1, y: 0, z: 0, faces: { left: 'orange' } }, { id: 'c5', x: 1, y: 0, z: 0, faces: { right: 'red' } }, { id: 'core', x: 0, y: 0, z: 0, faces: {} } ]; // Face mapping for pieces // Each piece (e.g. URF) has 3 faces. We need to map them to colors based on orientation. // Standard color scheme: U=white, D=yellow, F=green, B=blue, L=orange, R=red const FACE_COLORS = { U: 'white', D: 'yellow', F: 'green', B: 'blue', L: 'orange', R: 'red' }; // Map piece name (e.g. 'URF') to its primary face keys const CORNER_FACES = { 'URF': ['up', 'right', 'front'], 'ULF': ['up', 'front', 'left'], 'ULB': ['up', 'left', 'back'], 'URB': ['up', 'back', 'right'], 'DRF': ['down', 'right', 'front'], 'DLF': ['down', 'left', 'front'], 'DLB': ['down', 'back', 'left'], 'DRB': ['down', 'right', 'back'] }; const EDGE_FACES = { 'UF': ['up', 'front'], 'UL': ['up', 'left'], 'UB': ['up', 'back'], 'UR': ['up', 'right'], 'FR': ['front', 'right'], 'FL': ['front', 'left'], 'BL': ['back', 'left'], 'BR': ['back', 'right'], 'DF': ['down', 'front'], 'DL': ['down', 'left'], 'DB': ['down', 'back'], 'DR': ['down', 'right'] }; // Map piece name to its solved colors const getCornerColors = (name) => { // URF -> white, red, green const map = { 'URF': ['white', 'red', 'green'], 'ULF': ['white', 'green', 'orange'], 'ULB': ['white', 'orange', 'blue'], 'URB': ['white', 'blue', 'red'], 'DRF': ['yellow', 'red', 'green'], 'DLF': ['yellow', 'orange', 'green'], // Adjusted to match DLF face order (D, L, F) 'DLB': ['yellow', 'blue', 'orange'], // Adjusted to match DLB face order (D, B, L) 'DRB': ['yellow', 'red', 'blue'] // Adjusted to match DRB face order (D, R, B) }; return map[name]; }; const getEdgeColors = (name) => { const map = { 'UF': ['white', 'green'], 'UL': ['white', 'orange'], 'UB': ['white', 'blue'], 'UR': ['white', 'red'], 'FR': ['green', 'red'], 'FL': ['green', 'orange'], 'BL': ['blue', 'orange'], 'BR': ['blue', 'red'], 'DF': ['yellow', 'green'], 'DL': ['yellow', 'orange'], 'DB': ['yellow', 'blue'], 'DR': ['yellow', 'red'] }; return map[name]; }; export class RubiksJSModel { constructor() { this.state = new State(false); // trackCenters=false } reset() { // State doesn't have a reset method exposed directly? // We can just create a new state. this.state = new State(false); } rotateLayer(axis, index, dir) { // Map to standard notation // axis: 'x', 'y', 'z' // index: 1 (top/right/front), -1 (bottom/left/back) // dir: 1 (Visual CCW), -1 (Visual CW) let move = ''; if (axis === 'y') { if (index === 1) move = dir === 1 ? "U'" : "U"; else if (index === -1) move = dir === 1 ? "D'" : "D"; // Fixed: dir=1 (CCW) -> D' } else if (axis === 'x') { if (index === 1) move = dir === 1 ? "R'" : "R"; else if (index === -1) move = dir === 1 ? "L'" : "L"; // Fixed: dir=1 (CCW) -> L' } else if (axis === 'z') { if (index === 1) move = dir === 1 ? "F'" : "F"; else if (index === -1) move = dir === 1 ? "B'" : "B"; // Fixed: dir=1 (CCW) -> B' } if (move) { console.log('[RubiksJSModel] Applying move:', move); try { this.state.applyTurn(move); console.log('[RubiksJSModel] Move applied successfully'); } catch (e) { console.error('[RubiksJSModel] Failed to apply move:', move, e); } } } toCubies() { // Decode state const encoded = this.state.encode(); // console.log('[RubiksJSModel] Encoded state:', encoded); const binaryString = atob(encoded); const bytes = new Uint8Array(binaryString.length); for (let i = 0; i < binaryString.length; i++) { bytes[i] = binaryString.charCodeAt(i); } // Decode Corners (first 5 bytes) // p: bytes[0] + (bytes[1] << 8) + (bytes[2] << 16) let pC = bytes[0] + (bytes[1] << 8) + (bytes[2] << 16); let oC = bytes[3] + (bytes[4] << 8); const cornerPerms = []; const cornerOrients = []; for (let i = 7; i >= 0; i--) { const p1 = pC & 0b111; cornerPerms[i] = CORNER_ORDER[p1]; pC = pC >> 3; const o1 = oC & 0b11; cornerOrients[i] = o1; oC = oC >> 2; } // Decode Edges (next 8 bytes) // 6 bytes for permutation (each byte has 2 nibbles) // 2 bytes for orientation const edgePerms = []; const edgeOrients = []; // Permutation for (let i = 0; i < 6; i++) { const byte = bytes[5 + i]; const p1 = byte & 0b1111; const p2 = (byte >> 4) & 0b1111; edgePerms[i * 2] = EDGE_ORDER[p1]; edgePerms[i * 2 + 1] = EDGE_ORDER[p2]; } // Orientation let oE = bytes[11] + (bytes[12] << 8); for (let i = 11; i >= 0; i--) { edgeOrients[i] = oE & 0b1; oE = oE >> 1; } const cubies = [...CENTERS]; // Map Corners for (let i = 0; i < 8; i++) { const pieceName = cornerPerms[i]; // e.g. 'URF' const orientation = cornerOrients[i]; // 0, 1, 2 const slot = CORNER_SLOTS[i]; // Slot definition const baseColors = getCornerColors(pieceName); // ['white', 'red', 'green'] const slotFaces = CORNER_FACES[slot.id]; // ['up', 'right', 'front'] // Apply orientation // Formula: Color at SlotKey[k] is PieceColor[(k + o) % 3] const faces = {}; faces[slotFaces[0]] = baseColors[(0 + orientation) % 3]; faces[slotFaces[1]] = baseColors[(1 + orientation) % 3]; faces[slotFaces[2]] = baseColors[(2 + orientation) % 3]; cubies.push({ id: `corn${i}`, x: slot.x, y: slot.y, z: slot.z, faces }); } // Map Edges for (let i = 0; i < 12; i++) { const pieceName = edgePerms[i]; const orientation = edgeOrients[i]; // 0, 1 const slot = EDGE_SLOTS[i]; const baseColors = getEdgeColors(pieceName); // ['white', 'green'] const slotFaces = EDGE_FACES[slot.id]; // ['up', 'front'] const faces = {}; // If orientation is 1 (Flip), we swap. // But we need to be careful about which face is primary (0). // Logic: if o=0, faces match. if o=1, swap. // Adjust for specific edges if needed? // For now assume standard behavior: if (orientation === 0) { faces[slotFaces[0]] = baseColors[0]; faces[slotFaces[1]] = baseColors[1]; } else { faces[slotFaces[0]] = baseColors[1]; faces[slotFaces[1]] = baseColors[0]; } cubies.push({ id: `edge${i}`, x: slot.x, y: slot.y, z: slot.z, faces }); } return cubies; } validate() { // State doesn't expose validate, but we can assume it's valid if using the library return { valid: true, errors: [] }; } }