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rubic-cube/src/components/renderers/CubeCSS.vue

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Vue

<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>