Files
rubic-cube/src/utils/Cube.js

501 lines
16 KiB
JavaScript

// 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;
}
}