cubing 0.21.1 → 0.22.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +4 -7
- package/{src/cubing/kpuzzle → dist}/.DS_Store +0 -0
- package/dist/bin/order.js +16675 -0
- package/dist/bin/order.js.map +7 -0
- package/dist/bin/puzzle-geometry-bin.js +13 -9
- package/dist/bin/puzzle-geometry-bin.js.map +2 -2
- package/dist/bundle-global/cubing.bundle-global.js +555 -298
- package/dist/esm/3d-M7GBIT3X.js +21 -0
- package/dist/esm/3d-M7GBIT3X.js.map +7 -0
- package/dist/esm/alg/index.js +1 -1
- package/dist/esm/bluetooth/index.js +10 -8
- package/dist/esm/bluetooth/index.js.map +3 -3
- package/dist/esm/{chunk-RE7MIN5R.js → chunk-4IUYLRHT.js} +2 -2
- package/dist/esm/{chunk-RE7MIN5R.js.map → chunk-4IUYLRHT.js.map} +0 -0
- package/dist/esm/{chunk-CSVAFZSB.js → chunk-6BZSKSG7.js} +724 -735
- package/dist/esm/chunk-6BZSKSG7.js.map +7 -0
- package/dist/esm/{chunk-BU5PUJK3.js → chunk-EWRBHQFX.js} +1 -1
- package/dist/esm/{chunk-BU5PUJK3.js.map → chunk-EWRBHQFX.js.map} +1 -1
- package/dist/esm/{chunk-APIIMJG6.js → chunk-GF76PWEV.js} +450 -1052
- package/dist/esm/chunk-GF76PWEV.js.map +7 -0
- package/dist/esm/{chunk-MUQMBH2S.js → chunk-R3HRHYIW.js} +16 -4
- package/dist/esm/chunk-R3HRHYIW.js.map +7 -0
- package/dist/esm/{chunk-YV3RT5PX.js → chunk-X6JHXPDX.js} +2 -2
- package/dist/esm/{chunk-YV3RT5PX.js.map → chunk-X6JHXPDX.js.map} +0 -0
- package/dist/esm/esm-test-worker.js +2 -2
- package/dist/esm/esm-test-worker.js.map +2 -2
- package/dist/esm/kpuzzle/index.js +2 -2
- package/dist/esm/{node-WEHVBEKP.js → node-HFBX5WHK.js} +2 -2
- package/dist/esm/{node-WEHVBEKP.js.map → node-HFBX5WHK.js.map} +1 -1
- package/dist/esm/{node-BSAQKO3G.js → node-SP4L2AKI.js} +2 -2
- package/dist/esm/{node-BSAQKO3G.js.map → node-SP4L2AKI.js.map} +1 -1
- package/dist/esm/notation/index.js +2 -2
- package/dist/esm/protocol/index.js +2 -2
- package/dist/esm/puzzle-geometry/index.js +14 -10
- package/dist/esm/puzzle-geometry/index.js.map +2 -2
- package/dist/esm/puzzles/index.js +3 -3
- package/dist/esm/scramble/index.js +4 -4
- package/dist/esm/search/index.js +4 -4
- package/dist/esm/stream/index.js +1 -1
- package/dist/esm/twisty/index.js +729 -2346
- package/dist/esm/twisty/index.js.map +3 -3
- package/dist/esm/worker-inside-generated-string-RQYYANYQ.js +3107 -0
- package/dist/esm/worker-inside-generated-string-RQYYANYQ.js.map +7 -0
- package/dist/types/alg/index.d.ts +1 -0
- package/dist/types/alg/index.d.ts.map +1 -1
- package/dist/types/alg/units/leaves/Move.d.ts +1 -1
- package/dist/types/alg/units/leaves/Move.d.ts.map +1 -1
- package/dist/types/bluetooth/smart-puzzle/gan.d.ts.map +1 -1
- package/dist/types/cubing.bundle-global.d.ts +1 -24
- package/dist/types/cubing.bundle-global.d.ts.map +1 -1
- package/dist/types/cubing.bundle-global.exports.d.ts +25 -0
- package/dist/types/cubing.bundle-global.exports.d.ts.map +1 -0
- package/dist/types/puzzle-geometry/PGPuzzles.spec.d.ts +3 -0
- package/dist/types/puzzle-geometry/PGPuzzles.spec.d.ts.map +1 -1
- package/dist/types/puzzle-geometry/PuzzleGeometry.d.ts +7 -3
- package/dist/types/puzzle-geometry/PuzzleGeometry.d.ts.map +1 -1
- package/dist/types/puzzle-geometry/index.d.ts +1 -1
- package/dist/types/puzzle-geometry/index.d.ts.map +1 -1
- package/dist/types/puzzles/index.d.ts +1 -1
- package/dist/types/puzzles/index.d.ts.map +1 -1
- package/dist/types/puzzles/stickerings/cube-stickerings.d.ts.map +1 -1
- package/dist/types/search/inside/api.d.ts.map +1 -1
- package/dist/types/search/inside/solve/puzzles/4x4x4.d.ts +1 -1
- package/dist/types/search/inside/solve/puzzles/4x4x4.d.ts.map +1 -1
- package/dist/types/search/inside/solve/puzzles/fto.d.ts +6 -0
- package/dist/types/search/inside/solve/puzzles/fto.d.ts.map +1 -0
- package/dist/types/search/inside/solve/puzzles/fto.sgs.json.d.ts +5 -0
- package/dist/types/search/inside/solve/puzzles/fto.sgs.json.d.ts.map +1 -0
- package/dist/types/search/inside/solve/tremble.d.ts.map +1 -1
- package/dist/types/search/worker-inside-generated-string.d.ts +1 -1
- package/dist/types/search/worker-inside-generated-string.d.ts.map +1 -1
- package/dist/types/twisty/{old/animation/cursor/CursorTypes.d.ts → controllers/AnimationTypes.d.ts} +10 -3
- package/dist/types/twisty/controllers/AnimationTypes.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/RenderScheduler.d.ts +0 -0
- package/dist/types/twisty/controllers/RenderScheduler.d.ts.map +1 -0
- package/dist/types/twisty/controllers/TwistyAnimationController.d.ts +1 -1
- package/dist/types/twisty/controllers/TwistyAnimationController.d.ts.map +1 -1
- package/dist/types/twisty/{old/animation → controllers}/easing.d.ts +0 -0
- package/dist/types/twisty/controllers/easing.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/indexer/AlgDuration.d.ts +2 -2
- package/dist/types/twisty/controllers/indexer/AlgDuration.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/indexer/AlgIndexer.d.ts +3 -3
- package/dist/types/twisty/controllers/indexer/AlgIndexer.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/indexer/SimpleAlgIndexer.d.ts +3 -3
- package/dist/types/twisty/controllers/indexer/SimpleAlgIndexer.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/indexer/simultaneous-moves/SimultaneousMoveIndexer.d.ts +3 -3
- package/dist/types/twisty/controllers/indexer/simultaneous-moves/SimultaneousMoveIndexer.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/indexer/simultaneous-moves/SimultaneousMoveIndexerV2.d.ts +3 -3
- package/dist/types/twisty/controllers/indexer/simultaneous-moves/SimultaneousMoveIndexerV2.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/indexer/simultaneous-moves/simul-moves.d.ts +2 -2
- package/dist/types/twisty/controllers/indexer/simultaneous-moves/simul-moves.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/indexer/tree/AlgWalker.d.ts +2 -2
- package/dist/types/twisty/controllers/indexer/tree/AlgWalker.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/indexer/tree/TreeAlgIndexer.d.ts +3 -3
- package/dist/types/twisty/controllers/indexer/tree/TreeAlgIndexer.d.ts.map +1 -0
- package/dist/types/twisty/controllers/indexer/tree/chunkAlgs.d.ts +3 -0
- package/dist/types/twisty/controllers/indexer/tree/chunkAlgs.d.ts.map +1 -0
- package/dist/types/twisty/{old/animation → controllers}/stream/timeline-move-calculation-draft.d.ts +2 -2
- package/dist/types/twisty/controllers/stream/timeline-move-calculation-draft.d.ts.map +1 -0
- package/dist/types/twisty/heavy-code-imports/dynamic-entries/3d.d.ts +1 -2
- package/dist/types/twisty/heavy-code-imports/dynamic-entries/3d.d.ts.map +1 -1
- package/dist/types/twisty/index.d.ts +9 -12
- package/dist/types/twisty/index.d.ts.map +1 -1
- package/dist/types/twisty/model/TwistyPlayerModel.d.ts +11 -0
- package/dist/types/twisty/model/TwistyPlayerModel.d.ts.map +1 -1
- package/dist/types/twisty/model/props/TwistyPropDebugger.d.ts +1 -1
- package/dist/types/twisty/model/props/TwistyPropDebugger.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/display/FoundationDisplayProp.d.ts +6 -0
- package/dist/types/twisty/model/props/puzzle/display/FoundationDisplayProp.d.ts.map +1 -0
- package/dist/types/twisty/model/props/puzzle/display/HintFaceletProp.d.ts +5 -1
- package/dist/types/twisty/model/props/puzzle/display/HintFaceletProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/display/StickeringProp.d.ts +46 -1
- package/dist/types/twisty/model/props/puzzle/display/StickeringProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/state/AnchoredStartProp.d.ts +2 -2
- package/dist/types/twisty/model/props/puzzle/state/AnchoredStartProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/state/CurrentLeavesProp.d.ts +1 -1
- package/dist/types/twisty/model/props/puzzle/state/CurrentLeavesProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/state/CurrentLeavesSimplified.d.ts +1 -1
- package/dist/types/twisty/model/props/puzzle/state/CurrentLeavesSimplified.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/state/CurrentTransformationProp.d.ts +1 -1
- package/dist/types/twisty/model/props/puzzle/state/CurrentTransformationProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/state/IndexerConstructorProp.d.ts +5 -2
- package/dist/types/twisty/model/props/puzzle/state/IndexerConstructorProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/state/IndexerProp.d.ts +2 -2
- package/dist/types/twisty/model/props/puzzle/state/IndexerProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/state/LegacyPositionProp.d.ts +2 -2
- package/dist/types/twisty/model/props/puzzle/state/LegacyPositionProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/state/MovePressInputProp.d.ts +11 -0
- package/dist/types/twisty/model/props/puzzle/state/MovePressInputProp.d.ts.map +1 -0
- package/dist/types/twisty/model/props/puzzle/state/NaiveMoveCountProp.d.ts +10 -0
- package/dist/types/twisty/model/props/puzzle/state/NaiveMoveCountProp.d.ts.map +1 -0
- package/dist/types/twisty/model/props/puzzle/state/SetupAnchorProp.d.ts +5 -1
- package/dist/types/twisty/model/props/puzzle/state/SetupAnchorProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/structure/PuzzleIDProp.d.ts +1 -1
- package/dist/types/twisty/model/props/puzzle/structure/PuzzleIDProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/structure/PuzzleIDRequestProp.d.ts +19 -1
- package/dist/types/twisty/model/props/puzzle/structure/PuzzleIDRequestProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/puzzle/structure/PuzzleLoaderProp.d.ts +1 -1
- package/dist/types/twisty/model/props/puzzle/structure/PuzzleLoaderProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/timeline/DetailedTimelineInfoProp.d.ts +2 -3
- package/dist/types/twisty/model/props/timeline/DetailedTimelineInfoProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/timeline/PlayingInfoProp.d.ts +1 -1
- package/dist/types/twisty/model/props/timeline/PlayingInfoProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/timeline/TimestampRequestProp.d.ts +1 -1
- package/dist/types/twisty/model/props/timeline/TimestampRequestProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/BackViewProp.d.ts +6 -1
- package/dist/types/twisty/model/props/viewer/BackViewProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/BackgroundProp.d.ts +5 -1
- package/dist/types/twisty/model/props/viewer/BackgroundProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/ControlPanelProp.d.ts +5 -1
- package/dist/types/twisty/model/props/viewer/ControlPanelProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/OrbitCoordinatesProp.d.ts +18 -5
- package/dist/types/twisty/model/props/viewer/OrbitCoordinatesProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/OrbitCoordinatesRequestProp.d.ts +6 -6
- package/dist/types/twisty/model/props/viewer/OrbitCoordinatesRequestProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/TimeRangeProp.d.ts +2 -2
- package/dist/types/twisty/model/props/viewer/TimeRangeProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/ViewerLinkProp.d.ts +5 -1
- package/dist/types/twisty/model/props/viewer/ViewerLinkProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/VisualizationProp.d.ts +7 -1
- package/dist/types/twisty/model/props/viewer/VisualizationProp.d.ts.map +1 -1
- package/dist/types/twisty/model/props/viewer/VisualizationStrategyProp.d.ts +1 -1
- package/dist/types/twisty/model/props/viewer/VisualizationStrategyProp.d.ts.map +1 -1
- package/dist/types/twisty/views/2D/Twisty2DPuzzle.css.d.ts +3 -0
- package/dist/types/twisty/views/2D/Twisty2DPuzzle.css.d.ts.map +1 -0
- package/dist/types/twisty/views/2D/Twisty2DPuzzle.d.ts +4 -6
- package/dist/types/twisty/views/2D/Twisty2DPuzzle.d.ts.map +1 -1
- package/dist/types/twisty/views/2D/Twisty2DPuzzleWrapper.d.ts +1 -1
- package/dist/types/twisty/views/2D/Twisty2DPuzzleWrapper.d.ts.map +1 -1
- package/dist/types/twisty/views/2D/Twisty2DSceneWrapper.d.ts +2 -2
- package/dist/types/twisty/views/2D/Twisty2DSceneWrapper.d.ts.map +1 -1
- package/dist/types/twisty/views/3D/DragTracker.d.ts +28 -0
- package/dist/types/twisty/views/3D/DragTracker.d.ts.map +1 -0
- package/dist/types/twisty/views/3D/RendererPool.d.ts.map +1 -1
- package/dist/types/twisty/views/3D/Twisty3DPuzzleWrapper.d.ts +6 -1
- package/dist/types/twisty/views/3D/Twisty3DPuzzleWrapper.d.ts.map +1 -1
- package/dist/types/twisty/views/3D/Twisty3DSceneWrapper.d.ts +9 -4
- package/dist/types/twisty/views/3D/Twisty3DSceneWrapper.d.ts.map +1 -1
- package/dist/types/twisty/views/3D/Twisty3DVantage.css.d.ts +3 -0
- package/dist/types/twisty/views/3D/Twisty3DVantage.css.d.ts.map +1 -0
- package/dist/types/twisty/views/3D/Twisty3DVantage.d.ts +12 -8
- package/dist/types/twisty/views/3D/Twisty3DVantage.d.ts.map +1 -1
- package/dist/types/twisty/views/3D/TwistyOrbitControls.d.ts +24 -0
- package/dist/types/twisty/views/3D/TwistyOrbitControls.d.ts.map +1 -0
- package/dist/types/twisty/views/3D/TwistyOrbitControls.spec.d.ts +5 -0
- package/dist/types/twisty/views/3D/TwistyOrbitControls.spec.d.ts.map +1 -0
- package/dist/types/twisty/views/3D/puzzles/Cube3D.d.ts +4 -4
- package/dist/types/twisty/views/3D/puzzles/Cube3D.d.ts.map +1 -1
- package/dist/types/twisty/views/3D/puzzles/PG3D.d.ts +17 -10
- package/dist/types/twisty/views/3D/puzzles/PG3D.d.ts.map +1 -1
- package/dist/types/twisty/views/3D/puzzles/Twisty3DPuzzle.d.ts +1 -1
- package/dist/types/twisty/views/3D/puzzles/Twisty3DPuzzle.d.ts.map +1 -1
- package/dist/types/twisty/{old/dom/element → views}/ClassListManager.d.ts +0 -0
- package/dist/types/twisty/views/ClassListManager.d.ts.map +1 -0
- package/dist/types/twisty/{old/dom/element → views}/ManagedCustomElement.d.ts +0 -0
- package/dist/types/twisty/views/ManagedCustomElement.d.ts.map +1 -0
- package/dist/types/twisty/views/TwistyAlgEditor/LeafTokens.d.ts +1 -1
- package/dist/types/twisty/views/TwistyAlgEditor/LeafTokens.d.ts.map +1 -1
- package/dist/types/twisty/views/TwistyAlgEditor/TwistyAlgEditor.css.d.ts +1 -1
- package/dist/types/twisty/views/TwistyAlgEditor/TwistyAlgEditor.css.d.ts.map +1 -1
- package/dist/types/twisty/views/TwistyAlgEditor/TwistyAlgEditor.d.ts +2 -1
- package/dist/types/twisty/views/TwistyAlgEditor/TwistyAlgEditor.d.ts.map +1 -1
- package/dist/types/twisty/views/TwistyAlgViewer.css.d.ts +1 -1
- package/dist/types/twisty/views/TwistyAlgViewer.css.d.ts.map +1 -1
- package/dist/types/twisty/views/TwistyAlgViewer.d.ts +2 -2
- package/dist/types/twisty/views/TwistyAlgViewer.d.ts.map +1 -1
- package/dist/types/twisty/views/TwistyPlayer.css.d.ts +3 -0
- package/dist/types/twisty/views/TwistyPlayer.css.d.ts.map +1 -0
- package/dist/types/twisty/views/TwistyPlayer.d.ts +7 -3
- package/dist/types/twisty/views/TwistyPlayer.d.ts.map +1 -1
- package/dist/types/twisty/views/TwistyPlayerSettable.d.ts +7 -4
- package/dist/types/twisty/views/TwistyPlayerSettable.d.ts.map +1 -1
- package/dist/types/twisty/views/TwistyViewerWrapper.css.d.ts +3 -0
- package/dist/types/twisty/views/TwistyViewerWrapper.css.d.ts.map +1 -0
- package/dist/types/twisty/{old/dom/viewers → views}/canvas.d.ts +0 -0
- package/dist/types/twisty/views/canvas.d.ts.map +1 -0
- package/dist/types/twisty/views/control-panel/TwistyButtonsV2.css.d.ts +4 -0
- package/dist/types/twisty/views/control-panel/TwistyButtonsV2.css.d.ts.map +1 -0
- package/dist/types/twisty/views/control-panel/TwistyButtonsV2.d.ts +1 -1
- package/dist/types/twisty/views/control-panel/TwistyButtonsV2.d.ts.map +1 -1
- package/dist/types/twisty/views/control-panel/TwistyScrubber.css.d.ts +3 -0
- package/dist/types/twisty/{old/dom/controls → views/control-panel}/TwistyScrubber.css.d.ts.map +1 -1
- package/dist/types/twisty/views/control-panel/TwistyScrubberV2.d.ts +1 -1
- package/dist/types/twisty/views/control-panel/TwistyScrubberV2.d.ts.map +1 -1
- package/dist/types/twisty/{old/dom/element → views}/node-custom-element-shims.d.ts +0 -0
- package/dist/types/twisty/views/node-custom-element-shims.d.ts.map +1 -0
- package/dist/types/twisty/views/stream/TwistyStreamSource.css.d.ts +3 -0
- package/dist/types/twisty/views/stream/TwistyStreamSource.css.d.ts.map +1 -0
- package/dist/types/twisty/{old/dom → views}/stream/TwistyStreamSource.d.ts +1 -1
- package/dist/types/twisty/views/stream/TwistyStreamSource.d.ts.map +1 -0
- package/dist/types/{search/vendor → vendor}/comlink-everywhere/inside/index.d.ts +0 -0
- package/dist/types/vendor/comlink-everywhere/inside/index.d.ts.map +1 -0
- package/dist/types/{search/vendor → vendor}/comlink-everywhere/inside/node.d.ts +0 -0
- package/dist/types/vendor/comlink-everywhere/inside/node.d.ts.map +1 -0
- package/dist/types/{search/vendor → vendor}/comlink-everywhere/outside/index.d.ts +0 -0
- package/dist/types/vendor/comlink-everywhere/outside/index.d.ts.map +1 -0
- package/dist/types/{search/vendor → vendor}/comlink-everywhere/outside/node.d.ts +0 -0
- package/dist/types/vendor/comlink-everywhere/outside/node.d.ts.map +1 -0
- package/dist/types/{search/inside/solve/vendor → vendor}/cstimer/src/js/lib/mathlib.d.ts +0 -0
- package/dist/types/vendor/cstimer/src/js/lib/mathlib.d.ts.map +1 -0
- package/dist/types/{search/inside/solve/vendor → vendor}/cstimer/src/js/scramble/scramble_444.d.ts +1 -1
- package/dist/types/vendor/cstimer/src/js/scramble/scramble_444.d.ts.map +1 -0
- package/dist/types/{search/inside/solve/vendor → vendor}/min2phase/gwt.d.ts +0 -0
- package/dist/types/vendor/min2phase/gwt.d.ts.map +1 -0
- package/dist/types/{search/inside/solve/vendor → vendor}/random-uint-below/get-random-values.d.ts +0 -0
- package/dist/types/vendor/random-uint-below/get-random-values.d.ts.map +1 -0
- package/dist/types/{search/inside/solve/vendor → vendor}/random-uint-below/index.d.ts +1 -1
- package/dist/types/vendor/random-uint-below/index.d.ts.map +1 -0
- package/dist/types/{search/inside/solve/vendor → vendor}/random-uint-below/random-choice.d.ts +0 -0
- package/dist/types/vendor/random-uint-below/random-choice.d.ts.map +1 -0
- package/dist/types/{search/inside/solve/vendor/random-uint-below/random-int.d.ts → vendor/random-uint-below/random53BitValue.d.ts} +1 -1
- package/dist/types/vendor/random-uint-below/random53BitValue.d.ts.map +1 -0
- package/dist/types/{search/inside/solve/vendor → vendor}/sq12phase/scramble_sq1.d.ts +0 -0
- package/dist/types/vendor/sq12phase/scramble_sq1.d.ts.map +1 -0
- package/dist/types/{bluetooth/smart-puzzle → vendor/unsafe-raw-aes}/unsafe-raw-aes.d.ts +0 -0
- package/dist/types/vendor/unsafe-raw-aes/unsafe-raw-aes.d.ts.map +1 -0
- package/docs/.DS_Store +0 -0
- package/docs/cubing/.DS_Store +0 -0
- package/docs/cubing/api/index.html +11 -52
- package/docs/cubing/index.html +67 -27
- package/docs/main.css +7 -6
- package/package.json +8 -9
- package/src/cubing/.DS_Store +0 -0
- package/src/cubing/alg/index.ts +1 -0
- package/src/cubing/alg/units/leaves/Move.ts +1 -1
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- package/src/cubing/twisty/old/dom/viewers/TwistyOrbitControls.ts +0 -420
- package/src/cubing/twisty/old/dom/viewers/TwistyViewerElement.ts +0 -5
- package/src/cubing/twisty/old/dom/viewers/TwistyViewerWrapper.ts +0 -45
- package/src/cubing/twisty/views/3D/TwistyOrbitControlsV2.spec.ts +0 -209
- package/src/cubing/twisty/views/3D/TwistyOrbitControlsV2.ts +0 -270
- package/src/cubing/twisty/views/3D/puzzles/TwistyTestBox.ts +0 -22
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"sources": ["../../src/cubing/twisty/views/3D/puzzles/Cube3D.ts", "../../src/cubing/twisty/old/animation/easing.ts", "../../src/cubing/twisty/old/dom/TwistyPlayerConfig.ts", "../../src/cubing/twisty/views/3D/TAU.ts", "../../src/cubing/twisty/old/dom/element/ElementConfig.ts", "../../src/cubing/twisty/old/dom/element/ClassListManager.ts", "../../src/cubing/twisty/old/dom/element/node-custom-element-shims.ts", "../../src/cubing/twisty/old/dom/element/ManagedCustomElement.ts", "../../src/cubing/twisty/old/dom/viewers/TwistyViewerWrapper.css.ts", "../../src/cubing/twisty/old/dom/viewers/TwistyViewerWrapper.ts", "../../src/cubing/twisty/views/3D/puzzles/PG3D.ts", "../../src/cubing/twisty/old/dom/viewers/Twisty3DCanvas.ts", "../../src/cubing/twisty/old/animation/RenderScheduler.ts", "../../src/cubing/twisty/old/dom/viewers/canvas.ts", "../../src/cubing/twisty/old/dom/viewers/Twisty3DCanvas.css.ts", "../../src/cubing/twisty/old/dom/viewers/TwistyOrbitControls.ts", "../../src/cubing/vendor/three/examples/jsm/libs/stats.modified.module.ts", "../../src/cubing/twisty/views/3D/Twisty3DScene.ts"],
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"sourcesContent": ["import {\n BackSide,\n BoxGeometry,\n BufferAttribute,\n BufferGeometry,\n DoubleSide,\n Euler,\n Group,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n Texture,\n TextureLoader,\n Vector2,\n Vector3,\n} from \"three\";\nimport type { KPuzzleDefinition } from \"../../../../kpuzzle\";\nimport { puzzles } from \"../../../../puzzles\";\nimport type {\n FaceletMeshAppearance,\n PuzzleAppearance,\n} from \"../../../../puzzles/stickerings/appearance\";\nimport type { AlgCursor } from \"../../../old/animation/cursor/AlgCursor\";\nimport type { PuzzlePosition } from \"../../../old/animation/cursor/CursorTypes\";\nimport { smootherStep } from \"../../../old/animation/easing\";\nimport {\n ExperimentalStickering,\n experimentalStickerings,\n HintFaceletStyle,\n hintFaceletStyles,\n} from \"../../../old/dom/TwistyPlayerConfig\";\nimport { TAU } from \"../TAU\";\nimport type { Twisty3DPuzzle } from \"./Twisty3DPuzzle\";\n\nconst svgLoader = new TextureLoader();\n\nconst ignoredMaterial = new MeshBasicMaterial({\n color: 0x444444,\n side: DoubleSide,\n});\n\nconst ignoredMaterialHint = new MeshBasicMaterial({\n color: 0xcccccc,\n side: BackSide,\n transparent: true,\n opacity: 0.75,\n});\n\nconst invisibleMaterial = new MeshBasicMaterial({\n visible: false,\n});\n\nconst orientedMaterial = new MeshBasicMaterial({\n color: 0xff88ff,\n});\n\nconst orientedMaterialHint = new MeshBasicMaterial({\n color: 0xff88ff,\n side: BackSide,\n transparent: true,\n opacity: 0.5,\n});\n\ninterface MaterialMap extends Record<FaceletMeshAppearance, MeshBasicMaterial> {\n regular: MeshBasicMaterial;\n dim: MeshBasicMaterial;\n ignored: MeshBasicMaterial;\n invisible: MeshBasicMaterial;\n}\n\nclass AxisInfo {\n public stickerMaterial: MaterialMap;\n public hintStickerMaterial: MaterialMap;\n constructor(\n public vector: Vector3,\n public fromZ: Euler,\n public color: number,\n public dimColor: number,\n public hintOpacityScale: number, // TODO: make this work better across bright *and* dark backgrounds. Maybe tweak sticker compositing settings?\n options?: { hintColor?: number; hintDimColor?: number },\n ) {\n // TODO: Make sticker material single-sided when cubie foundation is opaque?\n this.stickerMaterial = {\n regular: new MeshBasicMaterial({\n color,\n side: DoubleSide,\n }),\n dim: new MeshBasicMaterial({\n color: dimColor,\n side: DoubleSide,\n }),\n oriented: orientedMaterial,\n ignored: ignoredMaterial,\n invisible: invisibleMaterial,\n };\n this.hintStickerMaterial = {\n regular: new MeshBasicMaterial({\n color: options?.hintColor ?? color,\n side: BackSide,\n transparent: true,\n opacity: 0.5 * hintOpacityScale,\n }),\n dim: new MeshBasicMaterial({\n color: options?.hintDimColor ?? color,\n side: BackSide,\n transparent: true,\n opacity: 0.5 * hintOpacityScale,\n }),\n oriented: orientedMaterialHint,\n ignored: ignoredMaterialHint,\n invisible: invisibleMaterial,\n };\n }\n}\n\nconst axesInfo: AxisInfo[] = [\n new AxisInfo(\n new Vector3(0, 1, 0),\n new Euler(-TAU / 4, 0, 0),\n 0xffffff,\n 0xdddddd,\n 1.25,\n ),\n new AxisInfo(\n new Vector3(-1, 0, 0),\n new Euler(0, -TAU / 4, 0),\n 0xff8800,\n 0x884400,\n 1,\n ),\n new AxisInfo(new Vector3(0, 0, 1), new Euler(0, 0, 0), 0x00ff00, 0x008800, 1),\n new AxisInfo(\n new Vector3(1, 0, 0),\n new Euler(0, TAU / 4, 0),\n 0xff0000,\n 0x660000,\n 1,\n ),\n new AxisInfo(\n new Vector3(0, 0, -1),\n new Euler(0, TAU / 2, 0),\n 0x0000ff,\n 0x000088,\n 0.75,\n { hintColor: 0x0044ff, hintDimColor: 0x002288 },\n ),\n new AxisInfo(\n new Vector3(0, -1, 0),\n new Euler(TAU / 4, 0, 0),\n 0xffff00,\n 0x888800,\n 1.25,\n ),\n];\n\nconst face: { [s: string]: number } = {\n U: 0,\n L: 1,\n F: 2,\n R: 3,\n B: 4,\n D: 5,\n};\n\nconst familyToAxis: { [s: string]: number } = {\n U: face.U,\n u: face.U,\n Uw: face.U,\n Uv: face.U,\n y: face.U,\n L: face.L,\n l: face.L,\n Lw: face.L,\n Lv: face.L,\n M: face.L,\n F: face.F,\n f: face.F,\n Fw: face.F,\n Fv: face.F,\n S: face.F,\n z: face.F,\n R: face.R,\n r: face.R,\n Rw: face.R,\n Rv: face.R,\n x: face.R,\n B: face.B,\n b: face.B,\n Bw: face.B,\n Bv: face.B,\n D: face.D,\n d: face.D,\n Dw: face.D,\n Dv: face.D,\n E: face.D,\n};\n\nconst cubieDimensions = {\n stickerWidth: 0.85,\n stickerElevation: 0.503,\n foundationWidth: 1,\n hintStickerElevation: 1.45,\n};\nconst EXPERIMENTAL_PICTURE_CUBE_HINT_ELEVATION = 2;\n\n/** @deprecated */\nexport function experimentalSetDefaultStickerElevation(\n stickerElevation: number,\n): void {\n cubieDimensions.stickerElevation = stickerElevation;\n}\n\nexport interface Cube3DOptions {\n showMainStickers?: boolean;\n hintFacelets?: HintFaceletStyle;\n showFoundation?: boolean; // TODO: better name\n experimentalStickering?: ExperimentalStickering;\n foundationSprite?: Texture | null;\n hintSprite?: Texture | null;\n}\n\nconst cube3DOptionsDefaults: Cube3DOptions = {\n showMainStickers: true,\n hintFacelets: \"floating\",\n showFoundation: true,\n experimentalStickering: \"full\",\n foundationSprite: null,\n hintSprite: null,\n};\n\n// TODO: Make internal foundation faces one-sided, facing to the outside of the cube.\nconst blackMesh = new MeshBasicMaterial({\n color: 0x000000,\n opacity: 1,\n transparent: true,\n});\n\nconst blackTranslucentMesh = new MeshBasicMaterial({\n color: 0x000000,\n opacity: 0.3,\n transparent: true,\n});\n\nclass CubieDef {\n public matrix: Matrix4;\n public stickerFaces: number[];\n // stickerFaceNames can be e.g. [\"U\", \"F\", \"R\"], \"UFR\" if every face is a single letter.\n constructor(\n public orbit: string,\n stickerFaceNames: string[] | string,\n q: Quaternion,\n ) {\n const individualStickerFaceNames =\n typeof stickerFaceNames === \"string\"\n ? stickerFaceNames.split(\"\")\n : stickerFaceNames;\n this.stickerFaces = individualStickerFaceNames.map((s) => face[s]);\n this.matrix = new Matrix4();\n this.matrix.setPosition(firstPiecePosition[orbit]);\n this.matrix.premultiply(new Matrix4().makeRotationFromQuaternion(q));\n }\n}\n\nfunction t(v: Vector3, t4: number): Quaternion {\n return new Quaternion().setFromAxisAngle(v, (TAU * t4) / 4);\n}\n\nconst r = {\n O: new Vector3(0, 0, 0),\n U: new Vector3(0, -1, 0),\n L: new Vector3(1, 0, 0),\n F: new Vector3(0, 0, -1),\n R: new Vector3(-1, 0, 0),\n B: new Vector3(0, 0, 1),\n D: new Vector3(0, 1, 0),\n};\n\ninterface OrbitIndexed<T> {\n [s: string]: T;\n}\ntype PieceIndexed<T> = OrbitIndexed<T[]>;\n\nconst firstPiecePosition: OrbitIndexed<Vector3> = {\n EDGES: new Vector3(0, 1, 1),\n CORNERS: new Vector3(1, 1, 1),\n CENTERS: new Vector3(0, 1, 0),\n};\nconst orientationRotation: OrbitIndexed<Matrix4[]> = {\n EDGES: [0, 1].map((i) =>\n new Matrix4().makeRotationAxis(\n firstPiecePosition.EDGES.clone().normalize(),\n (-i * TAU) / 2,\n ),\n ),\n CORNERS: [0, 1, 2].map((i) =>\n new Matrix4().makeRotationAxis(\n firstPiecePosition.CORNERS.clone().normalize(),\n (-i * TAU) / 3,\n ),\n ),\n CENTERS: [0, 1, 2, 3].map((i) =>\n new Matrix4().makeRotationAxis(\n firstPiecePosition.CENTERS.clone().normalize(),\n (-i * TAU) / 4,\n ),\n ),\n};\nconst cubieStickerOrder = [face.U, face.F, face.R];\n\nconst pieceDefs: PieceIndexed<CubieDef> = {\n EDGES: [\n new CubieDef(\"EDGES\", \"UF\", t(r.O, 0)),\n new CubieDef(\"EDGES\", \"UR\", t(r.U, 3)),\n new CubieDef(\"EDGES\", \"UB\", t(r.U, 2)),\n new CubieDef(\"EDGES\", \"UL\", t(r.U, 1)),\n new CubieDef(\"EDGES\", \"DF\", t(r.F, 2)),\n new CubieDef(\"EDGES\", \"DR\", t(r.F, 2).premultiply(t(r.D, 1))),\n new CubieDef(\"EDGES\", \"DB\", t(r.F, 2).premultiply(t(r.D, 2))),\n new CubieDef(\"EDGES\", \"DL\", t(r.F, 2).premultiply(t(r.D, 3))),\n new CubieDef(\"EDGES\", \"FR\", t(r.U, 3).premultiply(t(r.R, 3))),\n new CubieDef(\"EDGES\", \"FL\", t(r.U, 1).premultiply(t(r.R, 3))),\n new CubieDef(\"EDGES\", \"BR\", t(r.U, 3).premultiply(t(r.R, 1))),\n new CubieDef(\"EDGES\", \"BL\", t(r.U, 1).premultiply(t(r.R, 1))),\n ],\n CORNERS: [\n new CubieDef(\"CORNERS\", \"UFR\", t(r.O, 0)),\n new CubieDef(\"CORNERS\", \"URB\", t(r.U, 3)),\n new CubieDef(\"CORNERS\", \"UBL\", t(r.U, 2)),\n new CubieDef(\"CORNERS\", \"ULF\", t(r.U, 1)),\n new CubieDef(\"CORNERS\", \"DRF\", t(r.F, 2).premultiply(t(r.D, 1))),\n new CubieDef(\"CORNERS\", \"DFL\", t(r.F, 2).premultiply(t(r.D, 0))),\n new CubieDef(\"CORNERS\", \"DLB\", t(r.F, 2).premultiply(t(r.D, 3))),\n new CubieDef(\"CORNERS\", \"DBR\", t(r.F, 2).premultiply(t(r.D, 2))),\n ],\n CENTERS: [\n new CubieDef(\"CENTERS\", \"U\", t(r.O, 0)),\n new CubieDef(\"CENTERS\", \"L\", t(r.R, 3).premultiply(t(r.U, 1))),\n new CubieDef(\"CENTERS\", \"F\", t(r.R, 3)),\n new CubieDef(\"CENTERS\", \"R\", t(r.R, 3).premultiply(t(r.D, 1))),\n new CubieDef(\"CENTERS\", \"B\", t(r.R, 3).premultiply(t(r.D, 2))),\n new CubieDef(\"CENTERS\", \"D\", t(r.R, 2)),\n ],\n};\n\nconst CUBE_SCALE = 1 / 3;\n\ninterface FaceletInfo {\n faceIdx: number;\n facelet: Mesh;\n hintFacelet?: Mesh;\n}\n\n// TODO: Compatibility with Randelshofer or standard net layout? Offer a\n// conversion function?\nconst pictureStickerCoords: Record<string, number[][][]> = {\n EDGES: [\n [\n [0, 4, 6],\n [0, 4, 5],\n ],\n [\n [3, 5, 7],\n [0, 7, 5],\n ],\n [\n [2, 4, 8],\n [0, 10, 5],\n ],\n [\n [1, 3, 7],\n [0, 1, 5],\n ],\n [\n [2, 4, 2],\n [2, 4, 3],\n ],\n [\n [3, 5, 1],\n [2, 7, 3],\n ],\n [\n [0, 4, 0],\n [2, 10, 3],\n ],\n [\n [1, 3, 1],\n [2, 1, 3],\n ],\n [\n [3, 5, 4],\n [3, 6, 4],\n ],\n [\n [1, 3, 4],\n [1, 2, 4],\n ],\n [\n [1, 9, 4],\n [1, 8, 4],\n ],\n [\n [3, 11, 4],\n [3, 0, 4],\n ],\n ],\n CORNERS: [\n [\n [0, 5, 6],\n [0, 5, 5],\n [0, 6, 5],\n ],\n [\n [3, 5, 8],\n [0, 8, 5],\n [0, 9, 5],\n ],\n [\n [2, 3, 8],\n [0, 11, 5],\n [0, 0, 5],\n ],\n [\n [1, 3, 6],\n [0, 2, 5],\n [0, 3, 5],\n ],\n [\n [3, 5, 2],\n [2, 6, 3],\n [2, 5, 3],\n ],\n [\n [2, 3, 2],\n [2, 3, 3],\n [2, 2, 3],\n ],\n [\n [1, 3, 0],\n [2, 0, 3],\n [2, 11, 3],\n ],\n [\n [0, 5, 0],\n [2, 9, 3],\n [2, 8, 3],\n ],\n ],\n CENTERS: [\n [[0, 4, 7]],\n [[0, 1, 4]],\n [[0, 4, 4]],\n [[0, 7, 4]],\n [[0, 10, 4]],\n [[0, 4, 1]],\n ],\n};\n\nlet sharedCubieFoundationGeometryCache: BoxGeometry | null = null;\nfunction sharedCubieFoundationGeometry(): BoxGeometry {\n return (\n sharedCubieFoundationGeometryCache ??\n (sharedCubieFoundationGeometryCache = new BoxGeometry(\n cubieDimensions.foundationWidth,\n cubieDimensions.foundationWidth,\n cubieDimensions.foundationWidth,\n ))\n );\n}\n\nfunction newStickerGeometry(): BufferGeometry {\n const r = new BufferGeometry();\n const half = 0.5 * cubieDimensions.stickerWidth;\n r.setAttribute(\n \"position\",\n new BufferAttribute(\n new Float32Array([\n half,\n half,\n 0,\n -half,\n half,\n 0,\n half,\n -half,\n 0,\n -half,\n half,\n 0,\n -half,\n -half,\n 0,\n half,\n -half,\n 0,\n ]),\n 3,\n ),\n );\n r.setAttribute(\n \"uv\",\n new BufferAttribute(\n new Float32Array([\n 1, 1, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 1, 1,\n ]),\n 2,\n ),\n );\n // r.setAttribute('normals', new BufferAttribute(new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]), 3));\n return r;\n}\n\nlet sharedStickerGeometryCache: BufferGeometry | null = null;\nfunction sharedStickerGeometry(): BufferGeometry {\n return (\n sharedStickerGeometryCache ??\n (sharedStickerGeometryCache = newStickerGeometry())\n );\n}\n\n// TODO: Split into \"scene model\" and \"view\".\nexport class Cube3D extends Object3D implements Twisty3DPuzzle {\n kpuzzleFaceletInfo: Record<string, FaceletInfo[][]>;\n private pieces: PieceIndexed<Object3D> = {};\n private options: Cube3DOptions;\n // TODO: Keep track of option-based meshes better.\n private experimentalHintStickerMeshes: Mesh[] = [];\n private experimentalFoundationMeshes: Mesh[] = [];\n\n private setSpriteURL: (url: string) => void;\n private sprite: Texture | Promise<Texture> = new Promise((resolve) => {\n this.setSpriteURL = (url: string): void => {\n svgLoader.load(url, resolve);\n };\n });\n\n // TODO: Don't overwrite the static function.\n // TODO: This doesn't work dynamically yet.\n setSprite(texture: Texture): void {\n this.sprite = texture;\n }\n\n private setHintSpriteURL: (url: string) => void;\n private hintSprite: Texture | Promise<Texture> = new Promise((resolve) => {\n this.setHintSpriteURL = (url: string): void => {\n svgLoader.load(url, resolve);\n };\n });\n\n // TODO: Don't overwrite the static function.\n // TODO: This doesn't work dynamically yet.\n setHintSprite(texture: Texture): void {\n this.hintSprite = texture;\n }\n\n constructor(\n private def: KPuzzleDefinition,\n cursor?: AlgCursor,\n private scheduleRenderCallback?: () => void,\n options: Cube3DOptions = {},\n ) {\n super();\n\n this.options = { ...cube3DOptionsDefaults };\n Object.assign(this.options, options); // TODO: check if this works\n\n if (this.def.name !== \"3x3x3\") {\n throw new Error(\n `Invalid puzzle for this Cube3D implementation: ${this.def.name}`,\n );\n }\n\n if (options.foundationSprite) {\n this.setSprite(options.foundationSprite);\n }\n if (options.hintSprite) {\n this.setHintSprite(options.hintSprite);\n }\n\n this.kpuzzleFaceletInfo = {};\n for (const orbit in pieceDefs) {\n const orbitFaceletInfo: FaceletInfo[][] = [];\n this.kpuzzleFaceletInfo[orbit] = orbitFaceletInfo;\n this.pieces[orbit] = pieceDefs[orbit].map(\n this.createCubie.bind(this, orbit, orbitFaceletInfo),\n );\n }\n this.scale.set(CUBE_SCALE, CUBE_SCALE, CUBE_SCALE);\n\n // TODO: Can we construct this directly instead of applying it later? Would that be more code-efficient?\n if (this.options.experimentalStickering) {\n this.setStickering(this.options.experimentalStickering);\n }\n\n cursor?.addPositionListener(this);\n }\n\n // Can only be called once.\n /** @deprecated */\n experimentalSetStickerSpriteURL(stickerSpriteURL: string): void {\n this.setSpriteURL(stickerSpriteURL);\n }\n\n // Can only be called once.\n /** @deprecated */\n experimentalSetHintStickerSpriteURL(hintStickerSpriteURL: string): void {\n this.setHintSpriteURL(hintStickerSpriteURL);\n }\n\n setStickering(stickering: ExperimentalStickering): void {\n // TODO\n (async () => {\n // TODO\n const appearance = await puzzles[\"3x3x3\"].appearance!(\n stickering ?? \"full\",\n );\n this.setAppearance(\n appearance ?? (await puzzles[\"3x3x3\"].appearance!(\"full\")),\n );\n })();\n }\n\n setAppearance(appearance: PuzzleAppearance): void {\n for (const [orbitName, orbitAppearance] of Object.entries(\n appearance.orbits,\n )) {\n for (\n let pieceIdx = 0;\n pieceIdx < orbitAppearance.pieces.length;\n pieceIdx++\n ) {\n const pieceAppearance = orbitAppearance.pieces[pieceIdx];\n if (pieceAppearance) {\n const pieceInfo = this.kpuzzleFaceletInfo[orbitName][pieceIdx];\n for (\n let faceletIdx = 0;\n faceletIdx < pieceInfo.length;\n faceletIdx++\n ) {\n const faceletAppearance = pieceAppearance.facelets[faceletIdx];\n if (faceletAppearance) {\n const faceletInfo = pieceInfo[faceletIdx];\n\n const appearance =\n typeof faceletAppearance === \"string\"\n ? faceletAppearance\n : faceletAppearance?.appearance;\n\n faceletInfo.facelet.material =\n axesInfo[faceletInfo.faceIdx].stickerMaterial[appearance];\n // TODO\n const hintAppearance =\n typeof faceletAppearance === \"string\"\n ? appearance\n : faceletAppearance.hintAppearance ?? appearance;\n if (faceletInfo.hintFacelet) {\n faceletInfo.hintFacelet.material =\n axesInfo[faceletInfo.faceIdx].hintStickerMaterial[\n hintAppearance\n ];\n }\n }\n }\n }\n }\n }\n if (this.scheduleRenderCallback) {\n this.scheduleRenderCallback();\n }\n }\n\n /** @deprecated */\n public experimentalUpdateOptions(options: Cube3DOptions): void {\n if (\"showMainStickers\" in options) {\n throw new Error(\"Unimplemented\");\n }\n\n const showFoundation = options.showFoundation;\n if (\n typeof showFoundation !== \"undefined\" &&\n this.options.showFoundation !== showFoundation\n ) {\n this.options.showFoundation = showFoundation;\n for (const foundation of this.experimentalFoundationMeshes) {\n foundation.visible = showFoundation;\n }\n }\n\n const hintFacelets = options.hintFacelets;\n if (\n typeof hintFacelets !== \"undefined\" &&\n this.options.hintFacelets !== hintFacelets &&\n hintFaceletStyles[hintFacelets] // TODO: test this\n ) {\n this.options.hintFacelets = hintFacelets;\n for (const hintSticker of this.experimentalHintStickerMeshes) {\n hintSticker.visible = hintFacelets === \"floating\";\n }\n this.scheduleRenderCallback!(); // TODO\n }\n\n const experimentalStickering = options.experimentalStickering;\n if (\n typeof experimentalStickering !== \"undefined\" &&\n this.options.experimentalStickering !== experimentalStickering &&\n experimentalStickerings[experimentalStickering] // TODO: test this\n ) {\n this.options.experimentalStickering = experimentalStickering;\n // TODO\n // eslint-disable-next-line @typescript-eslint/ban-ts-comment\n // @ts-ignore\n this.setStickering(experimentalStickering);\n this.scheduleRenderCallback!(); // TODO\n }\n }\n\n public onPositionChange(p: PuzzlePosition): void {\n const reid333 = p.state;\n for (const orbit in pieceDefs) {\n const pieces = pieceDefs[orbit];\n for (let i = 0; i < pieces.length; i++) {\n const j = reid333[orbit].permutation[i];\n this.pieces[orbit][j].matrix.copy(pieceDefs[orbit][i].matrix);\n this.pieces[orbit][j].matrix.multiply(\n orientationRotation[orbit][reid333[orbit].orientation[i]],\n );\n }\n for (const moveProgress of p.movesInProgress) {\n const move = moveProgress.move;\n const turnNormal = axesInfo[familyToAxis[move.family]].vector;\n const moveMatrix = new Matrix4().makeRotationAxis(\n turnNormal,\n (-this.ease(moveProgress.fraction) *\n moveProgress.direction *\n move.amount *\n TAU) /\n 4,\n );\n for (let i = 0; i < pieces.length; i++) {\n const k = this.def.moves[move.family][orbit].permutation[i];\n if (\n i !== k ||\n this.def.moves[move.family][orbit].orientation[i] !== 0\n ) {\n const j = reid333[orbit].permutation[i];\n this.pieces[orbit][j].matrix.premultiply(moveMatrix);\n }\n }\n }\n }\n this.scheduleRenderCallback!();\n }\n\n // TODO: Always create (but sometimes hide parts) so we can show them later,\n // or (better) support creating puzzle parts on demand.\n private createCubie(\n orbit: string,\n orbitFacelets: FaceletInfo[][],\n piece: CubieDef,\n orbitPieceIdx: number,\n ): Object3D {\n const cubieFaceletInfo: FaceletInfo[] = [];\n orbitFacelets.push(cubieFaceletInfo);\n const cubie = new Group();\n if (this.options.showFoundation) {\n const foundation = this.createCubieFoundation();\n cubie.add(foundation);\n this.experimentalFoundationMeshes.push(foundation);\n }\n for (let i = 0; i < piece.stickerFaces.length; i++) {\n const sticker = this.createSticker(\n axesInfo[cubieStickerOrder[i]],\n axesInfo[piece.stickerFaces[i]],\n false,\n );\n const faceletInfo: FaceletInfo = {\n faceIdx: piece.stickerFaces[i],\n facelet: sticker,\n };\n cubie.add(sticker);\n if (this.options.hintFacelets === \"floating\") {\n const hintSticker = this.createSticker(\n axesInfo[cubieStickerOrder[i]],\n axesInfo[piece.stickerFaces[i]],\n true,\n );\n cubie.add(hintSticker);\n faceletInfo.hintFacelet = hintSticker;\n this.experimentalHintStickerMeshes.push(hintSticker);\n }\n\n if (\n this.options.experimentalStickering === \"picture\" &&\n pictureStickerCoords[orbit] &&\n pictureStickerCoords[orbit][orbitPieceIdx] &&\n pictureStickerCoords[orbit][orbitPieceIdx][i]\n ) {\n const [rotate, offsetX, offsetY] =\n pictureStickerCoords[orbit][orbitPieceIdx][i];\n (async () => {\n const addImageSticker = async (hint: boolean) => {\n const texture: Texture = await (hint\n ? this.hintSprite\n : this.sprite);\n\n const mesh = this.createSticker(\n axesInfo[cubieStickerOrder[i]],\n axesInfo[piece.stickerFaces[i]],\n hint,\n );\n mesh.material = new MeshBasicMaterial({\n map: texture,\n side: hint ? BackSide : DoubleSide,\n transparent: true,\n });\n\n const x1 = offsetX / 12;\n const x2 = (offsetX + 1) / 12;\n const y1 = offsetY / 9;\n const y2 = (offsetY + 1) / 9;\n\n let v1 = new Vector2(x1, y1);\n let v2 = new Vector2(x1, y2);\n let v3 = new Vector2(x2, y2);\n let v4 = new Vector2(x2, y1);\n\n switch (rotate) {\n case 1:\n [v1, v2, v3, v4] = [v2, v3, v4, v1];\n break;\n case 2:\n [v1, v2, v3, v4] = [v3, v4, v1, v2];\n break;\n case 3:\n [v1, v2, v3, v4] = [v4, v1, v2, v3];\n break;\n }\n mesh.geometry.setAttribute(\n \"uv\",\n new BufferAttribute(\n new Float32Array([\n v3.x,\n v3.y,\n v2.x,\n v2.y,\n v4.x,\n v4.y,\n v2.x,\n v2.y,\n v1.x,\n v1.y,\n v4.x,\n v4.y,\n ]),\n 2,\n ),\n );\n cubie.add(mesh);\n };\n // const delay: number = ({\n // CENTERS: 1000,\n // EDGES: 2000,\n // CORNERS: 3500,\n // } as Record<string, number>)[orbit];\n // if (orbit === \"CENTERS\" && orbitPieceIdx === 5) {\n addImageSticker(true);\n addImageSticker(false);\n // } else {\n // await this.sprite;\n // await this.hintSprite;\n // setTimeout(\n // () => addImageSticker(true),\n // delay + orbitPieceIdx * 100,\n // );\n // setTimeout(\n // () => addImageSticker(false),\n // delay + orbitPieceIdx * 100,\n // );\n // }\n })();\n }\n\n cubieFaceletInfo.push(faceletInfo);\n }\n cubie.matrix.copy(piece.matrix);\n cubie.matrixAutoUpdate = false;\n this.add(cubie);\n return cubie;\n }\n\n // TODO: Support creating only the outward-facing parts?\n private createCubieFoundation(): Mesh {\n const box = sharedCubieFoundationGeometry();\n return new Mesh(\n box,\n this.options.experimentalStickering === \"picture\"\n ? blackMesh\n : blackTranslucentMesh,\n );\n }\n\n private createSticker(\n posAxisInfo: AxisInfo,\n materialAxisInfo: AxisInfo,\n isHint: boolean,\n ): Mesh {\n const geo =\n this.options.experimentalStickering === \"picture\"\n ? newStickerGeometry()\n : sharedStickerGeometry();\n const stickerMesh = new Mesh(\n geo,\n isHint\n ? materialAxisInfo.hintStickerMaterial.regular\n : materialAxisInfo.stickerMaterial.regular,\n );\n stickerMesh.setRotationFromEuler(posAxisInfo.fromZ);\n stickerMesh.position.copy(posAxisInfo.vector);\n stickerMesh.position.multiplyScalar(\n isHint\n ? this.options.experimentalStickering === \"picture\"\n ? EXPERIMENTAL_PICTURE_CUBE_HINT_ELEVATION\n : cubieDimensions.hintStickerElevation\n : cubieDimensions.stickerElevation,\n );\n return stickerMesh;\n }\n\n /** @deprecated */\n experimentalSetFoundationOpacity(opacity: number): void {\n (\n this.experimentalFoundationMeshes[0].material as MeshBasicMaterial\n ).opacity = opacity;\n }\n\n /** @deprecated */\n experimentalSetStickerWidth(width: number): void {\n for (const orbitInfo of Object.values(this.kpuzzleFaceletInfo)) {\n for (const pieceInfo of orbitInfo) {\n for (const faceletInfo of pieceInfo) {\n faceletInfo.facelet.scale.setScalar(\n width / cubieDimensions.stickerWidth,\n );\n // faceletInfo.facelet.setRotationFromAxisAngle(new Vector3(0, 1, 0), 0);\n // faceletInfo.facelet.rotateOnAxis(new Vector3(1, 0, 1), TAU / 6);\n }\n }\n }\n }\n\n /** @deprecated */\n experimentalSetCenterStickerWidth(width: number): void {\n for (const orbitInfo of [this.kpuzzleFaceletInfo[\"CENTERS\"]]) {\n for (const pieceInfo of orbitInfo) {\n for (const faceletInfo of pieceInfo) {\n faceletInfo.facelet.scale.setScalar(\n width / cubieDimensions.stickerWidth,\n );\n // faceletInfo.facelet.setRotationFromAxisAngle(new Vector3(0, 1, 0), 0);\n // faceletInfo.facelet.rotateOnAxis(new Vector3(1, 0, 1), TAU / 6);\n }\n }\n }\n }\n\n private ease(fraction: number): number {\n return smootherStep(fraction);\n }\n}\n", "export function smootherStep(x: number): number {\n return x * x * x * (10 - x * (15 - 6 * x));\n}\n", "import { Vector3 } from \"three\";\nimport type { Alg } from \"../../../alg\";\nimport type { VisualizationStrategy } from \"../../model/props/viewer/VisualizationStrategyProp\";\nimport { DEGREES_PER_RADIAN } from \"../../views/3D/TAU\";\nimport {\n AlgAttribute,\n RangedFloatAttribute,\n StringEnumAttribute,\n} from \"./element/ElementConfig\";\nimport type { TwistyPlayerV1 } from \"./TwistyPlayer\";\nimport type { OrbitCoordinates } from \"./viewers/TwistyOrbitControls\";\nimport { BackViewLayout, backViewLayouts } from \"./viewers/TwistyViewerWrapper\";\n\n// const DEFAULT_CAMERA_Z = 5;\n// // Golden ratio is perfect for FTO and Megaminx.\n// const DEFAULT_CAMERA_Y = DEFAULT_CAMERA_Z * (2 / (1 + Math.sqrt(5)));\nexport const centeredCameraOrbitCoordinates: OrbitCoordinates = {\n latitude: 31.717474411461005,\n longitude: 0,\n distance: 5.877852522924731,\n};\n\n// This is tuned so that the hint facelets for 3x3x3 always fit in the canvas.\nexport const cubeCube3DCameraOrbitCoordinates: OrbitCoordinates = {\n latitude: 35,\n longitude: 30,\n distance: 6,\n};\n\n// This is tuned so that the hint facelets always fit in the canvas.\nexport const cubePG3DCameraOrbitCoordinates: OrbitCoordinates = {\n latitude: 35,\n longitude: 30,\n distance: 6.25,\n};\n\nexport const megaminxCameraOrbitCoordinates: OrbitCoordinates = {\n latitude: Math.atan(1 / 2) * DEGREES_PER_RADIAN,\n longitude: 0,\n distance: 6.7,\n};\n\nexport const pyraminxCameraOrbitCoordinates: OrbitCoordinates = {\n latitude: 26.56505117707799,\n longitude: 0,\n distance: 6,\n};\n\nexport const cornerCameraOrbitCoordinates: OrbitCoordinates = {\n latitude: 35.264389682754654,\n longitude: 45,\n distance: 6.928203230275509,\n};\n\nexport const pyraminxLookAt = new Vector3(0, 1 / 6, 0);\n\n// TODO\nexport function defaultCameraOrbitCoordinates(\n puzzleID: PuzzleID,\n strategy: VisualizationStrategy,\n): OrbitCoordinates {\n if (puzzleID[1] === \"x\") {\n if (strategy === \"Cube3D\") {\n return cubeCube3DCameraOrbitCoordinates;\n } else {\n return cubePG3DCameraOrbitCoordinates;\n }\n } else {\n switch (puzzleID) {\n case \"megaminx\":\n case \"gigaminx\":\n return megaminxCameraOrbitCoordinates;\n case \"pyraminx\":\n case \"master_tetraminx\":\n return pyraminxCameraOrbitCoordinates;\n case \"skewb\":\n return cubePG3DCameraOrbitCoordinates;\n default:\n return centeredCameraOrbitCoordinates;\n }\n }\n}\n\n// TODO: turn these maps into lists?\nexport const setupToLocations = {\n start: true, // default // TODO: \"beginning\"\n end: true,\n};\nexport type SetupToLocation = keyof typeof setupToLocations;\n\n// TODO: turn these maps into lists?\nexport const visualizationFormats = {\n \"3D\": true, // default\n \"2D\": true,\n \"experimental-2D-LL\": true, // TODO\n \"PG3D\": true,\n};\nexport type VisualizationFormat = keyof typeof visualizationFormats;\n\nexport const backgroundThemes = {\n checkered: true, // default\n none: true,\n};\nexport type BackgroundTheme = keyof typeof backgroundThemes;\n\n// TODO: turn these maps into lists?\nexport const hintFaceletStyles = {\n floating: true, // default\n none: true,\n};\nexport type HintFaceletStyle = keyof typeof hintFaceletStyles;\n\n// TODO: turn these maps into lists?\n// TODO: alg.cubing.net parity\nexport const experimentalStickerings = {\n \"full\": true, // default\n \"centers-only\": true, // TODO\n \"PLL\": true,\n \"CLS\": true,\n \"OLL\": true,\n \"COLL\": true,\n \"OCLL\": true,\n \"CLL\": true,\n \"ELL\": true,\n \"ELS\": true,\n \"LL\": true,\n \"F2L\": true,\n \"ZBLL\": true,\n \"ZBLS\": true,\n \"WVLS\": true,\n \"VLS\": true,\n \"LS\": true,\n \"EO\": true,\n \"CMLL\": true,\n \"L6E\": true,\n \"L6EO\": true,\n \"Daisy\": true,\n \"Cross\": true,\n \"2x2x2\": true,\n \"2x2x3\": true,\n \"Void Cube\": true,\n \"invisible\": true,\n \"picture\": true,\n \"experimental-centers-U\": true,\n \"experimental-centers-U-D\": true,\n \"experimental-centers-U-L-D\": true,\n \"experimental-centers-U-L-B-D\": true,\n \"experimental-centers\": true,\n \"experimental-fto-fc\": true,\n \"experimental-fto-f2t\": true,\n \"experimental-fto-sc\": true,\n \"experimental-fto-l2c\": true,\n \"experimental-fto-lbt\": true,\n \"experimental-fto-l3t\": true,\n \"experimental-global-custom-1\": true,\n \"experimental-global-custom-2\": true,\n};\nexport type ExperimentalStickering = keyof typeof experimentalStickerings;\n\nexport const controlsLocations = {\n \"bottom-row\": true, // default\n \"none\": true,\n};\nexport type ControlsLocation = keyof typeof controlsLocations;\n\nexport const puzzleIDs = {\n \"3x3x3\": true, // default\n \"custom\": true,\n \"2x2x2\": true,\n \"4x4x4\": true,\n \"5x5x5\": true,\n \"6x6x6\": true,\n \"7x7x7\": true,\n \"40x40x40\": true,\n \"megaminx\": true,\n \"pyraminx\": true,\n \"square1\": true,\n \"clock\": true,\n \"skewb\": true,\n \"fto\": true,\n \"gigaminx\": true,\n \"master_tetraminx\": true,\n};\nexport type PuzzleID = keyof typeof puzzleIDs;\n\nexport const viewerLinkPages = {\n twizzle: true, // default\n none: true,\n};\nexport type ViewerLinkPage = keyof typeof viewerLinkPages;\n\n// TODO: templatize\nexport interface ManagedAttribute<K> {\n string: string;\n value: K;\n setString(s: string): boolean;\n setValue(v: K): boolean;\n}\n\nexport const cameraLatitudeLimits = {\n auto: true, // default\n none: true,\n};\nexport type CameraLatitudeLimits = keyof typeof cameraLatitudeLimits;\n\ntype AnyManagedAttribute = ManagedAttribute<any>;\n\ninterface TwistyPlayerAttributes extends Record<string, AnyManagedAttribute> {\n // Alg\n \"alg\": AlgAttribute;\n \"experimental-setup-alg\": AlgAttribute;\n \"experimental-setup-anchor\": StringEnumAttribute<SetupToLocation>;\n\n // Puzzle\n \"puzzle\": StringEnumAttribute<PuzzleID>;\n \"visualization\": StringEnumAttribute<VisualizationFormat>;\n \"hint-facelets\": StringEnumAttribute<HintFaceletStyle>;\n \"experimental-stickering\": StringEnumAttribute<ExperimentalStickering>;\n\n // Background\n \"background\": StringEnumAttribute<BackgroundTheme>;\n \"control-panel\": StringEnumAttribute<ControlsLocation>;\n\n // 3D config\n \"back-view\": StringEnumAttribute<BackViewLayout>;\n \"experimental-camera-latitude\": RangedFloatAttribute;\n \"experimental-camera-longitude\": RangedFloatAttribute;\n \"experimental-camera-latitude-limits\": StringEnumAttribute<CameraLatitudeLimits>;\n\n // Interaction\n \"viewer-link\": StringEnumAttribute<ViewerLinkPage>;\n}\n\nexport interface TwistyPlayerConfigValues {\n alg: Alg | string;\n experimentalSetupAlg: Alg | string;\n experimentalSetupAnchor: SetupToLocation;\n\n puzzle: PuzzleID;\n visualization: VisualizationFormat;\n hintFacelets: HintFaceletStyle;\n experimentalStickering: ExperimentalStickering;\n\n background: BackgroundTheme;\n controlPanel: ControlsLocation;\n\n backView: BackViewLayout;\n experimentalCameraLatitude: number;\n experimentalCameraLongitude: number;\n experimentalCameraLatitudeLimits: CameraLatitudeLimits;\n\n viewerLink: ViewerLinkPage;\n}\n\nexport type TwistyPlayerInitialConfig = Partial<TwistyPlayerConfigValues>;\n\nconst twistyPlayerAttributeMap: Record<\n keyof TwistyPlayerAttributes,\n keyof TwistyPlayerConfigValues\n> = {\n \"alg\": \"alg\",\n \"experimental-setup-alg\": \"experimentalSetupAlg\",\n \"experimental-setup-anchor\": \"experimentalSetupAnchor\",\n\n \"puzzle\": \"puzzle\",\n \"visualization\": \"visualization\",\n \"hint-facelets\": \"hintFacelets\",\n \"experimental-stickering\": \"experimentalStickering\",\n\n \"background\": \"background\",\n \"control-panel\": \"controlPanel\",\n\n \"back-view\": \"backView\",\n \"experimental-camera-latitude\": \"experimentalCameraLatitude\",\n \"experimental-camera-longitude\": \"experimentalCameraLongitude\",\n \"experimental-camera-latitude-limits\": \"experimentalCameraLatitudeLimits\",\n\n \"viewer-link\": \"viewerLink\",\n};\n\n// TODO: Can we avoid instantiating a new class for each attribute, and would it help performance?\nexport class TwistyPlayerConfig {\n attributes: TwistyPlayerAttributes;\n constructor(\n private twistyPlayer: TwistyPlayerV1, // TODO\n initialValues: TwistyPlayerInitialConfig,\n ) {\n this.attributes = {\n \"alg\": new AlgAttribute(initialValues.alg),\n \"experimental-setup-alg\": new AlgAttribute(\n initialValues.experimentalSetupAlg,\n ),\n \"experimental-setup-anchor\": new StringEnumAttribute(\n setupToLocations,\n initialValues.experimentalSetupAnchor,\n ),\n\n \"puzzle\": new StringEnumAttribute(puzzleIDs, initialValues.puzzle),\n \"visualization\": new StringEnumAttribute(\n visualizationFormats,\n initialValues.visualization,\n ),\n \"hint-facelets\": new StringEnumAttribute(\n hintFaceletStyles,\n initialValues.hintFacelets,\n ),\n \"experimental-stickering\": new StringEnumAttribute(\n experimentalStickerings,\n initialValues.experimentalStickering,\n ),\n\n \"background\": new StringEnumAttribute(\n backgroundThemes,\n initialValues.background,\n ),\n \"control-panel\": new StringEnumAttribute(\n controlsLocations,\n initialValues.controlPanel,\n ),\n \"back-view\": new StringEnumAttribute(\n backViewLayouts,\n initialValues[\"backView\"],\n ),\n \"experimental-camera-latitude\": new RangedFloatAttribute(\n null,\n -90,\n 90,\n initialValues[\"experimentalCameraLatitude\"],\n ),\n \"experimental-camera-longitude\": new RangedFloatAttribute(\n null,\n -180,\n 180,\n initialValues[\"experimentalCameraLongitude\"],\n ),\n \"experimental-camera-latitude-limits\": new StringEnumAttribute(\n cameraLatitudeLimits,\n initialValues[\"experimentalCameraLatitudeLimits\"],\n ),\n \"viewer-link\": new StringEnumAttribute(\n viewerLinkPages,\n initialValues.viewerLink,\n ),\n };\n }\n\n static get observedAttributes(): (keyof TwistyPlayerAttributes & string)[] {\n return Object.keys(twistyPlayerAttributeMap);\n }\n\n attributeChangedCallback(\n attributeName: string,\n oldValue: string,\n newValue: string,\n ): void {\n const managedAttribute = this.attributes[attributeName];\n if (managedAttribute) {\n // TODO: Handle `null` better.\n if (oldValue !== null && managedAttribute.string !== oldValue) {\n console.warn(\n \"Attribute out of sync!\",\n attributeName,\n managedAttribute.string,\n oldValue,\n );\n }\n managedAttribute.setString(newValue);\n\n // TODO: can we make this type-safe?\n // TODO: avoid double-setting in recursive calls\n const propertyName: keyof TwistyPlayerConfigValues =\n twistyPlayerAttributeMap[attributeName];\n // eslint-disable-next-line @typescript-eslint/ban-ts-comment\n // @ts-ignore\n this.twistyPlayer[propertyName] = managedAttribute.value;\n }\n }\n}\n", "export const TAU = Math.PI * 2;\nexport const DEGREES_PER_RADIAN = 360 / TAU;\n", "// // type ConfigAttributes = Record<string, any>;\n\nimport { Alg } from \"../../../../alg\";\n\nexport class AlgAttribute {\n string: string;\n value: Alg;\n constructor(initialValue?: Alg | string) {\n if (initialValue) {\n if (typeof initialValue === \"string\") {\n this.setString(initialValue);\n } else {\n this.setValue(initialValue);\n }\n } else {\n this.setValue(this.defaultValue());\n }\n }\n\n // Return value indicates if the attribute changed.\n setString(str: string): boolean {\n if (this.string === str) {\n return false;\n }\n this.string = str;\n this.value = this.toValue(str);\n return true;\n }\n\n // Return value indicates if the attribute changed.\n setValue(val: Alg): boolean {\n const str = this.toString(val);\n if (this.string === str) {\n return false;\n }\n this.string = str;\n this.value = val;\n return true;\n }\n\n private defaultValue(): Alg {\n return new Alg([]);\n }\n\n private toValue(s: string): Alg {\n return Alg.fromString(s);\n }\n\n private toString(val: Alg): string {\n return val.toString();\n }\n}\n\n// TODO: subset of string rather than `extends`\nexport class StringEnumAttribute<E extends string> {\n string: string;\n value: E;\n valid: boolean;\n constructor(private enumVal: { [key: string]: boolean }, initialValue?: E) {\n this.setString(initialValue ?? this.defaultValue());\n }\n\n // Return value indicates if the attribute changed.\n setString(str: string): boolean {\n if (this.string === str) {\n return false;\n }\n if (!(str in this.enumVal)) {\n throw new Error(`Invalid string for attribute!: ${str}`);\n }\n this.string = str;\n this.value = this.toValue(str);\n return true;\n }\n\n // Return value indicates if the attribute changed.\n setValue(val: string): boolean {\n return this.setString(val);\n }\n\n private defaultValue(): string {\n return Object.keys(this.enumVal)[0]; // TODO\n }\n\n private toValue(s: string): E {\n return s as E;\n }\n\n // private toString(s: string): string {\n // return s;\n // }\n}\n\n// TODO: subset of string rather than `extends`\nexport class StringFakeEnumAttribute<E extends string> {\n string: string;\n value: E;\n valid: boolean;\n constructor(private validStrings: string[], initialValue?: E) {\n this.setString(initialValue ?? this.defaultValue());\n }\n\n // Return value indicates if the attribute changed.\n setString(str: string): boolean {\n if (this.string === str) {\n return false;\n }\n if (!this.validStrings.includes(str)) {\n throw new Error(`Invalid string for attribute!: ${str}`);\n }\n this.string = str;\n this.value = this.toValue(str);\n return true;\n }\n\n // Return value indicates if the attribute changed.\n setValue(val: string): boolean {\n return this.setString(val);\n }\n\n private defaultValue(): string {\n return this.validStrings[0];\n }\n\n private toValue(s: string): E {\n return s as E;\n }\n\n // private toString(s: string): string {\n // return s;\n // }\n}\n\nexport class RangedFloatAttribute {\n string: string;\n value: number | null;\n #defaultValue: number | null;\n constructor(\n defaultValue: number | null,\n private minValue: number,\n private maxValue: number,\n initialValue?: number | null,\n ) {\n this.#defaultValue =\n defaultValue === null ? null : this.#clampValue(defaultValue);\n this.setValue(initialValue ?? this.defaultValue());\n }\n\n #clampValue(val: number) {\n return Math.max(Math.min(val, this.maxValue), this.minValue);\n }\n\n // Return value indicates if the attribute changed.\n setString(str: string): boolean {\n return this.setValue(str === \"\" ? null : this.toValue(str)); // TODO: test empty string\n }\n\n // Return value indicates if the attribute changed.\n setValue(val: number | null): boolean {\n const str = this.toString(val);\n if (this.string === str) {\n return false;\n }\n this.string = str;\n this.value = val;\n return true;\n }\n\n private defaultValue(): number | null {\n return this.#defaultValue;\n }\n\n private toValue(s: string): number | null {\n return parseFloat(s);\n }\n\n private toString(v: number | null): string {\n return v === null ? \"\" : v.toString();\n }\n}\n", "import type { ManagedCustomElement } from \"./ManagedCustomElement\";\n\nexport class ClassListManager<SuffixType extends string> {\n #currentClassName: string | null = null;\n // The prefix should ideally end in a dash.\n constructor(\n private elem: ManagedCustomElement,\n private prefix: string,\n private validSuffixes: SuffixType[],\n ) {}\n\n // Does nothing if there was no value.\n clearValue(): void {\n if (this.#currentClassName) {\n this.elem.contentWrapper.classList.remove(this.#currentClassName);\n }\n this.#currentClassName = null; // TODO: add test for this behaviour.\n }\n\n // Returns if the value changed\n setValue(suffix: SuffixType): boolean {\n if (!this.validSuffixes.includes(suffix)) {\n throw new Error(`Invalid suffix: ${suffix}`);\n }\n const newClassName = `${this.prefix}${suffix}`;\n const changed = this.#currentClassName !== newClassName;\n if (changed) {\n this.clearValue();\n this.elem.contentWrapper.classList.add(newClassName);\n this.#currentClassName = newClassName;\n }\n return changed;\n }\n}\n", "// Workarounds for `node`.\n// TODO: figure out how to remove this.\n\n// This stub does not need to be callable, just constructable to satisfy the `node` loader.\nclass HTMLElementStub {}\n\nlet HTMLElementShim: typeof HTMLElement;\nif (typeof HTMLElement !== \"undefined\") {\n HTMLElementShim = HTMLElement;\n} else {\n HTMLElementShim = HTMLElementStub as any;\n}\n\nexport { HTMLElementShim };\n\nclass CustomElementsStub {\n define(): void {\n // nothing\n }\n}\n\nlet customElementsShim: typeof customElements;\n\nif (typeof customElements !== \"undefined\") {\n customElementsShim = customElements;\n} else {\n customElementsShim = new CustomElementsStub() as any;\n}\n\nexport { customElementsShim };\n", "import {\n HTMLElementShim,\n customElementsShim,\n} from \"./node-custom-element-shims\";\n\nexport class CSSSource {\n constructor(private sourceText: string) {\n // TODO: Replace with adopted style sheets some day if we can.\n // const blob = new Blob([sourceText], {\n // type: \"text/utf8\",\n // });\n // this.url = URL.createObjectURL(blob);\n }\n\n getAsString(): string {\n return this.sourceText;\n }\n}\n\n// - Wrapped element\n// - Shadow root\n// - Content wrapper\nexport class ManagedCustomElement extends HTMLElementShim {\n public readonly shadow: ShadowRoot; // TODO: hide this\n public readonly contentWrapper: HTMLDivElement; // TODO: can we get rid of this wrapper?\n\n #cssSourceMap: Map<CSSSource, HTMLStyleElement> = new Map();\n constructor(options?: { mode: \"open\" | \"closed\" }) {\n super();\n this.shadow = this.attachShadow({ mode: options?.mode ?? \"closed\" });\n\n this.contentWrapper = document.createElement(\"div\");\n this.contentWrapper.classList.add(\"wrapper\");\n this.shadow.appendChild(this.contentWrapper);\n }\n\n // Add the source, if not already added.\n public addCSS(cssSource: CSSSource): void {\n if (this.#cssSourceMap.get(cssSource)) {\n return;\n }\n\n const cssElem: HTMLStyleElement = document.createElement(\"style\");\n cssElem.textContent = cssSource.getAsString();\n\n this.#cssSourceMap.set(cssSource, cssElem);\n this.shadow.appendChild(cssElem);\n }\n\n // Remove the source, if it's currently added.\n public removeCSS(cssSource: CSSSource): void {\n const cssElem = this.#cssSourceMap.get(cssSource);\n if (!cssElem) {\n return;\n }\n this.shadow.removeChild(cssElem);\n this.#cssSourceMap.delete(cssSource);\n }\n\n public addElement<T extends Node>(element: T): T {\n return this.contentWrapper.appendChild(element);\n }\n\n public prependElement<T extends Node>(element: T): void {\n this.contentWrapper.prepend(element);\n }\n\n public removeElement<T extends Node>(element: T): T {\n return this.contentWrapper.removeChild(element);\n }\n}\n\ncustomElementsShim.define(\n \"twisty-managed-custom-element\",\n ManagedCustomElement,\n);\n", "import { CSSSource } from \"../element/ManagedCustomElement\";\n\nexport const twistyViewerWrapperCSS = new CSSSource(`\n:host {\n width: 384px;\n height: 256px;\n display: grid;\n}\n\n.wrapper {\n width: 100%;\n height: 100%;\n display: grid;\n overflow: hidden;\n}\n\n.wrapper > * {\n width: 100%;\n height: 100%;\n overflow: hidden;\n}\n\n.wrapper.back-view-side-by-side {\n grid-template-columns: 1fr 1fr;\n}\n\n.wrapper.back-view-top-right {\n grid-template-columns: 3fr 1fr;\n grid-template-rows: 1fr 3fr;\n}\n\n.wrapper.back-view-top-right > :nth-child(1) {\n grid-row: 1 / 3;\n grid-column: 1 / 3;\n}\n\n.wrapper.back-view-top-right > :nth-child(2) {\n grid-row: 1 / 2;\n grid-column: 2 / 3;\n}\n`);\n", "import { ClassListManager } from \"../element/ClassListManager\";\nimport { ManagedCustomElement } from \"../element/ManagedCustomElement\";\nimport { customElementsShim } from \"../element/node-custom-element-shims\";\nimport { twistyViewerWrapperCSS } from \"./TwistyViewerWrapper.css\";\n\nexport const backViewLayouts = {\n \"none\": true, // default\n \"side-by-side\": true,\n \"top-right\": true,\n};\nexport type BackViewLayout = keyof typeof backViewLayouts;\n\nexport interface TwistyViewerWrapperConfig {\n backView?: BackViewLayout;\n}\n\nexport class TwistyViewerWrapper extends ManagedCustomElement {\n #backViewClassListManager: ClassListManager<BackViewLayout> =\n new ClassListManager(this, \"back-view-\", [\n \"none\",\n \"side-by-side\",\n \"top-right\",\n ]);\n\n constructor(config: TwistyViewerWrapperConfig = {}) {\n super();\n this.addCSS(twistyViewerWrapperCSS);\n\n if (config.backView && config.backView in backViewLayouts) {\n this.#backViewClassListManager.setValue(config.backView);\n }\n }\n\n // Returns if the value changed\n /** @deprecated */\n setBackView(backView: BackViewLayout): boolean {\n return this.#backViewClassListManager.setValue(backView);\n }\n\n clear(): void {\n this.contentWrapper.innerHTML = \"\";\n }\n}\n\ncustomElementsShim.define(\"twisty-viewer-wrapper\", TwistyViewerWrapper);\n", "import {\n BufferAttribute,\n BufferGeometry,\n Color,\n DoubleSide,\n Euler,\n FrontSide,\n Group,\n Material,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Texture,\n Vector3,\n} from \"three\";\nimport {\n areTransformationsEquivalent,\n KPuzzleDefinition,\n Transformation,\n} from \"../../../../kpuzzle\";\nimport { experimentalTransformationForQuantumMove } from \"../../../../kpuzzle\";\nimport type {\n StickerDat,\n StickerDatSticker,\n} from \"../../../../puzzle-geometry\";\nimport type { TextureMapper } from \"../../../../puzzle-geometry/PuzzleGeometry\";\nimport {\n ExperimentalFaceletMeshAppearance,\n experimentalGetFaceletAppearance,\n ExperimentalPuzzleAppearance,\n} from \"../../../../puzzles\";\nimport type { AlgCursor } from \"../../../old/animation/cursor/AlgCursor\";\nimport type { PuzzlePosition } from \"../../../old/animation/cursor/CursorTypes\";\nimport { smootherStep } from \"../../../old/animation/easing\";\nimport type { HintFaceletStyle } from \"../../../old/dom/TwistyPlayerConfig\";\nimport { TAU } from \"../TAU\";\n\nimport type { Twisty3DPuzzle } from \"./Twisty3DPuzzle\";\n\nconst foundationMaterial = new MeshBasicMaterial({\n side: DoubleSide,\n color: 0x000000,\n});\nconst invisMaterial = new MeshBasicMaterial({\n visible: false,\n});\nconst basicStickerMaterial = new MeshBasicMaterial({\n vertexColors: true,\n});\n\nfunction dist(coords: number[], a: number, b: number): number {\n return Math.hypot(\n coords[3 * a] - coords[3 * b],\n coords[3 * a + 1] - coords[3 * b + 1],\n coords[3 * a + 2] - coords[3 * b + 2],\n );\n}\n\nfunction triarea(coords: number[], a: number, b: number, c: number): number {\n const ab = dist(coords, a, b);\n const bc = dist(coords, b, c);\n const ac = dist(coords, a, c);\n const p = (ab + bc + ac) / 2;\n return Math.sqrt(p * (p - ab) * (p - bc) * (p - ac));\n}\n\nfunction polyarea(coords: number[]): number {\n let sum = 0;\n for (let i = 2; 3 * i < coords.length; i++) {\n sum += triarea(coords, 0, 1, i);\n }\n return sum;\n}\n\nfunction normalize(r: number[]): number[] {\n const m = Math.hypot(r[0], r[1], r[2]);\n r[0] /= m;\n r[1] /= m;\n r[2] /= m;\n return r;\n}\n\nfunction cross(a: number[], b: number[]): number[] {\n const r = new Array<number>(3);\n r[0] = a[1] * b[2] - a[2] * b[1];\n r[1] = a[2] * b[0] - a[0] * b[2];\n r[2] = a[0] * b[1] - a[1] * b[0];\n return r;\n}\n\nfunction normal(c: number[]): number[] {\n const a: number[] = [c[3] - c[0], c[4] - c[1], c[5] - c[2]];\n const b: number[] = [c[6] - c[3], c[7] - c[4], c[8] - c[5]];\n const r = cross(a, b);\n return normalize(r);\n}\n\nfunction trimEdges(face: number[], tr: number): number[] {\n const r: number[] = [];\n const A: number[] = new Array(3);\n const B: number[] = new Array(3);\n for (let iter = 1; iter < 10; iter++) {\n for (let i = 0; i < face.length; i += 3) {\n const pi = (i + face.length - 3) % face.length;\n const ni = (i + 3) % face.length;\n for (let k = 0; k < 3; k++) {\n A[k] = face[pi + k] - face[i + k];\n B[k] = face[ni + k] - face[i + k];\n }\n const alen = Math.hypot(A[0], A[1], A[2]);\n const blen = Math.hypot(B[0], B[1], B[2]);\n for (let k = 0; k < 3; k++) {\n A[k] /= alen;\n B[k] /= blen;\n }\n const d = A[0] * B[0] + A[1] * B[1] + A[2] * B[2];\n const m = tr / Math.sqrt(1 - d * d);\n for (let k = 0; k < 3; k++) {\n r[i + k] = face[i + k] + (A[k] + B[k]) * m;\n }\n }\n let good = true;\n for (let i = 0; good && i < r.length; i += 3) {\n const ni = (i + 3) % face.length;\n let t = 0;\n for (let k = 0; k < 3; k++) {\n const a = face[ni + k] - face[i + k];\n const b = r[ni + k] - r[i + k];\n t += a * b;\n }\n if (t <= 0) {\n good = false;\n }\n }\n if (good) {\n return r;\n }\n tr /= 2;\n }\n return face;\n}\n\nclass Filler {\n pos: number;\n ipos: number;\n vertices: Float32Array;\n colors: Uint8Array;\n uvs?: Float32Array;\n ind: Uint8Array;\n constructor(public sz: number, public tm: TextureMapper) {\n this.vertices = new Float32Array(9 * sz);\n this.uvs = undefined;\n this.colors = new Uint8Array(18 * sz);\n this.ind = new Uint8Array(sz);\n this.pos = 0;\n this.ipos = 0;\n }\n\n add(pt: number[], i: number, c: number) {\n this.vertices[this.pos] = pt[3 * i + 0];\n this.vertices[this.pos + 1] = pt[3 * i + 1];\n this.vertices[this.pos + 2] = pt[3 * i + 2];\n this.colors[this.pos] = c >> 16;\n this.colors[this.pos + 1] = (c >> 8) & 255;\n this.colors[this.pos + 2] = c & 255;\n this.pos += 3;\n }\n\n addUncolored(pt: number[], i: number) {\n this.vertices[this.pos] = pt[3 * i + 0];\n this.vertices[this.pos + 1] = pt[3 * i + 1];\n this.vertices[this.pos + 2] = pt[3 * i + 2];\n this.pos += 3;\n }\n\n setind(i: number) {\n this.ind[this.ipos++] = i;\n }\n\n makePoly(coords: number[], color: number, ind: number): void {\n const ncoords: number[] = coords;\n for (let g = 1; 3 * (g + 1) < ncoords.length; g++) {\n this.add(ncoords, 0, color);\n this.add(ncoords, g, color);\n this.add(ncoords, g + 1, color);\n this.setind(ind);\n }\n }\n\n setAttributes(geo: BufferGeometry) {\n geo.setAttribute(\"position\", new BufferAttribute(this.vertices, 3));\n // the geometry only needs the first half of the array\n const sa2 = this.colors.subarray(0, 9 * this.sz);\n geo.setAttribute(\"color\", new BufferAttribute(sa2, 3, true));\n }\n\n makeGroups(geo: BufferGeometry) {\n geo.clearGroups();\n for (let i = 0; i < this.ipos; ) {\n const si = i++;\n const iv = this.ind[si];\n while (this.ind[i] === iv) {\n i++;\n }\n geo.addGroup(3 * si, 3 * (i - si), iv);\n }\n }\n\n saveOriginalColors() {\n this.colors.copyWithin(this.pos, 0, this.pos);\n }\n}\n\nclass StickerDef {\n private origColor: number;\n private origColorAppearance: number;\n private faceColor: number;\n private texturePtr?: StickerDef = undefined;\n public twistVal: number = -1;\n public stickerStart: number;\n public stickerEnd: number;\n public hintStart: number;\n public hintEnd: number;\n public foundationStart: number;\n public foundationEnd: number;\n private isDup: boolean;\n private faceNum: number;\n constructor(\n filler: Filler,\n stickerDat: StickerDatSticker,\n trim: number,\n options?: {\n appearance?: ExperimentalFaceletMeshAppearance;\n },\n ) {\n this.isDup = !!stickerDat.isDup;\n this.faceNum = stickerDat.face;\n this.stickerStart = filler.ipos;\n const sdColor = new Color(stickerDat.color).getHex();\n this.origColor = sdColor;\n this.origColorAppearance = sdColor;\n if (options?.appearance) {\n this.setAppearance(filler, options.appearance);\n }\n this.faceColor = sdColor;\n const coords = this.stickerCoords(stickerDat.coords, trim);\n filler.makePoly(coords, this.faceColor, this.isDup ? 4 : 0);\n this.stickerEnd = filler.ipos;\n }\n\n private stickerCoords(coords: number[], trim: number): number[] {\n return trimEdges(coords.slice(), trim);\n }\n\n private hintCoords(\n coords: number[],\n hintStickerHeightScale: number,\n trim: number,\n normal: number[],\n ): number[] {\n coords = this.stickerCoords(coords, trim); // pick up trim from stickers\n normal = normal.slice();\n for (let i = 0; i < 3; i++) {\n normal[i] *= 0.5 * hintStickerHeightScale;\n }\n const hCoords = new Array<number>(coords.length);\n for (let i = 0; 3 * i < coords.length; i++) {\n const j = coords.length / 3 - 1 - i;\n hCoords[3 * i] = coords[3 * j] + normal[0];\n hCoords[3 * i + 1] = coords[3 * j + 1] + normal[1];\n hCoords[3 * i + 2] = coords[3 * j + 2] + normal[2];\n }\n return hCoords;\n }\n\n private foundationCoords(coords: number[]): number[] {\n const ncoords = coords.slice();\n for (let i = 0; i < coords.length; i++) {\n ncoords[i] = coords[i] * 0.999;\n }\n return ncoords;\n }\n\n addHint(\n filler: Filler,\n stickerDat: StickerDatSticker,\n hintStickers: boolean,\n hintStickerHeightScale: number,\n trim: number,\n normal: number[],\n ): void {\n this.hintStart = filler.ipos;\n const coords = this.hintCoords(\n stickerDat.coords,\n hintStickerHeightScale,\n trim,\n normal,\n );\n filler.makePoly(\n coords,\n this.faceColor,\n hintStickers && !this.isDup ? 2 : 4,\n );\n this.hintEnd = filler.ipos;\n }\n\n public addFoundation(\n filler: Filler,\n stickerDat: StickerDatSticker,\n black: number,\n ) {\n this.foundationStart = filler.ipos;\n const coords = this.foundationCoords(stickerDat.coords);\n filler.makePoly(coords, black, this.isDup ? 4 : 6);\n this.foundationEnd = filler.ipos;\n }\n\n private setHintStickers(filler: Filler, hintStickers: boolean): void {\n const indv = this.isDup || !hintStickers ? 4 : 2;\n for (let i = this.hintStart; i < this.hintEnd; i++) {\n filler.ind[i] = indv | (filler.ind[i] & 1);\n }\n }\n\n public setAppearance(\n filler: Filler,\n faceletMeshAppearance: ExperimentalFaceletMeshAppearance,\n ): void {\n let c = 0;\n switch (faceletMeshAppearance) {\n case \"regular\":\n c = this.origColor;\n break;\n case \"dim\":\n if (this.origColor === 0xffffff) {\n c = 0xdddddd;\n } else {\n c = new Color(this.origColor).multiplyScalar(0.5).getHex();\n }\n break;\n case \"oriented\":\n c = 0xff88ff;\n break;\n case \"ignored\":\n c = 0x444444;\n break;\n case \"invisible\":\n c = this.origColor;\n }\n this.origColorAppearance = c;\n for (let i = 9 * this.stickerStart; i < 9 * this.stickerEnd; i += 3) {\n filler.colors[filler.pos + i] = c >> 16;\n filler.colors[filler.pos + i + 1] = (c >> 8) & 255;\n filler.colors[filler.pos + i + 2] = c & 255;\n }\n for (let i = 9 * this.hintStart; i < 9 * this.hintEnd; i += 3) {\n filler.colors[filler.pos + i] = c >> 16;\n filler.colors[filler.pos + i + 1] = (c >> 8) & 255;\n filler.colors[filler.pos + i + 2] = c & 255;\n }\n this.setHintStickers(\n filler,\n faceletMeshAppearance !== \"invisible\" && !this.isDup,\n );\n }\n\n public addUVs(filler: Filler): void {\n const uvs = filler.uvs!;\n const vert = filler.vertices;\n const coords = new Array(3);\n for (let i = 3 * this.stickerStart; i < 3 * this.stickerEnd; i++) {\n coords[0] = vert[3 * i];\n coords[1] = vert[3 * i + 1];\n coords[2] = vert[3 * i + 2];\n const uv = filler.tm.getuv(this.faceNum, coords);\n uvs[2 * i] = uv[0];\n uvs[2 * i + 1] = uv[1];\n }\n for (let i = 3 * this.hintStart; i < 3 * this.hintEnd; i++) {\n coords[0] = vert[3 * i];\n coords[1] = vert[3 * i + 1];\n coords[2] = vert[3 * i + 2];\n const uv = filler.tm.getuv(this.faceNum, coords);\n uvs[2 * i] = uv[0];\n uvs[2 * i + 1] = uv[1];\n }\n }\n\n public setTexture(filler: Filler, sd: StickerDef): number {\n if (this.texturePtr === sd) {\n return 0;\n }\n this.texturePtr = sd;\n const sz = 6 * filler.sz;\n filler.uvs!.copyWithin(\n 6 * this.stickerStart,\n 6 * sd.stickerStart + sz,\n 6 * sd.stickerEnd + sz,\n );\n filler.uvs!.copyWithin(\n 6 * this.hintStart,\n 6 * sd.hintStart + sz,\n 6 * sd.hintEnd + sz,\n );\n return 1;\n }\n\n public setColor(filler: Filler, sd: StickerDef): number {\n const c = sd.origColorAppearance;\n if (this.faceColor !== c) {\n this.faceColor = c;\n const sz = filler.pos;\n filler.colors.copyWithin(\n 9 * this.stickerStart,\n 9 * sd.stickerStart + sz,\n 9 * sd.stickerEnd + sz,\n );\n filler.colors.copyWithin(\n 9 * this.hintStart,\n 9 * sd.hintStart + sz,\n 9 * sd.hintEnd + sz,\n );\n return 1;\n } else {\n return 0;\n }\n }\n}\n\nclass HitPlaneDef {\n public cubie: Group;\n private geo: BufferGeometry;\n constructor(hitface: any, tm: TextureMapper) {\n this.cubie = new Group();\n const coords = hitface.coords as number[];\n const filler = new Filler(coords.length / 3 - 2, tm);\n for (let g = 1; 3 * g + 3 < coords.length; g++) {\n filler.addUncolored(coords, 0);\n filler.addUncolored(coords, g);\n filler.addUncolored(coords, g + 1);\n }\n this.geo = new BufferGeometry();\n filler.setAttributes(this.geo);\n const obj = new Mesh(this.geo, invisMaterial);\n obj.userData.name = hitface.name;\n this.cubie.scale.setScalar(0.99);\n this.cubie.add(obj);\n }\n}\n\nclass AxisInfo {\n public axis: Vector3;\n public order: number;\n constructor(axisDat: any) {\n const vec = axisDat[0] as number[];\n this.axis = new Vector3(vec[0], vec[1], vec[2]);\n this.order = axisDat[2];\n }\n}\n\nexport interface PG3DOptions {\n appearance?: ExperimentalPuzzleAppearance;\n}\n\nconst DEFAULT_COLOR_FRACTION = 0.71;\nconst PG_SCALE = 0.5;\n\n// TODO: Split into \"scene model\" and \"view\".\n/*\n * PG3D uses a single geometry for the puzzle, with all the faces for\n * each sticker (including the foundation stickers) in a single\n * geometry. We use the materialIndex in the face to point to a\n * specific entry, which is either a colored sticker, invisible, or\n * black (foundation).\n *\n * To support general twisting of a subset of the puzzle, we then\n * instantiate this same geometry in two different meshes with two\n * distinct material arrays. One, the fixed mesh, has the material\n * array set up like: [colored, invisible, black, invisible].\n * The twisting mesh has the material array set up as\n * [invisible, colored, invislble, black]. When not twisted, the\n * two meshes are directly coincident, and the (shared) materialIndex\n * in each face points to a non-invisible material in exactly one of\n * the two meshes. When we decide to twist some cubies, we make\n * the cubies that move point to visible materials in the moving\n * mesh (which makes them point to invisible materials in the static\n * mesh). This way, we only need to rotate the moving mesh as a\n * single object---this should be very fast, and occur entirely in\n * the GPU. Unfortunately this doesn't quite work as fast as we'd\n * like because three.js makes a draw call every time we have a change\n * in the material index. By moving the foundation triangles separate\n * from the sticker triangles, we enhance the probability that many\n * triangles can be rendered in one call speeding up the render.\n * We also get some assistance from puzzleGeometry to try to keep\n * nearby stickers close to each other.\n */\nexport class PG3D extends Object3D implements Twisty3DPuzzle {\n private stickers: { [key: string]: StickerDef[][] };\n private axesInfo: { [key: string]: AxisInfo };\n\n private stickerTargets: Object3D[] = [];\n private controlTargets: Object3D[] = [];\n\n private movingObj: Object3D;\n private filler: Filler;\n private foundationBound: number; // before this: colored; after: black\n private fixedGeo: BufferGeometry;\n private lastPos: PuzzlePosition;\n private lastMove: Transformation;\n private hintMaterial: Material;\n private stickerMaterial: Material;\n private materialArray1: Material[];\n private materialArray2: Material[];\n private textured: boolean = false;\n private hintMaterialDisposable: boolean;\n private stickerMaterialDisposable: boolean;\n\n #pendingStickeringUpdate: boolean = false;\n\n constructor(\n cursor: AlgCursor,\n private scheduleRenderCallback: () => void,\n private definition: KPuzzleDefinition,\n private pgdat: StickerDat,\n private showFoundation: boolean = false,\n private showHintStickers: boolean = false,\n hintStickerHeightScale: number = 1,\n private params: PG3DOptions = {},\n ) {\n super();\n if (pgdat.stickers.length === 0) {\n throw Error(\"Reuse of stickerdat from pg; please don't do that.\");\n }\n this.hintMaterial = new MeshBasicMaterial({\n vertexColors: true,\n transparent: true,\n opacity: 0.5,\n });\n this.hintMaterialDisposable = true;\n this.stickerMaterial = basicStickerMaterial;\n this.stickerMaterialDisposable = false;\n this.axesInfo = {};\n const axesDef = this.pgdat.axis as any[];\n for (const axis of axesDef) {\n this.axesInfo[axis[1]] = new AxisInfo(axis);\n }\n const stickers = this.pgdat.stickers as any[];\n this.stickers = {};\n this.materialArray1 = new Array(8);\n this.materialArray2 = new Array(8);\n this.enableFoundation(showFoundation);\n this.updateMaterialArrays();\n let triangleCount = 0;\n const multiplier = 3;\n for (const sticker of stickers) {\n const sides = sticker.coords.length / 3;\n triangleCount += multiplier * (sides - 2);\n }\n const filler = new Filler(triangleCount, pgdat.textureMapper);\n const black = 0;\n const normals: number[][] = [];\n let totArea = 0;\n for (const f of pgdat.faces) {\n normals.push(normal(f.coords));\n totArea += polyarea(f.coords);\n }\n const colorfrac = DEFAULT_COLOR_FRACTION;\n let nonDupStickers = 0;\n for (const sticker of stickers) {\n if (!sticker.isDup) {\n nonDupStickers++;\n }\n }\n const trim =\n (Math.sqrt(totArea / nonDupStickers) * (1 - Math.sqrt(colorfrac))) / 2;\n for (const sticker of stickers) {\n const orbit = sticker.orbit;\n const ord = sticker.ord;\n const ori = sticker.ori;\n if (!this.stickers[orbit]) {\n this.stickers[orbit] = [];\n }\n if (!this.stickers[orbit][ori]) {\n this.stickers[orbit][ori] = [];\n }\n const options: { appearance?: ExperimentalFaceletMeshAppearance } = {};\n if (params.appearance) {\n options.appearance = experimentalGetFaceletAppearance(\n params.appearance,\n orbit,\n ord,\n ori,\n false,\n );\n }\n const stickerdef = new StickerDef(filler, sticker, trim, options);\n this.stickers[orbit][ori][ord] = stickerdef;\n }\n for (const sticker of stickers) {\n const orbit = sticker.orbit;\n const ord = sticker.ord;\n const ori = sticker.ori;\n this.stickers[orbit][ori][ord].addHint(\n filler,\n sticker,\n showHintStickers,\n hintStickerHeightScale,\n trim,\n normals[sticker.face],\n );\n }\n this.foundationBound = filler.ipos;\n for (const sticker of stickers) {\n const orbit = sticker.orbit;\n const ord = sticker.ord;\n const ori = sticker.ori;\n this.stickers[orbit][ori][ord].addFoundation(filler, sticker, black);\n }\n const fixedGeo = new BufferGeometry();\n filler.setAttributes(fixedGeo);\n filler.makeGroups(fixedGeo);\n const obj = new Mesh(fixedGeo, this.materialArray1);\n obj.scale.set(PG_SCALE, PG_SCALE, PG_SCALE);\n this.add(obj);\n const obj2 = new Mesh(fixedGeo, this.materialArray2);\n obj2.scale.set(PG_SCALE, PG_SCALE, PG_SCALE);\n this.add(obj2);\n const hitfaces = this.pgdat.faces as any[];\n this.movingObj = obj2;\n this.fixedGeo = fixedGeo;\n this.filler = filler;\n for (const hitface of hitfaces) {\n const facedef = new HitPlaneDef(hitface, pgdat.textureMapper);\n facedef.cubie.scale.set(PG_SCALE, PG_SCALE, PG_SCALE);\n this.add(facedef.cubie);\n this.controlTargets.push(facedef.cubie.children[0]);\n }\n filler.saveOriginalColors();\n cursor.addPositionListener(this);\n pgdat.stickers = []; // don't need these anymore\n /*\n this.experimentalUpdateTexture(\n true,\n new TextureLoader().load(\n \"/experiments.cubing.net/cubing.js/twisty/mkbhd-sprite-red.png\",\n ),\n new TextureLoader().load(\n \"/experiments.cubing.net/cubing.js/twisty/mkbhd-sprite-red-hint.png\",\n ),\n );\n */\n }\n\n public dispose(): void {\n if (this.fixedGeo) {\n this.fixedGeo.dispose();\n }\n if (this.stickerMaterialDisposable) {\n this.stickerMaterial.dispose();\n this.stickerMaterial = basicStickerMaterial;\n this.stickerMaterialDisposable = false;\n }\n if (this.hintMaterialDisposable) {\n this.hintMaterial.dispose();\n this.hintMaterial = basicStickerMaterial;\n this.hintMaterialDisposable = false;\n }\n }\n\n public experimentalGetStickerTargets(): Object3D[] {\n return this.stickerTargets;\n }\n\n public experimentalGetControlTargets(): Object3D[] {\n return this.controlTargets;\n }\n\n experimentalSetAppearance(appearance: ExperimentalPuzzleAppearance): void {\n this.params.appearance = appearance;\n for (const orbitName in this.definition.orbits) {\n const { numPieces, orientations } = this.definition.orbits[orbitName];\n for (let pieceIdx = 0; pieceIdx < numPieces; pieceIdx++) {\n for (let faceletIdx = 0; faceletIdx < orientations; faceletIdx++) {\n const faceletAppearance = experimentalGetFaceletAppearance(\n appearance,\n orbitName,\n pieceIdx,\n faceletIdx,\n false,\n );\n const stickerDef = this.stickers[orbitName][faceletIdx][pieceIdx];\n stickerDef.setAppearance(this.filler, faceletAppearance);\n }\n }\n }\n if (this.scheduleRenderCallback) {\n this.#pendingStickeringUpdate = true;\n if (this.lastPos) {\n this.onPositionChange(this.lastPos);\n }\n this.scheduleRenderCallback();\n }\n }\n\n public onPositionChange(p: PuzzlePosition): void {\n const state = p.state;\n const noRotation = new Euler();\n this.movingObj.rotation.copy(noRotation);\n let colormods = 0;\n const filler = this.filler;\n const ind = filler.ind;\n if (\n !this.lastPos ||\n this.#pendingStickeringUpdate ||\n !areTransformationsEquivalent(this.definition, this.lastPos.state, state)\n ) {\n for (const orbit in this.stickers) {\n const pieces = this.stickers[orbit];\n const pos2 = state[orbit];\n const orin = pieces.length;\n if (orin === 1) {\n const pieces2 = pieces[0];\n for (let i = 0; i < pieces2.length; i++) {\n const ni = pos2.permutation[i];\n if (this.textured) {\n colormods += pieces2[i].setTexture(filler, pieces2[ni]);\n } else {\n colormods += pieces2[i].setColor(filler, pieces2[ni]);\n }\n }\n } else {\n for (let ori = 0; ori < orin; ori++) {\n const pieces2 = pieces[ori];\n for (let i = 0; i < pieces2.length; i++) {\n const nori = (ori + orin - pos2.orientation[i]) % orin;\n const ni = pos2.permutation[i];\n if (this.textured) {\n colormods += pieces2[i].setTexture(filler, pieces[nori][ni]);\n } else {\n colormods += pieces2[i].setColor(filler, pieces[nori][ni]);\n }\n }\n }\n }\n }\n this.lastPos = p;\n this.#pendingStickeringUpdate = false;\n }\n let vismods = 0;\n for (const moveProgress of p.movesInProgress) {\n const externalMove = moveProgress.move;\n // TODO: unswizzle goes external to internal, and so does the call after that\n // and so does the stateForBlockMove call\n const unswizzled = this.pgdat.unswizzle(externalMove);\n const move = this.pgdat.notationMapper.notationToInternal(externalMove);\n if (move === null) {\n throw Error(\"Bad blockmove \" + externalMove.family);\n }\n const quantumTransformation = experimentalTransformationForQuantumMove(\n this.definition,\n externalMove.quantum,\n );\n const ax = this.axesInfo[unswizzled];\n const turnNormal = ax.axis;\n const angle =\n (-this.ease(moveProgress.fraction) *\n moveProgress.direction *\n move.amount *\n TAU) /\n ax.order;\n this.movingObj.rotateOnAxis(turnNormal, angle);\n if (this.lastMove !== quantumTransformation) {\n for (const orbit in this.stickers) {\n const pieces = this.stickers[orbit];\n const orin = pieces.length;\n const bmv = quantumTransformation[orbit];\n for (let ori = 0; ori < orin; ori++) {\n const pieces2 = pieces[ori];\n for (let i = 0; i < pieces2.length; i++) {\n const p2 = pieces2[i];\n const ni = bmv.permutation[i];\n let tv = 0;\n if (ni !== i || bmv.orientation[i] !== 0) {\n tv = 1;\n }\n if (tv !== p2.twistVal) {\n if (tv) {\n for (let j = p2.stickerStart; j < p2.stickerEnd; j++) {\n ind[j] |= 1;\n }\n for (let j = p2.hintStart; j < p2.hintEnd; j++) {\n ind[j] |= 1;\n }\n for (let j = p2.foundationStart; j < p2.foundationEnd; j++) {\n ind[j] |= 1;\n }\n } else {\n for (let j = p2.stickerStart; j < p2.stickerEnd; j++) {\n ind[j] &= ~1;\n }\n for (let j = p2.hintStart; j < p2.hintEnd; j++) {\n ind[j] &= ~1;\n }\n for (let j = p2.foundationStart; j < p2.foundationEnd; j++) {\n ind[j] &= ~1;\n }\n }\n p2.twistVal = tv;\n vismods++;\n }\n }\n }\n }\n this.lastMove = quantumTransformation;\n }\n }\n if (vismods) {\n this.filler.makeGroups(this.fixedGeo);\n }\n if (colormods) {\n if (this.textured) {\n (this.fixedGeo.getAttribute(\"uv\") as BufferAttribute).updateRange = {\n offset: 0,\n count: 6 * this.foundationBound,\n };\n (this.fixedGeo.getAttribute(\"uv\") as BufferAttribute).needsUpdate =\n true;\n } else {\n (this.fixedGeo.getAttribute(\"color\") as BufferAttribute).updateRange = {\n offset: 0,\n count: 9 * this.foundationBound,\n };\n (this.fixedGeo.getAttribute(\"color\") as BufferAttribute).needsUpdate =\n true;\n }\n }\n this.scheduleRenderCallback();\n }\n\n private ease(fraction: number): number {\n return smootherStep(fraction);\n }\n\n private enableHintFacelets(v: boolean) {\n this.showHintStickers = v;\n this.updateMaterialArrays();\n }\n\n private updateMaterialArrays() {\n for (let i = 0; i < 8; i++) {\n this.materialArray1[i] = invisMaterial;\n this.materialArray2[i] = invisMaterial;\n }\n this.materialArray1[0] = this.stickerMaterial;\n this.materialArray2[1] = this.stickerMaterial;\n if (this.showHintStickers) {\n this.materialArray1[2] = this.hintMaterial;\n this.materialArray2[3] = this.hintMaterial;\n } else {\n this.materialArray1[2] = invisMaterial;\n this.materialArray2[3] = invisMaterial;\n }\n if (this.showFoundation) {\n this.materialArray1[6] = foundationMaterial;\n this.materialArray2[7] = foundationMaterial;\n } else {\n this.materialArray1[6] = invisMaterial;\n this.materialArray2[7] = invisMaterial;\n }\n }\n\n private enableFoundation(v: boolean) {\n this.showFoundation = v;\n this.updateMaterialArrays();\n }\n\n private setHintStickerOpacity(v: number): void {\n if (this.hintMaterialDisposable) {\n this.hintMaterial.dispose();\n this.hintMaterialDisposable = false;\n }\n if (v === 0) {\n this.hintMaterial = invisMaterial;\n } else if (v === 1) {\n this.hintMaterial = this.stickerMaterial;\n } else {\n this.hintMaterial = new MeshBasicMaterial({\n vertexColors: true,\n transparent: true,\n opacity: 0.5,\n });\n this.hintMaterialDisposable = true;\n }\n }\n\n public experimentalUpdateOptions(options: {\n showMainStickers?: boolean;\n hintFacelets?: HintFaceletStyle;\n showFoundation?: boolean; // TODO: better name\n hintStickerOpacity?: number;\n }): void {\n if (options.hintFacelets !== undefined) {\n this.enableHintFacelets(options.hintFacelets !== \"none\");\n }\n if (options.showFoundation !== undefined) {\n this.enableFoundation(options.showFoundation);\n }\n if (options.hintStickerOpacity !== undefined) {\n this.setHintStickerOpacity(options.hintStickerOpacity);\n }\n this.#pendingStickeringUpdate = true;\n if (this.lastPos) {\n this.onPositionChange(this.lastPos);\n }\n this.scheduleRenderCallback();\n }\n\n private adduvs() {\n const filler = this.filler;\n if (filler.uvs) {\n return;\n }\n this.filler.uvs = new Float32Array(12 * filler.sz);\n for (const orbit in this.stickers) {\n const pieces = this.stickers[orbit];\n const orin = pieces.length;\n for (let ori = 0; ori < orin; ori++) {\n const pieces2 = pieces[ori];\n for (const piece2 of pieces2) {\n piece2.addUVs(this.filler);\n }\n }\n }\n filler.uvs!.copyWithin(6 * filler.sz, 0, 6 * filler.sz);\n const sa1 = filler.uvs!.subarray(0, 6 * filler.sz);\n this.fixedGeo.setAttribute(\"uv\", new BufferAttribute(sa1, 2, true));\n }\n\n public experimentalUpdateTexture(\n enabled: boolean,\n stickerTexture?: Texture | null,\n hintTexture?: Texture | null,\n ) {\n if (!stickerTexture) {\n enabled = false;\n } else if (!hintTexture) {\n hintTexture = stickerTexture;\n }\n if (enabled && !this.filler.uvs) {\n this.adduvs();\n }\n this.textured = enabled;\n if (this.stickerMaterialDisposable) {\n this.stickerMaterial.dispose();\n this.stickerMaterialDisposable = false;\n }\n if (enabled) {\n this.stickerMaterial = new MeshBasicMaterial({\n map: stickerTexture,\n side: FrontSide,\n transparent: false,\n });\n this.stickerMaterialDisposable = true;\n } else {\n this.stickerMaterial = basicStickerMaterial;\n }\n if (this.hintMaterialDisposable) {\n this.hintMaterial.dispose();\n this.hintMaterialDisposable = false;\n }\n if (enabled) {\n this.hintMaterial = new MeshBasicMaterial({\n map: hintTexture,\n side: FrontSide,\n transparent: false,\n });\n this.hintMaterialDisposable = true;\n } else {\n this.hintMaterial = basicStickerMaterial;\n }\n this.updateMaterialArrays();\n this.#pendingStickeringUpdate = true;\n if (this.lastPos) {\n this.onPositionChange(this.lastPos);\n }\n this.scheduleRenderCallback();\n }\n}\n", "import { PerspectiveCamera, Vector3, WebGLRenderer } from \"three\";\nimport type { Twisty3DScene } from \"../../../views/3D/Twisty3DScene\";\nimport { RenderScheduler } from \"../../animation/RenderScheduler\";\nimport { ManagedCustomElement } from \"../element/ManagedCustomElement\";\nimport { pixelRatio } from \"./canvas\";\nimport { twisty3DCanvasCSS } from \"./Twisty3DCanvas.css\";\nimport { OrbitCoordinates, TwistyOrbitControls } from \"./TwistyOrbitControls\";\nimport type { TwistyViewerElement } from \"./TwistyViewerElement\";\nimport { customElementsShim } from \"../element/node-custom-element-shims\";\nimport { Stats } from \"../../../../vendor/three/examples/jsm/libs/stats.modified.module\";\nimport type { CameraLatitudeLimits } from \"../TwistyPlayerConfig\";\n\nlet SHOW_STATS = false;\n// Show render stats for newly contructed renderers.\nexport function experimentalShowRenderStats(show: boolean): void {\n SHOW_STATS = show;\n}\nconst shareAllNewRenderers: boolean = false;\n\nlet sharedRenderer: WebGLRenderer | null = null;\n\nfunction newRenderer(): WebGLRenderer {\n return new WebGLRenderer({\n antialias: true,\n alpha: true, // TODO\n });\n}\n\nfunction newSharedRenderer(): WebGLRenderer {\n return sharedRenderer ?? (sharedRenderer = newRenderer());\n}\n\n// <twisty-3d-canvas>\nexport class Twisty3DCanvas\n extends ManagedCustomElement\n implements TwistyViewerElement\n{\n private scene: Twisty3DScene;\n public canvas: HTMLCanvasElement;\n public camera: PerspectiveCamera;\n private legacyExperimentalShift: number = 0;\n orbitControls: TwistyOrbitControls;\n private scheduler = new RenderScheduler(this.render.bind(this));\n private resizePending: boolean = false;\n\n private renderer: WebGLRenderer; // TODO: share renderers across elements? (issue: renderers are not designed to be constantly resized?)\n private rendererIsShared: boolean;\n private canvas2DContext: CanvasRenderingContext2D;\n\n private stats: Stats | null = null;\n\n // TODO: Are there any render duration performance concerns with removing this?\n #invisible: boolean = false;\n #onRenderFinish: null | (() => void) = null;\n constructor(\n scene?: Twisty3DScene,\n options: {\n orbitCoordinates?: OrbitCoordinates;\n negateCameraPosition?: boolean;\n } = {},\n ) {\n super();\n this.addCSS(twisty3DCanvasCSS);\n\n this.scene = scene!;\n this.scene?.addRenderTarget(this); // TODO\n if (SHOW_STATS) {\n this.stats = new Stats();\n this.stats.dom.style.position = \"absolute\";\n this.addElement(this.stats.dom);\n }\n\n // We rely on the resize logic to handle renderer dimensions.\n this.rendererIsShared = shareAllNewRenderers;\n this.renderer = this.rendererIsShared ? newSharedRenderer() : newRenderer();\n this.canvas = this.rendererIsShared\n ? document.createElement(\"canvas\")\n : this.renderer.domElement;\n this.canvas2DContext = this.canvas.getContext(\"2d\")!; // TODO: avoid saving unneeded?\n this.addElement(this.canvas);\n\n this.camera = new PerspectiveCamera(\n 20,\n 1, // We rely on the resize logic to handle this.\n 0.1,\n 20,\n );\n this.camera.position.copy(new Vector3(2, 4, 4));\n this.orbitControls = new TwistyOrbitControls(\n this.camera,\n this.canvas,\n this.scheduleRender.bind(this),\n );\n if (options.orbitCoordinates) {\n this.orbitControls.latitude =\n options.orbitCoordinates.latitude *\n (options.negateCameraPosition ? -1 : 1);\n }\n if (options.orbitCoordinates) {\n this.orbitControls.longitude =\n options.orbitCoordinates.longitude +\n (options.negateCameraPosition ? 180 : 0);\n }\n if (options.orbitCoordinates) {\n this.orbitControls.distance = options.orbitCoordinates.distance;\n }\n this.camera.lookAt(new Vector3(0, 0, 0)); // TODO: Handle with `negateCameraPosition`\n\n const observer = new ResizeObserver(this.onResize.bind(this));\n observer.observe(this.contentWrapper);\n }\n\n public setMirror(partner: Twisty3DCanvas): void {\n this.orbitControls.setMirror(partner.orbitControls);\n partner.orbitControls.setMirror(this.orbitControls);\n }\n\n /** @deprecated */\n public experimentalSetLatitudeLimits(limits: CameraLatitudeLimits): void {\n this.orbitControls.experimentalLatitudeLimits = limits;\n }\n\n protected connectedCallback(): void {\n // Resize as soon as we're in the DOM, to avoid a flash of incorrectly sized content.\n this.#resize();\n this.render();\n }\n\n scheduleRender(): void {\n this.scheduler.requestAnimFrame();\n }\n\n // If the current size/state is incorrect, it may be preferable to hide it\n // briefly, rather than flashing an incorrect version for one frame.\n makeInvisibleUntilRender(): void {\n this.contentWrapper.classList.add(\"invisible\");\n this.#invisible = true;\n }\n\n /** @deprecated */\n experimentalSetOnRenderFinish(f: null | (() => void)): void {\n this.#onRenderFinish = f;\n }\n\n private render(): void {\n // Cancel any scheduled frame, since we're rendering right now.\n // We don't need to re-render until something schedules again.\n this.stats?.begin();\n this.scheduler.cancelAnimFrame();\n if (this.resizePending) {\n this.#resize();\n }\n\n if (this.rendererIsShared) {\n this.renderer.setSize(this.canvas.width, this.canvas.height, false);\n this.canvas2DContext.clearRect(\n 0,\n 0,\n this.canvas.width,\n this.canvas.height,\n );\n }\n if (this.scene) {\n this.renderer.render(this.scene, this.camera); // TODO\n }\n if (this.rendererIsShared) {\n this.canvas2DContext.drawImage(this.renderer.domElement, 0, 0);\n }\n\n if (this.#invisible) {\n this.contentWrapper.classList.remove(\"invisible\");\n }\n this.stats?.end();\n\n if (this.#onRenderFinish) {\n this.#onRenderFinish();\n }\n }\n\n private onResize(): void {\n this.resizePending = true;\n this.scheduleRender();\n }\n\n #resize(minWidth: number = 0, minHeight: number = 0): void {\n this.resizePending = false;\n\n const w = Math.max(this.contentWrapper.clientWidth, minWidth);\n const h = Math.max(this.contentWrapper.clientHeight, minHeight);\n let off = 0;\n if (this.legacyExperimentalShift > 0) {\n off = Math.max(0, Math.floor((w - h) * 0.5));\n } else if (this.legacyExperimentalShift < 0) {\n off = -Math.max(0, Math.floor((w - h) * 0.5));\n }\n let yoff = 0;\n let excess = 0;\n if (h > w) {\n excess = h - w;\n yoff = -Math.floor(0.5 * excess);\n }\n this.camera.aspect = w / h;\n this.camera.setViewOffset(w, h - excess, off, yoff, w, h);\n this.camera.updateProjectionMatrix(); // TODO\n\n if (this.rendererIsShared) {\n this.canvas.width = w * pixelRatio();\n this.canvas.height = h * pixelRatio();\n this.canvas.style.width = w.toString();\n this.canvas.style.height = w.toString();\n } else {\n this.renderer.setPixelRatio(pixelRatio());\n this.renderer.setSize(w, h, true);\n }\n\n this.scheduleRender();\n }\n\n // Square crop is useful for rending icons.\n renderToDataURL(\n options: {\n squareCrop?: boolean;\n minWidth?: number;\n minHeight?: number;\n } = {},\n ): string {\n this.#resize(options.minWidth, options.minHeight);\n\n // We don't preserve the drawing buffer, so we have to render again and then immediately read the canvas data.\n // https://stackoverflow.com/a/30647502\n this.render();\n\n let url: string;\n // TODO: can we assume that a central crop is similar enough to how a square canvas render would loook?\n if (!options.squareCrop || this.canvas.width === this.canvas.height) {\n // TODO: is this such an uncommon path that we can skip it?\n url = this.canvas.toDataURL();\n } else {\n const tempCanvas = document.createElement(\"canvas\");\n const squareSize = Math.min(this.canvas.width, this.canvas.height);\n tempCanvas.width = squareSize;\n tempCanvas.height = squareSize;\n const tempCtx = tempCanvas.getContext(\"2d\")!; // TODO: can we assume this is always availab?E\n tempCtx.drawImage(\n this.canvas,\n -(this.canvas.width - squareSize) / 2,\n -(this.canvas.height - squareSize) / 2,\n );\n url = tempCanvas.toDataURL();\n }\n this.#resize();\n return url;\n }\n}\n\ncustomElementsShim.define(\"twisty-3d-canvas\", Twisty3DCanvas);\n", "// Debounces `requestAnimationFrame()`.\nexport class RenderScheduler {\n private animFrameID: number | null = null;\n private animFrame = this.animFrameWrapper.bind(this);\n constructor(private callback: (timestamp: DOMHighResTimeStamp) => void) {}\n requestAnimFrame(): void {\n if (!this.animFrameID) {\n this.animFrameID = requestAnimationFrame(this.animFrame);\n }\n }\n\n cancelAnimFrame(): void {\n if (this.animFrameID) {\n cancelAnimationFrame(this.animFrameID);\n this.animFrameID = 0;\n }\n }\n\n private animFrameWrapper(timestamp: DOMHighResTimeStamp): void {\n this.animFrameID = 0;\n this.callback(timestamp);\n }\n}\n\n// An interface for classes to use to expose their scheduling.\nexport interface Schedulable {\n scheduleRender(): void;\n}\n", "let globalPixelRatioOverride: number | null = null;\nexport function setGlobalPixelRatioOverride(override: number | null): void {\n globalPixelRatioOverride = override;\n}\n\n// TODO: Handle if you move across screens?\nexport function pixelRatio(): number {\n return globalPixelRatioOverride ?? (devicePixelRatio || 1);\n}\n", "import { CSSSource } from \"../element/ManagedCustomElement\";\n\n// The `position` values are a hack for a bug in Safari where the canvas either\n// grows infinitely, or takes up the full `fr` of any encompassing grid (making\n// the contents of that element e.g. over 100% of its height). `contain:\n// content` is a good fix for this, but there is no indication that Safari will\n// support it soon. https://developer.mozilla.org/en-US/docs/Web/CSS/contain\n\nexport const twisty3DCanvasCSS = new CSSSource(`\n:host {\n width: 384px;\n height: 256px;\n display: grid;\n}\n\n.wrapper {\n width: 100%;\n height: 100%;\n display: grid;\n overflow: hidden;\n}\n\n/* TODO: This is due to stats hack. Replace with \\`canvas\\`. */\n.wrapper > canvas {\n max-width: 100%;\n max-height: 100%;\n}\n\n.wrapper.invisible {\n opacity: 0;\n}\n`);\n", "import { Camera, Spherical, Vector3 } from \"three\";\nimport { DEGREES_PER_RADIAN } from \"../../../views/3D/TAU\";\nimport { RenderScheduler } from \"../../animation/RenderScheduler\";\nimport type { CameraLatitudeLimits } from \"../TwistyPlayerConfig\";\n\n// Buffer at the end values of the latitude (phi), to prevent gymbal lock.\n// Without this, the puzzle would flip every frame if you try to push past the\n// end, or snap to a standard longitude (theta).\nconst EPSILON = 0.00000001;\n\nconst INERTIA_DEFAULT: boolean = true;\nconst LATITUDE_LIMITS_DEFAULT: CameraLatitudeLimits = \"auto\";\n\nconst INERTIA_DURATION_MS = 500;\n// If the first inertial render is this long after the last move, we assume the\n// user has halted the cursor and we consider inertia to have \"timed out\". We\n// never begin animating the inertia.\nconst INERTIA_TIMEOUT_MS = 50;\n\nconst VERTICAL_MOVEMENT_BASE_SCALE = 0.75;\n\n// progress is from 0 to 1.\nfunction momentumScale(progress: number) {\n // This is the exponential curve flipped so that\n // - The slope at progress = 0 is 1 (this corresponds to \"x = 1\" on the normal\n // curve).\n // - The scale exponentially \"decays\" until progress = 1.\n // This means the scale at the end will be about 0.418\n return (Math.exp(1 - progress) - (1 - progress)) / (1 - Math.E) + 1;\n}\n\nclass Inertia {\n private scheduler = new RenderScheduler(this.render.bind(this));\n private lastTimestamp: number;\n constructor(\n private startTimestamp: number,\n private momentumX: number,\n private momentumY: number,\n private callback: (movementX: number, movementY: number) => void,\n ) {\n this.scheduler.requestAnimFrame();\n this.lastTimestamp = startTimestamp;\n }\n\n private render(now: DOMHighResTimeStamp) {\n const progressBefore =\n (this.lastTimestamp - this.startTimestamp) / INERTIA_DURATION_MS;\n const progressAfter = Math.min(\n 1,\n (now - this.startTimestamp) / INERTIA_DURATION_MS,\n );\n\n if (\n progressBefore === 0 &&\n progressAfter > INERTIA_TIMEOUT_MS / INERTIA_DURATION_MS\n ) {\n // The user has already paused for a while. Don't start any inertia.\n return;\n }\n\n const delta = momentumScale(progressAfter) - momentumScale(progressBefore);\n\n // TODO: For now, we only carry horizontal momentum. If this should stay, we\n // can remove the plumbing for the Y dimension.\n this.callback(this.momentumX * delta * 1000, this.momentumY * delta * 1000);\n\n if (progressAfter < 1) {\n this.scheduler.requestAnimFrame();\n }\n this.lastTimestamp = now;\n }\n}\n\nexport interface OrbitCoordinates {\n latitude: number;\n longitude: number;\n distance: number;\n}\n\nexport function positionToOrbitCoordinates(\n position: Vector3,\n): OrbitCoordinates {\n const spherical = new Spherical();\n spherical.setFromVector3(position);\n return {\n latitude: 90 - spherical.phi * DEGREES_PER_RADIAN,\n longitude: spherical.theta * DEGREES_PER_RADIAN,\n distance: spherical.radius,\n };\n}\n\n// TODO: change mouse cursor while moving.\nexport class TwistyOrbitControls {\n // TODO: should we store as lat/long directly and stick to more rounded values in degrees?\n #spherical: Spherical = new Spherical();\n #lookAt: Vector3 = new Vector3(0, 0, 0);\n // longitude: number;\n // latitude: number;\n // altitude: number;\n\n lookAt(v: Vector3): void {\n if (!this.#acceptPropagation) {\n return;\n }\n this.#lookAt = v;\n\n this.#acceptPropagation = false;\n this.#adjust();\n this.scheduleRender();\n try {\n if (this.mirrorControls) {\n // TODO: will these ever need to be separate?\n this.mirrorControls.lookAt(v);\n }\n } finally {\n this.#acceptPropagation = true;\n }\n }\n\n set latitude(newLatitude: number) {\n // this.#pullFromCamera();\n this.#spherical.phi = (90 - newLatitude) / DEGREES_PER_RADIAN;\n this.#propagateSpherical();\n }\n\n get latitude(): number {\n return 90 - this.#spherical.phi * DEGREES_PER_RADIAN;\n }\n\n set longitude(newLongitude: number) {\n // this.#pullFromCamera();\n this.#spherical.theta = newLongitude / DEGREES_PER_RADIAN;\n this.#propagateSpherical();\n }\n\n // TODO: Wrap into [-180, 180]\n get longitude(): number {\n return this.#spherical.theta * DEGREES_PER_RADIAN;\n }\n\n set distance(newDistance: number) {\n // this.#pullFromCamera();\n this.#spherical.radius = newDistance;\n this.#propagateSpherical();\n }\n\n get distance(): number {\n return this.#spherical.radius;\n }\n\n /** @deprecated */\n get orbitCoordinates(): OrbitCoordinates {\n return {\n latitude: this.latitude,\n longitude: this.longitude,\n distance: this.distance,\n };\n }\n\n /** @deprecated */\n set orbitCoordinates(orbitCoordinates: OrbitCoordinates) {\n this.latitude = orbitCoordinates.latitude;\n this.longitude = orbitCoordinates.longitude;\n this.distance = orbitCoordinates.distance;\n }\n\n /** @deprecated */\n experimentalInertia: boolean = INERTIA_DEFAULT;\n /** @deprecated */\n experimentalLatitudeLimits: CameraLatitudeLimits = LATITUDE_LIMITS_DEFAULT;\n private mirrorControls?: TwistyOrbitControls;\n private lastTouchClientX: number = 0;\n private lastTouchClientY: number = 0;\n private currentTouchID: number | null = null; // TODO: support multiple touches?\n private onMoveBound = this.onMove.bind(this);\n private onMouseMoveBound = this.onMouseMove.bind(this);\n private onMouseEndBound = this.onMouseEnd.bind(this);\n private onTouchMoveBound = this.onTouchMove.bind(this);\n private onTouchEndBound = this.onTouchEnd.bind(this);\n private lastTouchTimestamp: number = 0;\n private lastTouchMoveMomentumX: number = 0;\n private lastTouchMoveMomentumY: number = 0;\n private lastMouseTimestamp: number = 0;\n private lastMouseMoveMomentumX: number = 0;\n private lastMouseMoveMomentumY: number = 0;\n public experimentalHasBeenMoved: boolean = false;\n constructor(\n private camera: Camera,\n private canvas: HTMLCanvasElement,\n private scheduleRender: () => void,\n ) {\n this.#spherical.setFromVector3(camera.position);\n this.#propagateSpherical();\n canvas.addEventListener(\"mousedown\", this.onMouseStart.bind(this));\n canvas.addEventListener(\"touchstart\", this.onTouchStart.bind(this));\n }\n\n // f is the fraction of the canvas traversed per ms.\n temperMovement(f: number): number {\n // This is scaled to be linear for small values, but to reduce large values\n // by a significant factor.\n return (Math.sign(f) * Math.log(Math.abs(f * 10) + 1)) / 6;\n }\n\n onMouseStart(e: MouseEvent): void {\n this.experimentalHasBeenMoved = true;\n window.addEventListener(\"mousemove\", this.onMouseMoveBound);\n window.addEventListener(\"mouseup\", this.onMouseEndBound);\n this.onStart(e);\n\n this.lastMouseTimestamp = e.timeStamp;\n }\n\n onMouseMove(e: MouseEvent): void {\n if (e.buttons === 0) {\n // Certain elements (e.g. disabled buttons) can capture the `mouseup`\n // event. So if we notice that there are no mouse buttons pressed, we stop\n // the movement.\n this.onMouseEnd(e);\n return;\n }\n\n if (e.movementX === 0 && e.movementY === 0) {\n // Short-circuit\n console.log(\"short-circuit mouse!\");\n return;\n }\n\n const minDim = Math.min(this.canvas.offsetWidth, this.canvas.offsetHeight);\n const movementX = this.temperMovement(e.movementX / minDim);\n const movementY = this.temperMovement(\n (e.movementY / minDim) * VERTICAL_MOVEMENT_BASE_SCALE,\n );\n this.onMove(movementX, movementY);\n\n const deltaMs = e.timeStamp - this.lastMouseTimestamp;\n if (deltaMs > 0) {\n this.lastMouseMoveMomentumX = movementX / deltaMs;\n this.lastMouseMoveMomentumY = movementY / deltaMs;\n this.lastMouseTimestamp = e.timeStamp;\n }\n }\n\n onMouseEnd(e: MouseEvent): void {\n window.removeEventListener(\"mousemove\", this.onMouseMoveBound);\n window.removeEventListener(\"mouseup\", this.onMouseEndBound);\n this.onEnd(e);\n\n if (this.experimentalInertia) {\n new Inertia(\n this.lastMouseTimestamp,\n this.lastMouseMoveMomentumX,\n this.lastMouseMoveMomentumY,\n this.onMoveBound,\n );\n }\n }\n\n onTouchStart(e: TouchEvent): void {\n this.experimentalHasBeenMoved = true;\n if (this.currentTouchID === null) {\n if (e.touches[0].clientX === 0 && e.touches[0].clientY === 0) {\n // Short-circuit\n console.log(\"short-circuit touch!\");\n return;\n }\n this.currentTouchID = e.changedTouches[0].identifier;\n this.lastTouchClientX = e.touches[0].clientX;\n this.lastTouchClientY = e.touches[0].clientY;\n window.addEventListener(\"touchmove\", this.onTouchMoveBound);\n window.addEventListener(\"touchend\", this.onTouchEndBound);\n window.addEventListener(\"touchcancel\", this.onTouchEndBound);\n this.onStart(e);\n\n this.lastTouchTimestamp = e.timeStamp;\n }\n }\n\n onTouchMove(e: TouchEvent): void {\n for (let i = 0; i < e.changedTouches.length; i++) {\n const touch = e.changedTouches[i];\n if (touch.identifier === this.currentTouchID) {\n const minDim = Math.min(\n this.canvas.offsetWidth,\n this.canvas.offsetHeight,\n );\n const movementX = this.temperMovement(\n (touch.clientX - this.lastTouchClientX) / minDim,\n );\n const movementY = this.temperMovement(\n ((touch.clientY - this.lastTouchClientY) / minDim) *\n VERTICAL_MOVEMENT_BASE_SCALE,\n );\n this.onMove(movementX, movementY);\n this.lastTouchClientX = touch.clientX;\n this.lastTouchClientY = touch.clientY;\n\n const deltaMs = e.timeStamp - this.lastTouchTimestamp;\n if (deltaMs > 0) {\n this.lastTouchMoveMomentumX = movementX / deltaMs;\n this.lastTouchMoveMomentumY = movementY / deltaMs;\n this.lastTouchTimestamp = e.timeStamp;\n }\n }\n }\n }\n\n onTouchEnd(e: TouchEvent): void {\n for (let i = 0; i < e.changedTouches.length; i++) {\n const touch = e.changedTouches[i];\n if (touch.identifier === this.currentTouchID) {\n this.currentTouchID = null;\n window.removeEventListener(\"touchmove\", this.onTouchMoveBound);\n window.removeEventListener(\"touchend\", this.onTouchEndBound);\n window.removeEventListener(\"touchcancel\", this.onTouchEndBound);\n this.onEnd(e);\n }\n }\n\n if (this.experimentalInertia) {\n new Inertia(\n this.lastTouchTimestamp,\n this.lastTouchMoveMomentumX,\n this.lastTouchMoveMomentumY,\n this.onMoveBound,\n );\n }\n }\n\n onStart(e: MouseEvent | TouchEvent): void {\n e.preventDefault();\n }\n\n onMove(movementX: number, movementY: number): void {\n // TODO: optimize, e.g. by caching or using the spherical coordinates\n // directly if they are still fresh.\n\n // this.#pullFromCamera();\n\n // console.log(movementX, movementY)\n\n const newSpherical = new Spherical();\n newSpherical.copy(this.#spherical);\n\n newSpherical.theta += -2 * movementX;\n newSpherical.phi += -2 * movementY;\n if (this.experimentalLatitudeLimits !== \"none\") {\n newSpherical.phi = Math.max(newSpherical.phi, Math.PI * 0.3); // TODO: Arctic circle: 1/6\n newSpherical.phi = Math.min(newSpherical.phi, Math.PI * 0.7); // TODO: Antarctic circle: 5/6\n } else {\n newSpherical.phi = Math.max(newSpherical.phi, EPSILON);\n newSpherical.phi = Math.min(newSpherical.phi, Math.PI - EPSILON);\n }\n\n if (\n isNaN(newSpherical.theta) ||\n newSpherical.theta === Infinity ||\n newSpherical.theta === -Infinity\n ) {\n return;\n }\n\n if (\n isNaN(newSpherical.phi) ||\n newSpherical.phi === Infinity ||\n newSpherical.phi === -Infinity\n ) {\n return;\n }\n\n this.#spherical = newSpherical;\n this.#propagateSpherical();\n }\n\n #adjust(): void {\n this.#spherical.makeSafe(); // TODO: IS this close enouh for all purposes? Can we set exact using e.g. matrices?\n this.camera.position.setFromSpherical(this.#spherical);\n this.camera.lookAt(this.#lookAt);\n }\n\n #acceptPropagation: boolean = true;\n // #lastTranslation = 0;\n #propagateSpherical(): void {\n this.#acceptPropagation = false;\n try {\n this.#adjust();\n\n this.scheduleRender();\n this.mirrorControls?.updateMirroredCamera({\n latitude: this.latitude,\n longitude: this.longitude,\n distance: this.distance,\n });\n // We would take the event in the arguments, and try to call\n // `preventDefault()` on it, but Chrome logs an error event if we try to\n // catch it, because it enforces a passive listener.\n } finally {\n this.#acceptPropagation = true;\n }\n }\n\n onEnd(e: MouseEvent | TouchEvent): void {\n e.preventDefault();\n }\n\n public setMirror(m: TwistyOrbitControls): void {\n this.mirrorControls = m;\n }\n\n updateMirroredCamera(orbitCoordinates: OrbitCoordinates): void {\n if (this.#acceptPropagation) {\n this.latitude = -orbitCoordinates.latitude;\n this.longitude = orbitCoordinates.longitude + 180;\n this.distance = orbitCoordinates.distance;\n\n this.#adjust();\n this.scheduleRender();\n }\n }\n}\n", "/**\n * @author mrdoob / http://mrdoob.com/\n * ESM conversion by Lucas Garron, 2021-12-21\n */\n\nconst performance:\n | null\n | (Performance & {\n memory?: {\n usedJSHeapSize: number;\n jsHeapSizeLimit: number;\n };\n }) = globalThis.performance;\n\nexport class Stats {\n mode = 0;\n\n dom = document.createElement(\"div\");\n\n constructor() {\n this.dom.style.cssText =\n \"position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000\";\n this.dom.addEventListener(\n \"click\",\n (event) => {\n event.preventDefault();\n this.showPanel(++this.mode % this.dom.children.length);\n },\n false,\n );\n\n this.showPanel(0);\n }\n\n addPanel(panel: StatsPanel): StatsPanel {\n this.dom.appendChild(panel.dom);\n return panel;\n }\n\n showPanel(id: number): void {\n for (let i = 0; i < this.dom.children.length; i++) {\n (this.dom.children[i] as HTMLElement).style.display =\n i === id ? \"block\" : \"none\";\n }\n\n this.mode = id;\n }\n\n beginTime = (performance || Date).now();\n prevTime = this.beginTime;\n frames = 0;\n\n fpsPanel = this.addPanel(new StatsPanel(\"FPS\", \"#0ff\", \"#002\"));\n msPanel = this.addPanel(new StatsPanel(\"MS\", \"#0f0\", \"#020\"));\n memPanel = performance?.memory\n ? this.addPanel(new StatsPanel(\"MB\", \"#f08\", \"#201\"))\n : null;\n REVISION = 16;\n\n begin() {\n this.beginTime = (performance || Date).now();\n }\n\n end() {\n this.frames++;\n\n const time = (performance || Date).now();\n\n this.msPanel.update(time - this.beginTime, 200);\n\n if (time >= this.prevTime + 1000) {\n this.fpsPanel.update((this.frames * 1000) / (time - this.prevTime), 100);\n\n this.prevTime = time;\n this.frames = 0;\n\n if (this.memPanel) {\n const memory = performance!.memory!;\n this.memPanel.update(\n memory.usedJSHeapSize / 1048576,\n memory.jsHeapSizeLimit / 1048576,\n );\n }\n }\n\n return time;\n }\n\n update() {\n this.beginTime = this.end();\n }\n}\n\nconst PR = Math.round(globalThis?.window?.devicePixelRatio ?? 1);\n\nconst WIDTH = 80 * PR,\n HEIGHT = 48 * PR,\n TEXT_X = 3 * PR,\n TEXT_Y = 2 * PR,\n GRAPH_X = 3 * PR,\n GRAPH_Y = 15 * PR,\n GRAPH_WIDTH = 74 * PR,\n GRAPH_HEIGHT = 30 * PR;\n\nexport class StatsPanel {\n min = Infinity;\n max = 0;\n dom = document.createElement(\"canvas\");\n context = this.dom.getContext(\"2d\")!;\n constructor(private name: string, private fg: string, private bg: string) {\n this.dom.width = WIDTH;\n this.dom.height = HEIGHT;\n this.dom.style.cssText = \"width:80px;height:48px\";\n\n this.context.font = `bold ${9 * PR}px Helvetica,Arial,sans-serif`;\n this.context.textBaseline = \"top\";\n\n this.context.fillStyle = bg;\n this.context.fillRect(0, 0, WIDTH, HEIGHT);\n\n this.context.fillStyle = fg;\n this.context.fillText(name, TEXT_X, TEXT_Y);\n this.context.fillRect(GRAPH_X, GRAPH_Y, GRAPH_WIDTH, GRAPH_HEIGHT);\n\n this.context.fillStyle = bg;\n this.context.globalAlpha = 0.9;\n this.context.fillRect(GRAPH_X, GRAPH_Y, GRAPH_WIDTH, GRAPH_HEIGHT);\n }\n\n update(value: number, maxValue: number) {\n this.min = Math.min(this.min, value);\n this.max = Math.max(this.max, value);\n\n this.context.fillStyle = this.bg;\n this.context.globalAlpha = 1;\n this.context.fillRect(0, 0, WIDTH, GRAPH_Y);\n this.context.fillStyle = this.fg;\n this.context.fillText(\n Math.round(value) +\n \" \" +\n this.name +\n \" (\" +\n Math.round(this.min) +\n \"-\" +\n Math.round(this.max) +\n \")\",\n TEXT_X,\n TEXT_Y,\n );\n\n this.context.drawImage(\n this.dom,\n GRAPH_X + PR,\n GRAPH_Y,\n GRAPH_WIDTH - PR,\n GRAPH_HEIGHT,\n GRAPH_X,\n GRAPH_Y,\n GRAPH_WIDTH - PR,\n GRAPH_HEIGHT,\n );\n\n this.context.fillRect(\n GRAPH_X + GRAPH_WIDTH - PR,\n GRAPH_Y,\n PR,\n GRAPH_HEIGHT,\n );\n\n this.context.fillStyle = this.bg;\n this.context.globalAlpha = 0.9;\n this.context.fillRect(\n GRAPH_X + GRAPH_WIDTH - PR,\n GRAPH_Y,\n PR,\n Math.round((1 - value / maxValue) * GRAPH_HEIGHT),\n );\n }\n}\n", "import { Scene as ThreeScene } from \"three\";\nimport type { Twisty3DPuzzle } from \"./puzzles/Twisty3DPuzzle\";\nimport type { Twisty3DRenderTarget } from \"./Twisty3DRenderTarget\";\n\nexport class Twisty3DScene extends ThreeScene implements Twisty3DRenderTarget {\n private renderTargets: Set<Twisty3DRenderTarget> = new Set();\n public twisty3Ds: Set<Twisty3DPuzzle> = new Set();\n\n constructor() {\n super();\n }\n\n addRenderTarget(renderTarget: Twisty3DRenderTarget): void {\n this.renderTargets.add(renderTarget);\n }\n\n scheduleRender(): void {\n for (const renderTarget of this.renderTargets) {\n renderTarget.scheduleRender();\n }\n }\n\n addTwisty3DPuzzle(twisty3DPuzzle: Twisty3DPuzzle): void {\n this.twisty3Ds.add(twisty3DPuzzle);\n this.add(twisty3DPuzzle);\n // TODO: scheduleRender?\n }\n\n removeTwisty3DPuzzle(twisty3DPuzzle: Twisty3DPuzzle): void {\n this.twisty3Ds.delete(twisty3DPuzzle);\n this.remove(twisty3DPuzzle);\n // TODO: scheduleRender?\n }\n\n clearPuzzles(): void {\n for (const puz of this.twisty3Ds) {\n this.remove(puz);\n }\n this.twisty3Ds.clear();\n // TODO: scheduleRender?\n }\n}\n"],
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5
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6
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"names": []
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7
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}
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