cubing 0.44.1 → 0.45.1
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/dist/bin/puzzle-geometry-bin.js.map +2 -2
- package/dist/lib/cubing/{KPattern-615b74bc.d.ts → KPattern-9a8ab7ac.d.ts} +4 -3
- package/dist/lib/cubing/{TwizzleLink-dc09917e.d.ts → TwizzleLink-1c12392a.d.ts} +2 -2
- package/dist/lib/cubing/bluetooth/index.d.ts +3 -3
- package/dist/lib/cubing/bluetooth/index.js +3 -3
- package/dist/lib/cubing/bluetooth/index.js.map +2 -2
- package/dist/lib/cubing/{bluetooth-puzzle-a9d97030.d.ts → bluetooth-puzzle-bb8906fa.d.ts} +1 -1
- package/dist/lib/cubing/chunks/{chunk-T547L5YD.js → chunk-6GHNIWHB.js} +2 -2
- package/dist/lib/cubing/chunks/{chunk-T547L5YD.js.map → chunk-6GHNIWHB.js.map} +2 -2
- package/dist/lib/cubing/chunks/{chunk-SPVUYW4S.js → chunk-EVO6P2RU.js} +2 -2
- package/dist/lib/cubing/chunks/{chunk-XS3XLOWQ.js → chunk-GVKFGIR6.js} +2 -8
- package/dist/lib/cubing/chunks/chunk-GVKFGIR6.js.map +7 -0
- package/dist/lib/cubing/chunks/{chunk-QGASBGHA.js → chunk-HKLBBJT5.js} +1 -1
- package/dist/lib/cubing/chunks/{chunk-A633BEXQ.js → chunk-M65YYSXA.js} +3 -3
- package/dist/lib/cubing/chunks/chunk-M65YYSXA.js.map +7 -0
- package/dist/lib/cubing/chunks/{chunk-P7PRBECK.js → chunk-U5G6G6T5.js} +8 -8
- package/dist/lib/cubing/chunks/{chunk-P7PRBECK.js.map → chunk-U5G6G6T5.js.map} +1 -1
- package/dist/lib/cubing/chunks/{chunk-XFPXWYUL.js → chunk-WSJSEGED.js} +2 -2
- package/dist/lib/cubing/chunks/{inside-XU5CCBAV.js → inside-SUMDRTDV.js} +5 -5
- package/dist/lib/cubing/chunks/{search-dynamic-sgs-side-events-VZHVVAGQ.js → search-dynamic-sgs-side-events-KEVZO2J4.js} +3 -3
- package/dist/lib/cubing/chunks/{search-dynamic-sgs-unofficial-EKO6RD3Y.js → search-dynamic-sgs-unofficial-RF3MBCAV.js} +3 -3
- package/dist/lib/cubing/chunks/{search-dynamic-solve-4x4x4-Y4L6YDSQ.js → search-dynamic-solve-4x4x4-GFMEWQQA.js} +6 -6
- package/dist/lib/cubing/chunks/search-worker-entry.js +1 -1
- package/dist/lib/cubing/chunks/{twisty-dynamic-3d-DRQMOEKS.js → twisty-dynamic-3d-Z7DZPPGE.js} +4 -4
- package/dist/lib/cubing/chunks/twisty-dynamic-3d-Z7DZPPGE.js.map +7 -0
- package/dist/lib/cubing/{index-ba1fea3f.d.ts → index-3a2a4807.d.ts} +1 -1
- package/dist/lib/cubing/kpuzzle/index.d.ts +1 -1
- package/dist/lib/cubing/notation/index.d.ts +2 -2
- package/dist/lib/cubing/notation/index.js +2 -2
- package/dist/lib/cubing/protocol/index.d.ts +1 -1
- package/dist/lib/cubing/protocol/index.js +2 -2
- package/dist/lib/cubing/puzzle-geometry/index.d.ts +2 -2
- package/dist/lib/cubing/puzzle-geometry/index.js +4 -4
- package/dist/lib/cubing/puzzle-geometry/index.js.map +2 -2
- package/dist/lib/cubing/puzzles/index.d.ts +2 -2
- package/dist/lib/cubing/puzzles/index.js +2 -2
- package/dist/lib/cubing/scramble/index.d.ts +2 -2
- package/dist/lib/cubing/scramble/index.js +5 -5
- package/dist/lib/cubing/search/index.d.ts +2 -2
- package/dist/lib/cubing/search/index.js +5 -5
- package/dist/lib/cubing/stream/index.d.ts +2 -2
- package/dist/lib/cubing/twisty/index.d.ts +3 -3
- package/dist/lib/cubing/twisty/index.js +7 -7
- package/dist/lib/cubing/twisty/index.js.map +2 -2
- package/package.json +2 -2
- package/dist/lib/cubing/chunks/chunk-A633BEXQ.js.map +0 -7
- package/dist/lib/cubing/chunks/chunk-XS3XLOWQ.js.map +0 -7
- package/dist/lib/cubing/chunks/twisty-dynamic-3d-DRQMOEKS.js.map +0 -7
- /package/dist/lib/cubing/chunks/{chunk-SPVUYW4S.js.map → chunk-EVO6P2RU.js.map} +0 -0
- /package/dist/lib/cubing/chunks/{chunk-QGASBGHA.js.map → chunk-HKLBBJT5.js.map} +0 -0
- /package/dist/lib/cubing/chunks/{chunk-XFPXWYUL.js.map → chunk-WSJSEGED.js.map} +0 -0
- /package/dist/lib/cubing/chunks/{inside-XU5CCBAV.js.map → inside-SUMDRTDV.js.map} +0 -0
- /package/dist/lib/cubing/chunks/{search-dynamic-sgs-side-events-VZHVVAGQ.js.map → search-dynamic-sgs-side-events-KEVZO2J4.js.map} +0 -0
- /package/dist/lib/cubing/chunks/{search-dynamic-sgs-unofficial-EKO6RD3Y.js.map → search-dynamic-sgs-unofficial-RF3MBCAV.js.map} +0 -0
- /package/dist/lib/cubing/chunks/{search-dynamic-solve-4x4x4-Y4L6YDSQ.js.map → search-dynamic-solve-4x4x4-GFMEWQQA.js.map} +0 -0
package/package.json
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{
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"name": "cubing",
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"version": "0.
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"version": "0.45.1",
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"description": "A collection of JavaScript cubing libraries.",
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"author": "The js.cubing.net team",
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"type": "module",
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"three": "^0.157.0"
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},
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"devDependencies": {
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"@biomejs/biome": "^1.
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"@biomejs/biome": "^1.5.1",
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"@esm-bundle/chai": "^4.3.4-fix.0",
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"@types/chai": "^4.3.8",
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"@types/dom-speech-recognition": "^0.0.2",
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{
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"version": 3,
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"sources": ["../../../../src/cubing/twisty/debug.ts", "../../../../src/cubing/twisty/model/PromiseFreshener.ts", "../../../../src/cubing/twisty/model/props/TwistyProp.ts", "../../../../src/cubing/twisty/controllers/RenderScheduler.ts", "../../../../src/cubing/twisty/model/props/puzzle/display/HintFaceletProp.ts", "../../../../src/cubing/twisty/views/3D/TAU.ts", "../../../../src/cubing/twisty/views/node-custom-element-shims.ts", "../../../../src/cubing/twisty/views/ManagedCustomElement.ts", "../../../../src/cubing/vendor/mit/three/examples/jsm/libs/stats.modified.module.ts", "../../../../src/cubing/twisty/heavy-code-imports/3d.ts", "../../../../src/cubing/twisty/views/canvas.ts", "../../../../src/cubing/twisty/views/3D/Twisty3DVantage.css.ts", "../../../../src/cubing/twisty/views/3D/DragTracker.ts", "../../../../src/cubing/twisty/views/3D/RendererPool.ts", "../../../../src/cubing/twisty/views/3D/TwistyOrbitControls.ts", "../../../../src/cubing/twisty/views/3D/Twisty3DVantage.ts"],
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"sourcesContent": ["export const twistyDebugGlobals: {\n // WARNING: The current shared renderer implementation has performance issues, especially in Safari.\n // Avoid using for players that are likely to have dimensions approaching 1 megapixel or higher.\n // TODO: use a dedicated renderer while fullscreen?\n // - \"auto\": Default heuristics.\n // - \"always\": Force all new (i.e. constructed in the future) renderers to be shared\n // - \"never\": Force all new (i.e. constructed in the future) renderers to be dedicated\n shareAllNewRenderers: \"auto\" | \"always\" | \"never\";\n showRenderStats: boolean;\n} = {\n shareAllNewRenderers: \"auto\",\n showRenderStats: false,\n};\n\nexport function setTwistyDebug(\n options: Partial<typeof twistyDebugGlobals>,\n): void {\n for (const [key, value] of Object.entries(options)) {\n if (key in twistyDebugGlobals) {\n (twistyDebugGlobals as any)[key] = value;\n }\n }\n}\n", "// TODO: Pick a much better name.\nexport class PromiseFreshener<T> {\n #latestAssignedIdx = 0;\n #latestResolvedIdx = 0;\n\n // TODO: reject instead? Drop?\n async queue(\n p: Promise<T>,\n ): Promise<{ fresh: false } | { fresh: true; result: T }> {\n const idx = ++this.#latestAssignedIdx;\n const result = await p;\n if (idx > this.#latestResolvedIdx) {\n this.#latestResolvedIdx = idx;\n return {\n fresh: true,\n result: result,\n };\n } else {\n return { fresh: false };\n }\n }\n}\n\n// This will silenty drop a queued Promise (i.e. not resolve it) if a\n// newer queued one already resolved first. This is useful for classes that want\n// to know the \"latest\" state of something without jumping back to an older\n// value by accident.\n// TODO: Remove this because it's too easy to misuse?\nexport class StaleDropper<T> {\n #latestAssignedIdx = 0;\n #latestResolvedIdx = 0;\n\n queue(p: Promise<T>): Promise<T> {\n // biome-ignore lint/suspicious/noAsyncPromiseExecutor: This is a very rare case where we *do* want to drop a Promise sometimes.\n return new Promise(async (resolve, reject) => {\n try {\n const idx = ++this.#latestAssignedIdx;\n const result = await p;\n if (idx > this.#latestResolvedIdx) {\n this.#latestResolvedIdx = idx;\n resolve(result);\n }\n } catch (e) {\n reject(e);\n }\n });\n }\n}\n", "import { from } from \"../../../vendor/mit/p-lazy/p-lazy\";\nimport { StaleDropper } from \"../PromiseFreshener\";\nimport type { UserVisibleErrorTracker } from \"../UserVisibleErrorTracker\";\n\ntype InputRecord = Record<string, any>;\n\nexport type InputProps<T extends InputRecord> = {\n [s in keyof T]: TwistyPropParent<T[s]>;\n};\n\ntype InputPromises<T extends InputRecord> = {\n [s in keyof T]: Promise<T[s]>;\n};\n\ninterface SourceEventDetail<OutputType> {\n sourceProp: TwistyPropSource<OutputType, any>;\n value: Promise<OutputType>; // TODO: remove?\n generation: number;\n}\n\ntype SourceEvent<T> = CustomEvent<SourceEventDetail<T>>;\n\nexport type PromiseOrValue<T> = T | Promise<T>;\n\n// Values of T must be immutable.\nlet globalSourceGeneration = 0; // This is incremented before being used, so 1 will be the first active value.\nexport abstract class TwistyPropParent<T> {\n public abstract get(): Promise<T>;\n\n // Don't overwrite this. Overwrite `canReuseValue` instead.\n public canReuse(v1: T, v2: T): boolean {\n return v1 === v2 || this.canReuseValue(v1, v2);\n }\n\n // Overwrite with a cheap semantic comparison when possible.\n // Note that this is not called if `v1 === v2` (in which case the value is automatically reused).\n protected canReuseValue(_v1: T, _v2: T): boolean {\n return false;\n }\n\n debugGetChildren(): TwistyPropDerived<any, any>[] {\n return Array.from(this.#children.values());\n }\n\n // Propagation\n\n #children: Set<TwistyPropDerived<any, any>> = new Set();\n protected addChild(child: TwistyPropDerived<any, any>): void {\n this.#children.add(child);\n }\n\n protected removeChild(child: TwistyPropDerived<any, any>): void {\n this.#children.delete(child);\n }\n\n protected lastSourceGeneration: number = 0;\n // Synchronously marks all descendants as stale. This doesn't actually\n // literally mark as stale, but it updates the last source generation, which\n // is used to tell if a cahced result is stale.\n protected markStale(sourceEvent: SourceEvent<any>): void {\n if (sourceEvent.detail.generation !== globalSourceGeneration) {\n // The full stale propagation is synchronous, so there should not be a new one yet.\n throw new Error(\"A TwistyProp was marked stale too late!\");\n }\n if (this.lastSourceGeneration === sourceEvent.detail.generation) {\n // Already propagated.\n return;\n }\n this.lastSourceGeneration = sourceEvent.detail.generation;\n for (const child of this.#children) {\n child.markStale(sourceEvent);\n }\n // We schedule sending out events *after* the (synchronous) propagation has happened, in\n // case one of the listeners updates a source again.\n this.#scheduleRawDispatch();\n }\n\n #rawListeners: Set<() => void> = new Set();\n /** @deprecated */\n addRawListener(listener: () => void, options?: { initial: boolean }): void {\n this.#rawListeners.add(listener);\n if (options?.initial) {\n listener(); // TODO: wrap in a try?\n }\n }\n\n /** @deprecated */\n removeRawListener(listener: () => void): void {\n this.#rawListeners.delete(listener);\n }\n\n /** @deprecated */\n #scheduleRawDispatch(): void {\n if (!this.#rawDispatchPending) {\n this.#rawDispatchPending = true;\n setTimeout(() => this.#dispatchRawListeners(), 0);\n }\n }\n\n #rawDispatchPending: boolean = false;\n #dispatchRawListeners(): void {\n if (!this.#rawDispatchPending) {\n throw new Error(\"Invalid dispatch state!\");\n }\n for (const listener of this.#rawListeners) {\n listener(); // TODO: wrap in a try?\n }\n this.#rawDispatchPending = false;\n }\n\n #freshListeners: Map<(value: T) => void, () => void> = new Map();\n // TODO: Pick a better name.\n public addFreshListener(listener: (value: T) => void): void {\n const staleDropper: StaleDropper<T> = new StaleDropper<T>();\n let lastResult: T | null = null;\n const callback = async () => {\n const result = await staleDropper.queue(this.get());\n if (lastResult !== null && this.canReuse(lastResult, result)) {\n return;\n }\n lastResult = result;\n listener(result);\n };\n this.#freshListeners.set(listener, callback);\n this.addRawListener(callback, { initial: true });\n }\n\n public removeFreshListener(listener: (value: T) => void): void {\n this.removeRawListener(this.#freshListeners.get(listener)!); // TODO: throw a custom error?\n this.#freshListeners.delete(listener);\n }\n}\n\nexport abstract class TwistyPropSource<\n OutputType,\n InputType = OutputType,\n> extends TwistyPropParent<OutputType> {\n #value: Promise<OutputType>;\n\n public abstract getDefaultValue(): PromiseOrValue<OutputType>;\n\n constructor(initialValue?: PromiseOrValue<InputType>) {\n super();\n this.#value = from(() => this.getDefaultValue());\n if (initialValue) {\n this.#value = this.deriveFromPromiseOrValue(initialValue, this.#value);\n }\n }\n\n set(input: PromiseOrValue<InputType>): void {\n this.#value = this.deriveFromPromiseOrValue(input, this.#value);\n\n const sourceEventDetail: SourceEventDetail<OutputType> = {\n sourceProp: this,\n value: this.#value,\n generation: ++globalSourceGeneration,\n };\n this.markStale(\n new CustomEvent<SourceEventDetail<OutputType>>(\"stale\", {\n detail: sourceEventDetail,\n }),\n );\n }\n\n async get(): Promise<OutputType> {\n return this.#value;\n }\n\n protected async deriveFromPromiseOrValue(\n input: PromiseOrValue<InputType>,\n oldValuePromise: Promise<OutputType>,\n ): Promise<OutputType> {\n return this.derive(await input, oldValuePromise);\n }\n\n // TODO: add an indirect layer to cache the derivation?\n protected abstract derive(\n input: InputType,\n oldValuePromise: Promise<OutputType>,\n ): PromiseOrValue<OutputType>;\n}\n\nexport abstract class SimpleTwistyPropSource<\n SimpleType,\n> extends TwistyPropSource<SimpleType> {\n protected override derive(input: SimpleType): PromiseOrValue<SimpleType> {\n return input;\n }\n}\n\n// TODO: Can we support `null` as a valid output value without loosening type\n// safety?\nexport const NO_VALUE = Symbol(\"no value\");\nexport type NoValueType = typeof NO_VALUE;\n\nexport abstract class TwistyPropDerived<\n InputTypes extends InputRecord,\n OutputType,\n> extends TwistyPropParent<OutputType> {\n // cachedInputs:\n #parents: InputProps<InputTypes>;\n\n constructor(\n parents: InputProps<InputTypes>,\n protected userVisibleErrorTracker?: UserVisibleErrorTracker,\n ) {\n super();\n this.#parents = parents;\n for (const parent of Object.values(parents)) {\n (\n parent as TwistyPropDerived<InputProps<InputTypes>, OutputType>\n ).addChild(this);\n }\n }\n\n #cachedLastSuccessfulCalculation: {\n inputs: InputTypes;\n output: Promise<OutputType>;\n generation: number;\n } | null = null;\n\n #cachedLatestGenerationCalculation: {\n output: Promise<OutputType>;\n generation: number;\n } | null = null;\n\n public async get(): Promise<OutputType> {\n const generation = this.lastSourceGeneration;\n\n if (this.#cachedLatestGenerationCalculation?.generation === generation) {\n return this.#cachedLatestGenerationCalculation.output;\n }\n\n const latestGenerationCalculation = {\n generation,\n output: this.#cacheDerive(\n this.#getParents(),\n generation,\n this.#cachedLastSuccessfulCalculation,\n ),\n };\n this.#cachedLatestGenerationCalculation = latestGenerationCalculation;\n\n this.userVisibleErrorTracker?.reset();\n return latestGenerationCalculation.output;\n }\n\n async #getParents(): Promise<InputTypes> {\n const inputValuePromises: InputPromises<InputRecord> = {} as any; // TODO\n for (const [key, parent] of Object.entries(this.#parents)) {\n (inputValuePromises as Record<string, Promise<unknown>>)[key] = (\n parent as TwistyPropParent<unknown>\n ).get();\n }\n\n const inputs: InputTypes = {} as any; // TODO\n for (const key in this.#parents) {\n inputs[key] = (await (\n inputValuePromises as Record<string, Promise<unknown>>\n )[key]) as any;\n }\n return inputs;\n }\n\n async #cacheDerive(\n inputsPromise: PromiseOrValue<InputTypes>,\n generation: number,\n cachedLatestGenerationCalculation: {\n inputs: InputTypes;\n output: Promise<OutputType>;\n generation: number;\n } | null = null,\n ): Promise<OutputType> {\n const inputs = await inputsPromise;\n\n const cache = (output: OutputType): OutputType => {\n this.#cachedLastSuccessfulCalculation = {\n inputs,\n output: Promise.resolve(output),\n generation,\n };\n return output;\n };\n\n if (!cachedLatestGenerationCalculation) {\n return cache(await this.derive(inputs));\n }\n\n const cachedInputs = cachedLatestGenerationCalculation.inputs;\n for (const key in this.#parents) {\n const parent = this.#parents[key];\n if (!parent.canReuse(inputs[key], cachedInputs[key])) {\n return cache(await this.derive(inputs));\n }\n }\n\n return cachedLatestGenerationCalculation.output;\n }\n\n protected abstract derive(input: InputTypes): PromiseOrValue<OutputType>;\n}\n\nexport class FreshListenerManager {\n #disconnectionFunctions: (() => void)[] = [];\n\n addListener<T>(\n prop: TwistyPropParent<T>,\n listener: (value: T) => void,\n ): void {\n let disconnected = false;\n const wrappedListener = (value: T) => {\n if (disconnected) {\n // TODO\n // console.warn(\"Should be disconnected!\");\n return;\n }\n listener(value);\n };\n\n prop.addFreshListener(wrappedListener);\n\n this.#disconnectionFunctions.push(() => {\n prop.removeFreshListener(wrappedListener);\n disconnected = true;\n });\n }\n\n // TODO: Figure out the signature to let us do overloads\n /** @deprecated */\n public addMultiListener3<U, V, W>(\n props: [TwistyPropParent<U>, TwistyPropParent<V>, TwistyPropParent<W>],\n listener: (values: [U, V, W]) => void,\n ): void {\n this.addMultiListener(props as any, listener as any); // TODO\n }\n public addMultiListener<U, V>(\n props: [TwistyPropParent<U>, TwistyPropParent<V>],\n listener: (values: [U, V]) => void,\n ) {\n let disconnected = false;\n\n // We're going to get one initial call per prop. We'll ignore all but one.\n let initialIgnoresLeft = props.length - 1;\n const wrappedListener = async (_: any) => {\n if (initialIgnoresLeft > 0) {\n initialIgnoresLeft--;\n return;\n }\n if (disconnected) {\n // TODO\n // console.warn(\"Should be disconnected!\");\n return;\n }\n // We rely on `TwistyProp` caching to give us the full set of latest\n // values efficiently.\n const promises = (props as TwistyPropParent<any>[]).map((prop) =>\n prop.get(),\n );\n const values = await Promise.all(promises);\n listener(values as any); // TODO: fix up types\n };\n\n for (const prop of props) {\n prop.addFreshListener(wrappedListener);\n }\n\n this.#disconnectionFunctions.push(() => {\n for (const prop of props) {\n prop.removeFreshListener(wrappedListener);\n }\n disconnected = true;\n });\n }\n\n public disconnect(): void {\n for (const disconnectionFunction of this.#disconnectionFunctions) {\n disconnectionFunction();\n }\n }\n}\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\n requestIsPending(): boolean {\n return !!this.animFrameID;\n }\n\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", "import { SimpleTwistyPropSource } from \"../../TwistyProp\";\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;\nexport type HintFaceletStyleWithAuto = HintFaceletStyle | \"auto\";\n\nexport class HintFaceletProp extends SimpleTwistyPropSource<HintFaceletStyleWithAuto> {\n getDefaultValue(): HintFaceletStyleWithAuto {\n return \"auto\";\n }\n}\n", "export const TAU = Math.PI * 2;\nexport const DEGREES_PER_RADIAN = 360 / TAU;\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 (globalThis.HTMLElement) {\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 (globalThis.customElements) {\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 // Returns the existing if it's already on the element.\n public addCSS(cssSource: CSSSource): HTMLStyleElement {\n const existing = this.#cssSourceMap.get(cssSource);\n if (existing) {\n return existing;\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 return 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", "/**\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;\nconst HEIGHT = 48 * PR;\nconst TEXT_X = 3 * PR;\nconst TEXT_Y = 2 * PR;\nconst GRAPH_X = 3 * PR;\nconst GRAPH_Y = 15 * PR;\nconst GRAPH_WIDTH = 74 * PR;\nconst 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)} ${this.name} (${Math.round(this.min)}-${Math.round(\n 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 { from } from \"../../vendor/mit/p-lazy/p-lazy\";\n\n// TODO can we remove the cached proxy?\n\n// In theory we can, but we've run into situations where imports are not properly cached.\nlet cachedConstructorProxy: Promise<\n typeof import(\"./dynamic-entries/twisty-dynamic-3d\")\n> | null = null;\n\nexport async function proxy3D(): Promise<\n typeof import(\"./dynamic-entries/twisty-dynamic-3d\")\n> {\n return (cachedConstructorProxy ??= import(\n \"./dynamic-entries/twisty-dynamic-3d\"\n ));\n}\n\nexport const THREEJS: Promise<typeof import(\"three\")> = from(\n async () => (await proxy3D()).T3I,\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 \"../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 twisty3DVantageCSS = new CSSSource(\n `\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 place-content: center;\n contain: strict;\n}\n\n.loading {\n width: 4em;\n height: 4em;\n border-radius: 2.5em;\n border: 0.5em solid rgba(0, 0, 0, 0);\n border-top: 0.5em solid rgba(0, 0, 0, 0.7);\n border-right: 0.5em solid rgba(0, 0, 0, 0.7);\n animation: fade-in-delayed 4s, rotate 1s linear infinite;\n}\n\n@keyframes fade-in-delayed {\n 0% { opacity: 0; }\n 25% {opacity: 0; }\n 100% { opacity: 1; }\n}\n\n@keyframes rotate {\n from { transform: rotate(0deg); }\n to { transform: rotate(360deg); }\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 animation: fade-in 0.25s ease-in;\n}\n\n@keyframes fade-in {\n from { opacity: 0; }\n to { opacity: 1; }\n}\n\n.wrapper.invisible {\n opacity: 0;\n}\n\n.wrapper.drag-input-enabled > canvas {\n cursor: grab;\n}\n\n.wrapper.drag-input-enabled > canvas:active {\n cursor: grabbing;\n}\n`,\n);\n", "// export class Drag() {\n\n// }\n\ninterface DragInfo {\n attachedInfo: Record<any, any>;\n hasMoved: boolean;\n lastClientX: number;\n lastClientY: number;\n lastTimeStamp: number;\n}\n\ntype PointerID = number;\n\nexport interface DragMovementInfo {\n attachedInfo: Record<any, any>;\n movementX: number;\n movementY: number;\n elapsedMs: number;\n}\n\nexport interface UpInfo {\n attachedInfo: Record<any, any>;\n}\n\nexport interface PressInfo {\n normalizedX: number;\n normalizedY: number;\n rightClick: boolean;\n keys: {\n // TODO: group these\n altKey: boolean;\n ctrlOrMetaKey: boolean;\n shiftKey: boolean;\n };\n}\n\n// Chrome can report movements as low as `0.0000152587890625` even if the cursor did not move at all. So we need a treshold insteadl.\nconst MOVEMENT_EPSILON = 0.1; // px\n\nexport class DragTracker extends EventTarget {\n #dragInfoMap: Map<PointerID, DragInfo> = new Map();\n\n constructor(public readonly target: HTMLElement) {\n super();\n }\n\n // Idempotent\n start() {\n this.addTargetListener(\"pointerdown\", this.onPointerDown.bind(this));\n // Prevent right-click on desktop (only tested on macOS Chrome/Safari/Firefox) so we can detect right-click moves.\n // TODO: Can we do this selectively, e.g. only on the puzzle? That way we could allow right-click to download the canvas. Unfortunately, it would probably require a sync calculation.\n this.addTargetListener(\"contextmenu\", (e) => {\n e.preventDefault();\n });\n // Prevent touch scrolling (preventing default on `pointermove` doesn't work).\n this.addTargetListener(\"touchmove\", (e) => e.preventDefault());\n // Prevent zooming on double-tap (iOS).\n // This is because `dblclick` works to zoom in, but does *not* work to zoom out. So the user can get stuck zoomed into the player without a way to zoom out.\n this.addTargetListener(\"dblclick\", (e) => e.preventDefault());\n }\n\n // Idempotent\n stop(): void {\n for (const [eventType, listener] of this.#targetListeners.entries()) {\n this.target.removeEventListener(eventType, listener);\n }\n this.#targetListeners.clear();\n this.#lazyListenersRegistered = false;\n }\n\n #targetListeners = new Map<string, (e: MouseEvent) => any>();\n addTargetListener(eventType: string, listener: (e: MouseEvent) => any) {\n if (!this.#targetListeners.has(eventType)) {\n this.target.addEventListener(eventType, listener);\n this.#targetListeners.set(eventType, listener);\n }\n }\n\n // This allows us to avoid getting a callback every time the pointer moves over the canvas, until we have a down event.\n // TODO: Ideally we'd also support unregistering when we're certain there are no more active touches. But this means we need to properly handle every way a pointer \"click\" can end, which is tricky across environments (due to e.g. mouse vs. touch vs. stylues, canvas/viewport/window/scroll boundaries, right-click and other ways of losing focus, etc.), so we conservatively leave the listeners on.\n #lazyListenersRegistered: boolean = false;\n #registerLazyListeners(): void {\n if (this.#lazyListenersRegistered) {\n return;\n }\n this.addTargetListener(\"pointermove\", this.onPointerMove.bind(this)); // TODO: only register this after pointer down.\n this.addTargetListener(\"pointerup\", this.onPointerUp.bind(this));\n this.#lazyListenersRegistered = true;\n }\n\n #clear(e: PointerEvent): void {\n this.#dragInfoMap.delete(e.pointerId);\n }\n\n // `null`: means: ignore this result (no movement, or not\n #trackDrag(e: PointerEvent): {\n movementInfo: DragMovementInfo | null;\n hasMoved: boolean;\n } {\n // TODO: Find a way to detect if this is an active press, in a way that works cross-platform.\n // if (e.buttons === 0) {\n // return { movementInfo: null, hasMoved: false };\n // }\n const existing = this.#dragInfoMap.get(e.pointerId);\n if (!existing) {\n return { movementInfo: null, hasMoved: false };\n }\n // We would try to use `e.movementX`/`e.movementY`, except Safari:\n // - Does not have those values on i[Pad]OS.\n // - Will always report `0` for these values on macOS.\n // https://bugs.webkit.org/show_bug.cgi?id=220194\n //\n // The following are all insufficiently powerful for detecting the Safari `0` bug:\n // - `\"movementX\" in e`\n // - `e.movementX !== \"undefined\"`\n // - `e.hasOwnProperty(\"movementX\")`\n\n let movementInfo: DragMovementInfo;\n if ((e.movementX ?? 0) !== 0 || (e.movementY ?? 0) !== 0) {\n // We optimistically try to catch sub-pixel movements in Chrome.\n movementInfo = {\n attachedInfo: existing.attachedInfo,\n movementX: e.movementX,\n movementY: e.movementY,\n elapsedMs: e.timeStamp - existing.lastTimeStamp,\n };\n } else {\n movementInfo = {\n attachedInfo: existing.attachedInfo,\n movementX: e.clientX - existing.lastClientX,\n movementY: e.clientY - existing.lastClientY,\n elapsedMs: e.timeStamp - existing.lastTimeStamp,\n };\n }\n existing.lastClientX = e.clientX;\n existing.lastClientY = e.clientY;\n existing.lastTimeStamp = e.timeStamp;\n if (\n Math.abs(movementInfo.movementX) < MOVEMENT_EPSILON &&\n Math.abs(movementInfo.movementY) < MOVEMENT_EPSILON\n ) {\n return { movementInfo: null, hasMoved: existing.hasMoved };\n } else {\n existing.hasMoved = true;\n return { movementInfo, hasMoved: existing.hasMoved };\n }\n }\n\n private onPointerDown(e: PointerEvent) {\n this.#registerLazyListeners();\n const newDragInfo: DragInfo = {\n attachedInfo: {},\n hasMoved: false,\n lastClientX: e.clientX,\n lastClientY: e.clientY,\n lastTimeStamp: e.timeStamp,\n };\n this.#dragInfoMap.set(e.pointerId, newDragInfo);\n this.target.setPointerCapture(e.pointerId);\n }\n\n private onPointerMove(e: PointerEvent) {\n const movementInfo = this.#trackDrag(e).movementInfo;\n if (movementInfo) {\n e.preventDefault();\n this.dispatchEvent(\n new CustomEvent(\"move\", {\n detail: movementInfo,\n }),\n );\n }\n }\n\n private onPointerUp(e: PointerEvent) {\n const trackDragResult = this.#trackDrag(e);\n const existing = this.#dragInfoMap.get(e.pointerId)!; // TODO\n this.#clear(e);\n this.target.releasePointerCapture(e.pointerId); // TODO: unnecessary?\n let event: CustomEvent;\n if (trackDragResult.hasMoved) {\n // TODO: send proper movement/momentum since last move event.\n event = new CustomEvent<UpInfo>(\"up\", {\n detail: { attachedInfo: existing.attachedInfo },\n });\n } else {\n const { altKey, ctrlKey, metaKey, shiftKey } = e;\n event = new CustomEvent<PressInfo>(\"press\", {\n detail: {\n normalizedX: (e.offsetX / this.target.offsetWidth) * 2 - 1,\n normalizedY: 1 - (e.offsetY / this.target.offsetHeight) * 2,\n rightClick: !!(e.button & 2),\n keys: {\n altKey,\n ctrlOrMetaKey: ctrlKey || metaKey,\n shiftKey,\n },\n },\n });\n }\n this.dispatchEvent(event);\n }\n}\n", "// TODO: https://stackoverflow.com/a/40443642\n\n// let shareAllNewRenderers: boolean = false;\n\n// // WARNING: The current shared renderer implementation is not every efficient.\n// // Avoid using for players that are likely to have dimensions approaching 1 megapixel or higher.\n// // TODO: use a dedicated renderer while fullscreen?\n// export function experimentalSetShareAllNewRenderers(share: boolean): void {\n// shareAllNewRenderers = share;\n// }\n\n// const sharedRenderer: WebGLRenderer | null = null;\n\nimport { THREEJS } from \"../../heavy-code-imports/3d\";\nimport {\n type Camera,\n type Scene,\n type WebGLRenderer,\n LinearSRGBColorSpace,\n} from \"three\";\nimport { pixelRatio } from \"../canvas\";\n\nconst renderers: Promise<WebGLRenderer>[] = [];\n\n// Render result is guaranteed to be available synchronously at resolution time.\nexport async function rawRenderPooled(\n width: number,\n height: number,\n scene: Scene,\n camera: Camera,\n): Promise<HTMLCanvasElement> {\n // At most one in the pool for now.\n if (renderers.length === 0) {\n renderers.push(newRenderer());\n }\n const renderer = await renderers[0];\n // TODO: scissoring\n renderer.setSize(width, height); // TODO: is it faster if we cache values and only call this when necessary?\n renderer.render(scene, camera);\n\n return renderer.domElement;\n}\n\n// let haveSet = false;\nexport async function renderPooled(\n width: number,\n height: number,\n canvas: HTMLCanvasElement,\n scene: Scene,\n camera: Camera,\n): Promise<void> {\n if (width === 0 || height === 0) {\n return;\n }\n // At most one in the pool for now.\n if (renderers.length === 0) {\n renderers.push(newRenderer());\n }\n\n const rendererCanvas = await rawRenderPooled(width, height, scene, camera);\n\n // TODO: Should we cache this? Seems to take about 0.0001ms to get.\n const context = canvas.getContext(\"2d\")!;\n context.clearRect(0, 0, canvas.width, canvas.height);\n context.drawImage(rendererCanvas, 0, 0);\n}\n\nexport async function newRenderer(): Promise<WebGLRenderer> {\n const rendererConstructor = (await THREEJS).WebGLRenderer;\n const renderer = new rendererConstructor({\n antialias: true,\n alpha: true,\n });\n renderer.outputColorSpace = LinearSRGBColorSpace; // TODO(https://github.com/cubing/cubing.js/issues/308): remove this\n renderer.setPixelRatio(pixelRatio());\n return renderer;\n}\n", "import type { Vector3 } from \"three\";\nimport { RenderScheduler } from \"../../controllers/RenderScheduler\";\nimport { THREEJS } from \"../../heavy-code-imports/3d\";\nimport type { OrbitCoordinates } from \"../../model/props/viewer/OrbitCoordinatesRequestProp\";\nimport type { TwistyPlayerModel } from \"../../model/TwistyPlayerModel\";\nimport type { DragMovementInfo, DragTracker } from \"./DragTracker\";\nimport { DEGREES_PER_RADIAN } from \"./TAU\";\n\nconst INERTIA_DEFAULT: boolean = true;\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 async function positionToOrbitCoordinates(\n position: Vector3,\n): Promise<OrbitCoordinates> {\n const spherical = new (await THREEJS).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\ninterface TwistyOrbitControlsDragAttachedInfo {\n lastTemperedX: number;\n lastTemperedY: number;\n timestamp: number;\n}\n\n// TODO: change mouse cursor while moving.\nexport class TwistyOrbitControls {\n /** @deprecated */\n experimentalInertia: boolean = INERTIA_DEFAULT;\n private onMovementBound = this.onMovement.bind(this);\n public experimentalHasBeenMoved: boolean = false;\n constructor(\n private model: TwistyPlayerModel,\n private mirror: boolean,\n private canvas: HTMLCanvasElement,\n private dragTracker: DragTracker,\n ) {\n this.dragTracker.addEventListener(\"move\", this.onMove.bind(this));\n this.dragTracker.addEventListener(\"up\", this.onUp.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 onMove(e: CustomEvent<DragMovementInfo>): void {\n e.detail.attachedInfo ??= {};\n\n const { temperedX, temperedY } = this.onMovement(\n e.detail.movementX,\n e.detail.movementY,\n );\n const attachedInfo = e.detail\n .attachedInfo as TwistyOrbitControlsDragAttachedInfo;\n attachedInfo.lastTemperedX = temperedX * 10;\n attachedInfo.lastTemperedY = temperedY * 10;\n attachedInfo.timestamp = e.timeStamp; // TODO\n }\n\n onMovement(\n movementX: number,\n movementY: number,\n ): {\n temperedX: number;\n temperedY: number;\n } {\n const scale = this.mirror ? 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null;\n\n this.loadingElement = this.addElement(document.createElement(\"div\"));\n this.loadingElement.classList.add(\"loading\");\n\n if (twistyDebugGlobals.showRenderStats) {\n this.stats = new Stats();\n this.stats.dom.style.position = \"absolute\";\n this.contentWrapper.appendChild(this.stats.dom);\n }\n }\n\n async connectedCallback(): Promise<void> {\n this.addCSS(twisty3DVantageCSS);\n this.addElement((await this.canvasInfo()).canvas);\n\n this.#onResize();\n const observer = new ResizeObserver(this.#onResize.bind(this));\n observer.observe(this.contentWrapper);\n this.orbitControls(); // Instantiate orbit controls\n this.#setupBasicPresses();\n\n this.scheduleRender();\n }\n\n async #setupBasicPresses(): Promise<void> {\n const dragTracker = await this.#dragTracker();\n dragTracker.addEventListener(\"press\", async (e: CustomEvent<PressInfo>) => {\n const movePressInput =\n await this.model!.twistySceneModel.movePressInput.get();\n if (movePressInput !== \"basic\") {\n return;\n }\n this.dispatchEvent(\n new CustomEvent(\"press\", {\n detail: {\n pressInfo: e.detail,\n cameraPromise: this.camera(),\n },\n }),\n );\n });\n }\n\n #onResizeStaleDropper = new StaleDropper<PerspectiveCamera>();\n\n async clearCanvas(): Promise<void> {\n if (this.rendererIsShared) {\n const canvasInfo = await this.canvasInfo();\n canvasInfo.context.clearRect(\n 0,\n 0,\n canvasInfo.canvas.width,\n canvasInfo.canvas.height,\n );\n } else {\n const renderer = await this.renderer();\n const context = renderer.getContext();\n context.clear(context.COLOR_BUFFER_BIT);\n }\n }\n\n // TODO: Why doesn't this work for the top-right back view height?\n #width: number = 0;\n #height: number = 0;\n async #onResize(): Promise<void> {\n const camera = await this.#onResizeStaleDropper.queue(this.camera());\n\n const w = this.contentWrapper.clientWidth;\n const h = this.contentWrapper.clientHeight;\n this.#width = w;\n this.#height = h;\n const off = 0;\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 camera.aspect = w / h;\n camera.setViewOffset(w, h - excess, off, yoff, w, h);\n camera.updateProjectionMatrix(); // TODO\n\n this.clearCanvas();\n if (this.rendererIsShared) {\n const canvasInfo = await this.canvasInfo();\n\n canvasInfo.canvas.width = w * pixelRatio();\n canvasInfo.canvas.height = h * pixelRatio();\n canvasInfo.canvas.style.width = `${w.toString()}px`;\n canvasInfo.canvas.style.height = `${h.toString()}px`;\n } else {\n const renderer = await this.renderer();\n renderer.setSize(w, h, true);\n }\n\n this.scheduleRender();\n }\n\n #cachedRenderer: Promise<WebGLRenderer> | null = null;\n async renderer(): Promise<WebGLRenderer> {\n if (this.rendererIsShared) {\n throw new Error(\"renderer expected to be shared.\");\n }\n return (this.#cachedRenderer ??= newRenderer());\n }\n\n #cachedCanvas: Promise<{\n canvas: HTMLCanvasElement;\n context: CanvasRenderingContext2D;\n }> | null = null;\n async canvasInfo(): Promise<{\n canvas: HTMLCanvasElement;\n context: CanvasRenderingContext2D;\n }> {\n return (this.#cachedCanvas ??= (async () => {\n let canvas: HTMLCanvasElement;\n if (this.rendererIsShared) {\n canvas = this.addElement(document.createElement(\"canvas\"));\n } else {\n const renderer = await this.renderer();\n canvas = this.addElement(renderer.domElement);\n }\n this.loadingElement?.remove();\n const context = canvas.getContext(\"2d\")!;\n return { canvas, context };\n })());\n }\n\n #cachedDragTracker: Promise<DragTracker> | null = null;\n async #dragTracker(): Promise<DragTracker> {\n return (this.#cachedDragTracker ??= (async () => {\n const dragTracker = new DragTracker((await this.canvasInfo()).canvas);\n this.model?.twistySceneModel.dragInput.addFreshListener(\n (dragInputMode: DragInputMode) => {\n let dragInputEnabled = false;\n switch (dragInputMode) {\n case \"auto\": {\n dragTracker.start();\n dragInputEnabled = true;\n break;\n }\n case \"none\": {\n dragTracker.stop();\n break;\n }\n }\n this.contentWrapper.classList.toggle(\n \"drag-input-enabled\",\n dragInputEnabled,\n );\n },\n );\n return dragTracker;\n })());\n }\n\n #cachedCamera: Promise<PerspectiveCamera> | null = null;\n async camera(): Promise<PerspectiveCamera> {\n return (this.#cachedCamera ??= (async () => {\n const camera = new (await THREEJS).PerspectiveCamera(\n 20,\n 1, // We rely on the resize logic to handle this.\n 0.1,\n 20,\n );\n camera.position.copy(\n new (await THREEJS).Vector3(2, 4, 4).multiplyScalar(\n this.options?.backView ? 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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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@@ -1,7 +0,0 @@
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1
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{
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2
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"version": 3,
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3
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"sources": ["../../../../src/cubing/search/inside/solve/puzzles/clock.ts", "../../../../src/cubing/vendor/apache/comlink-everywhere/outside/index.ts", "../../../../src/cubing/search/worker-workarounds/index.ts", "../../../../src/cubing/search/instantiator.ts", "../../../../src/cubing/search/outside.ts"],
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4
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"sourcesContent": ["import { randomUIntBelow } from \"random-uint-below\";\n\nconst pins = [\"UR\", \"DR\", \"DL\", \"UL\"];\nconst backMoves = [\"U\", \"R\", \"D\", \"L\", \"ALL\"];\nconst frontMoves = pins.concat(backMoves);\n\nexport function randomClockScrambleString(): string {\n let filteringMoveCount = 0;\n\n function randomSuffix() {\n const amount = randomUIntBelow(12);\n if (amount !== 0) {\n filteringMoveCount++;\n }\n if (amount <= 6) {\n return `${amount}+`;\n } else {\n return `${12 - amount}-`;\n }\n }\n\n const moves = [];\n function side(families: string[]): void {\n for (const family of families) {\n moves.push(`${family}${randomSuffix()}`);\n }\n }\n\n side(frontMoves);\n moves.push(\"y2\");\n side(backMoves);\n\n // https://www.worldcubeassociation.org/regulations/#4b3\n if (filteringMoveCount < 2) {\n return randomClockScrambleString();\n }\n\n for (const pin of pins) {\n if (randomUIntBelow(2) === 0) {\n moves.push(pin);\n }\n }\n return moves.join(\" \");\n}\n", "import nodeEndpoint from \"../node-adapter\";\n\nexport { wrap } from \"comlink\";\n// Mangled so that bundlers don't try to inline the source.\n\nconst worker_threads_mangled = \"node:w-orker-_threa-ds\";\nconst worker_threads_unmangled = () => worker_threads_mangled.replace(/-/g, \"\");\n\nconst useNodeWorkarounds =\n typeof globalThis.Worker === \"undefined\" &&\n typeof (globalThis as any).WorkerNavigator === \"undefined\";\n\nasync function nodeWorker(\n source: string | URL,\n options?: { eval?: boolean },\n): Promise<Worker> {\n const { Worker: NodeWorker } = await import(\n /* @vite-ignore */ worker_threads_unmangled()\n );\n const worker = new NodeWorker(source, options);\n worker.unref();\n return nodeEndpoint(worker);\n}\n\nexport async function constructWorker(\n source: string | URL,\n options?: { eval?: boolean; type?: WorkerType },\n): Promise<Worker> {\n let worker;\n if (useNodeWorkarounds) {\n return nodeWorker(source, { eval: options?.eval });\n } else {\n if (options?.eval) {\n const blob = new Blob([source as string], {\n type: \"application/javascript\",\n });\n source = URL.createObjectURL(blob);\n }\n worker = new globalThis.Worker(source, {\n type: options ? options.type : undefined, // TODO: Is it safe to use `options?.type`?\n });\n }\n return worker;\n}\n", "import { exposeAPI } from \"./worker-guard\";\n\nexport async function searchWorkerURLImportMetaResolve(): Promise<string> {\n // Note:\n // - We have to hardcode the expected path of the entry file in the ESM build, due to lack of `esbuild` support: https://github.com/evanw/esbuild/issues/2866\n // - This URL is based on the assumption that the code from this file ends up in a shared chunk in the `esm` build. This is not guaranteed by `esbuild`, but it consistently happens for our codebase.\n // - We inline the value (instead of using a constant), to maximize compatibility for hardcoded syntax detection in bundlers.\n // - `import.meta.resolve(\u2026)` returns a sync result in every environment except `bun`: https://loadeverything.net/#compatibility-dashboard\n // - We assume that it's `async`, just in case.\n // @ts-ignore\n return import.meta.resolve(\"./search-worker-entry.js\");\n}\n\nexport function searchWorkerURLNewURLImportMetaURL(): URL {\n // Note:\n // - We have to hardcode the expected path of the entry file in the ESM build, due to lack of `esbuild` support: https://github.com/evanw/esbuild/issues/795\n // - This URL is based on the assumption that the code from this file ends up in a shared chunk in the `esm` build. This is not guaranteed by `esbuild`, but it consistently happens for our codebase.\n // - We inline the value (instead of using a constant), to maximize compatibility for hardcoded syntax detection in bundlers.\n return new URL(\"./search-worker-entry.js\", import.meta.url);\n}\n\n// Workaround for `esbuild`: https://github.com/evanw/esbuild/issues/312#issuecomment-1092195778\nexport async function searchWorkerURLEsbuildWorkaround(): Promise<string> {\n exposeAPI.expose = false;\n return (await import(\"./search-worker-entry.js\")).WORKER_ENTRY_FILE_URL;\n}\n\nexport function instantiateSearchWorkerURLNewURLImportMetaURL(): Worker {\n return new Worker(new URL(\"./search-worker-entry.js\", import.meta.url), {\n type: \"module\",\n });\n}\n", "import {\n constructWorker,\n wrap,\n} from \"../vendor/apache/comlink-everywhere/outside\";\nimport { type WorkerInsideAPI } from \"./inside/api\";\nimport { searchOutsideDebugGlobals } from \"./outside\";\nimport {\n instantiateSearchWorkerURLNewURLImportMetaURL,\n searchWorkerURLEsbuildWorkaround,\n searchWorkerURLImportMetaResolve,\n searchWorkerURLNewURLImportMetaURL,\n} from \"./worker-workarounds\";\n\nexport interface WorkerOutsideAPI {\n terminate: () => void; // `node` can return a `Promise` with an exit code, but we match the web worker API.\n}\nexport interface InsideOutsideAPI {\n insideAPI: WorkerInsideAPI;\n outsideAPI: WorkerOutsideAPI;\n}\n\nfunction probablyCrossOrigin(workerEntryFileURL: URL): boolean {\n try {\n const scriptOrigin = globalThis.location?.origin;\n const workerOrigin = workerEntryFileURL.origin;\n return !!scriptOrigin && !!workerOrigin && scriptOrigin !== workerOrigin;\n } catch {\n return false;\n }\n}\n\nasync function instantiateModuleWorker(\n workerEntryFileURL: string | URL,\n): Promise<InsideOutsideAPI> {\n // We need the `import.meta.url` base for `bun`.\n const url = new URL(workerEntryFileURL, import.meta.url);\n const tryTrampolineFirst = probablyCrossOrigin(url);\n try {\n return instantiateModuleWorkerAttempt(url, tryTrampolineFirst);\n } catch {\n return instantiateModuleWorkerAttempt(url, !tryTrampolineFirst);\n }\n}\n\ninterface BunWorker extends Worker {\n unref?: () => void;\n}\n\nasync function instantiateModuleWorkerAttempt(\n workerEntryFileURL: URL,\n crossOriginTrampoline: boolean,\n): Promise<InsideOutsideAPI> {\n // biome-ignore lint/suspicious/noAsyncPromiseExecutor: TODO\n return new Promise<InsideOutsideAPI>(async (resolve, reject) => {\n try {\n if (!workerEntryFileURL) {\n reject(new Error(\"Could not get worker entry file URL.\"));\n }\n let url: URL = workerEntryFileURL;\n if (crossOriginTrampoline) {\n // Standard browser-like environment.\n const importSrc = `import ${JSON.stringify(\n workerEntryFileURL.toString(),\n )};`;\n const blob = new Blob([importSrc], {\n type: \"text/javascript\",\n });\n url = new URL(URL.createObjectURL(blob));\n }\n\n const worker = (await constructWorker(url, {\n type: \"module\",\n })) as Worker & {\n nodeWorker?: import(\"worker_threads\").Worker;\n } & BunWorker;\n\n worker.unref?.(); // Unref in `bun`.\n\n const onError = (e: ErrorEvent) => {\n reject(e);\n };\n\n // TODO: Remove this once we can remove the workarounds for lack of `import.meta.resolve(\u2026)` support.\n const onFirstMessage = (messageData: string) => {\n if (messageData === \"comlink-exposed\") {\n // We need to clear the timeout so that we don't prevent `node` from exiting in the meantime.\n resolve(wrapWithTerminate(worker));\n } else {\n reject(\n new Error(`wrong module instantiation message ${messageData}`),\n );\n }\n };\n\n if (worker.nodeWorker) {\n // We have to use `once` so the `unref()` from `comlink-everywhere` allows the process to quit as expected.\n worker.nodeWorker.once(\"message\", onFirstMessage);\n } else {\n worker.addEventListener(\"error\", onError, {\n once: true,\n });\n worker.addEventListener(\"message\", (e) => onFirstMessage(e.data), {\n once: true,\n });\n }\n } catch (e) {\n reject(e);\n }\n });\n}\n\n// Maybe some day if we work really hard, this code path can work:\n// - in `node` (https://github.com/nodejs/node/issues/43583#issuecomment-1540025755)\n// - for CDNs (https://github.com/tc39/proposal-module-expressions or https://github.com/whatwg/html/issues/6911)\nexport async function instantiateModuleWorkerDirectlyForBrowser(): Promise<InsideOutsideAPI> {\n // biome-ignore lint/suspicious/noAsyncPromiseExecutor: TODO\n return new Promise<InsideOutsideAPI>(async (resolve, reject) => {\n try {\n const worker = instantiateSearchWorkerURLNewURLImportMetaURL();\n\n const onError = (e: ErrorEvent) => {\n reject(e);\n };\n\n // TODO: Remove this once we can remove the workarounds for lack of `import.meta.resolve(\u2026)` support.\n const onFirstMessage = (messageData: string) => {\n if (messageData === \"comlink-exposed\") {\n // We need to clear the timeout so that we don't prevent `node` from exiting in the meantime.\n resolve(wrapWithTerminate(worker));\n } else {\n reject(\n new Error(`wrong module instantiation message ${messageData}`),\n );\n }\n };\n\n worker.addEventListener(\"error\", onError, {\n once: true,\n });\n worker.addEventListener(\"message\", (e) => onFirstMessage(e.data), {\n once: true,\n });\n } catch (e) {\n reject(e);\n }\n });\n}\n\nfunction wrapWithTerminate(worker: Worker): InsideOutsideAPI {\n const insideAPI = wrap<WorkerInsideAPI>(worker);\n const terminate = worker.terminate.bind(worker);\n return { insideAPI, outsideAPI: { terminate } };\n}\n\nexport const allInsideOutsideAPIPromises: Promise<InsideOutsideAPI>[] = [];\n\nexport async function instantiateWorker(): Promise<InsideOutsideAPI> {\n const insideOutsideAPIPromise = instantiateWorkerImplementation();\n allInsideOutsideAPIPromises.push(insideOutsideAPIPromise);\n const { insideAPI } = await insideOutsideAPIPromise;\n insideAPI.setDebugMeasurePerf(searchOutsideDebugGlobals.logPerf);\n insideAPI.setScramblePrefetchLevel(\n searchOutsideDebugGlobals.scramblePrefetchLevel,\n );\n return insideOutsideAPIPromise;\n}\n\nexport async function mapToAllWorkers(\n f: (worker: InsideOutsideAPI) => void,\n): Promise<void> {\n await Promise.all(\n allInsideOutsideAPIPromises.map((worker) => worker.then(f)),\n );\n}\n\nasync function instantiateWorkerImplementation(): Promise<InsideOutsideAPI> {\n if (globalThis.location?.protocol === \"file:\") {\n console.warn(\n \"This current web page is loaded from the local filesystem (a URL that starts with `file://`). In this situation, `cubing.js` may be unable to generate scrambles or perform searches in some browsers. See: https://js.cubing.net/cubing/scramble/#file-server-required\",\n );\n }\n\n function failed(methodDescription?: string) {\n return `Module worker instantiation${\n methodDescription ? ` ${methodDescription}` : \"\"\n } failed`;\n }\n\n const fallbackOrder: [\n fn: () => Promise<InsideOutsideAPI>,\n description: string,\n warnOnSuccess: null | string,\n ][] = [\n [\n async () =>\n instantiateModuleWorker(await searchWorkerURLImportMetaResolve()),\n \"using `import.meta.resolve(\u2026)\",\n null,\n ],\n // TODO: This fallback should be lower (because it's less portable), but we need to try it earlier to work around https://github.com/parcel-bundler/parcel/issues/9051\n [\n instantiateModuleWorkerDirectlyForBrowser,\n \"using inline `new URL(\u2026, import.meta.url)`\",\n \"may\",\n ],\n [\n async () => instantiateModuleWorker(searchWorkerURLNewURLImportMetaURL()),\n \"using `new URL(\u2026, import.meta.url)`\",\n \"will\",\n ],\n [\n async () =>\n instantiateModuleWorker(await searchWorkerURLEsbuildWorkaround()),\n \"using the `esbuild` workaround\",\n \"will\",\n ],\n ];\n\n for (const [fn, description, warnOnSuccess] of fallbackOrder) {\n try {\n const worker = await fn();\n if (warnOnSuccess) {\n if (searchOutsideDebugGlobals.showWorkerInstantiationWarnings) {\n console.warn(\n `Module worker instantiation required ${description}. \\`cubing.js\\` ${warnOnSuccess} not support this fallback in the future.`,\n );\n }\n }\n return worker;\n } catch {\n if (searchOutsideDebugGlobals.showWorkerInstantiationWarnings) {\n console.warn(`${failed(description)}, falling back.`);\n }\n }\n }\n\n throw new Error(\n `${failed()}. There are no more fallbacks available. If you are using Firefox, please update to version 114 or later.`,\n );\n}\n", "import { Alg } from \"../alg\";\nimport type { KPuzzle } from \"../kpuzzle\";\n// import { preInitialize222 } from \"../implementations/2x2x2\";\nimport type { KPattern } from \"../kpuzzle/KPattern\";\nimport type { PrefetchLevel } from \"./inside/api\";\nimport { randomClockScrambleString } from \"./inside/solve/puzzles/clock\"; // TODO: don't reach into `inside` code.\nimport type { TwsearchOptions } from \"./inside/solve/twsearch\";\nimport {\n type InsideOutsideAPI,\n instantiateWorker,\n mapToAllWorkers,\n} from \"./instantiator\";\n\nlet cachedWorkerInstance: Promise<InsideOutsideAPI> | undefined;\nfunction getCachedWorkerInstance(): Promise<InsideOutsideAPI> {\n return (cachedWorkerInstance ??= instantiateWorker());\n}\n\n// Pre-initialize the scrambler for the given event. (Otherwise, an event is\n// initialized the first time you ask for a scramble for that event.)\n//\n// Some typical numbers for a fast computer:\n// - 3x3x3 initialization: 200ms\n// - Each 3x3x3 scramble: 50ms\n// - 4x4x4 initialization: 2500ms\n// - Each 4x4x4 scramble: 300ms to 800ms\n//\n// It is safe to immediately call for a scramble\n// any time after starting pre-initialization, or to call for them without\n// pre-initializing. Pre-initializing essentially gives the scramble worker a\n// head start in case a scramble doesn't get requested immediately.\n//\n// Note that events cannot be pre-initialized in parallel. Attempting to\n// pre-initialize multiple events will initialize them consecutively. Scrambles\n// for a given event cannot be computed while another event is being initialized.\nexport function _preInitializationHintForEvent(\n eventID: string,\n // callback?: () => void\n): void {\n switch (eventID) {\n case \"333oh\":\n _preInitializationHintForEvent(\"333\");\n return;\n }\n (async () => {\n await (await getCachedWorkerInstance()).insideAPI.initialize(eventID);\n })();\n}\n\nexport async function randomScrambleForEvent(eventID: string): Promise<Alg> {\n switch (eventID) {\n case \"clock\":\n return Alg.fromString(await randomClockScrambleString());\n }\n const prom = _randomScrambleStringForEvent(eventID);\n const wat = await prom;\n return Alg.fromString(wat);\n}\n\nexport async function _randomScrambleStringForEvent(\n eventID: string,\n): Promise<string> {\n if (searchOutsideDebugGlobals.forceNewWorkerForEveryScramble) {\n }\n const worker = searchOutsideDebugGlobals.forceNewWorkerForEveryScramble\n ? await instantiateWorker()\n : await getCachedWorkerInstance();\n return worker.insideAPI.randomScrambleStringForEvent(eventID);\n}\n\nexport async function randomScrambleStringForEvent(\n eventID: string,\n): Promise<string> {\n switch (eventID) {\n case \"clock\":\n return randomClockScrambleString();\n }\n return await _randomScrambleStringForEvent(eventID);\n}\n\nexport async function experimentalSolve3x3x3IgnoringCenters(\n pattern: KPattern,\n): Promise<Alg> {\n const cwi = await getCachedWorkerInstance();\n return Alg.fromString(\n await cwi.insideAPI.solve333ToString(pattern.patternData),\n );\n}\n\nexport async function experimentalSolve2x2x2(pattern: KPattern): Promise<Alg> {\n const cwi = await getCachedWorkerInstance();\n return Alg.fromString(\n await cwi.insideAPI.solve222ToString(pattern.patternData),\n );\n}\n\nexport async function solveSkewb(pattern: KPattern): Promise<Alg> {\n const cwi = await getCachedWorkerInstance();\n return Alg.fromString(\n await cwi.insideAPI.solveSkewbToString(pattern.patternData),\n );\n}\n\nexport async function solvePyraminx(pattern: KPattern): Promise<Alg> {\n const cwi = await getCachedWorkerInstance();\n return Alg.fromString(\n await cwi.insideAPI.solvePyraminxToString(pattern.patternData),\n );\n}\n\nexport async function solveMegaminx(pattern: KPattern): Promise<Alg> {\n const cwi = await getCachedWorkerInstance();\n return Alg.fromString(\n await cwi.insideAPI.solveMegaminxToString(pattern.patternData),\n );\n}\n\nexport interface SolveTwsearchOptions {\n generatorMoves?: string[];\n startPattern?: KPattern;\n minDepth?: number;\n}\n\nexport async function solveTwsearch(\n kpuzzle: KPuzzle,\n pattern: KPattern,\n options?: SolveTwsearchOptions,\n): Promise<Alg> {\n const { startPattern, ...otherOptions } = options ?? {};\n const apiOptions: TwsearchOptions = otherOptions;\n if (startPattern) {\n apiOptions.targetPattern =\n startPattern.experimentalToTransformation()!.transformationData;\n }\n const { ...def } = kpuzzle.definition;\n delete def.experimentalIsPatternSolved;\n // delete def.derivedMoves;\n const dedicatedWorker = await instantiateWorker();\n try {\n return Alg.fromString(\n await dedicatedWorker.insideAPI.solveTwsearchToString(\n def,\n pattern.patternData,\n apiOptions,\n ),\n );\n } finally {\n console.log(\"Search ended, terminating dedicated `twsearch` worker.\");\n // TODO: support re-using the same worker for multiple searches..\n await dedicatedWorker.outsideAPI.terminate();\n }\n}\n\ninterface SearchOutsideDebugGlobals {\n logPerf: boolean;\n scramblePrefetchLevel: `${PrefetchLevel}`;\n disableStringWorker: boolean;\n forceNewWorkerForEveryScramble: boolean;\n showWorkerInstantiationWarnings: boolean;\n}\nexport const searchOutsideDebugGlobals: SearchOutsideDebugGlobals = {\n logPerf: true,\n scramblePrefetchLevel: \"auto\",\n disableStringWorker: false,\n forceNewWorkerForEveryScramble: false,\n showWorkerInstantiationWarnings: true,\n};\n\nexport function setSearchDebug(\n options: Partial<SearchOutsideDebugGlobals>,\n): void {\n const { logPerf, scramblePrefetchLevel } = options;\n if (typeof logPerf !== \"undefined\") {\n searchOutsideDebugGlobals.logPerf = logPerf;\n mapToAllWorkers((worker) => worker.insideAPI.setDebugMeasurePerf(logPerf));\n }\n if (typeof scramblePrefetchLevel !== \"undefined\") {\n searchOutsideDebugGlobals.scramblePrefetchLevel = scramblePrefetchLevel;\n mapToAllWorkers((worker) =>\n worker.insideAPI.setScramblePrefetchLevel(\n scramblePrefetchLevel as PrefetchLevel,\n ),\n );\n }\n if (\"disableStringWorker\" in options) {\n searchOutsideDebugGlobals.disableStringWorker =\n !!options.disableStringWorker;\n }\n if (\"forceNewWorkerForEveryScramble\" in options) {\n searchOutsideDebugGlobals.forceNewWorkerForEveryScramble =\n !!options.forceNewWorkerForEveryScramble;\n }\n if (\"showWorkerInstantiationWarnings\" in options) {\n searchOutsideDebugGlobals.showWorkerInstantiationWarnings =\n !!options.showWorkerInstantiationWarnings;\n }\n}\n"],
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{
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"sources": ["../../../../src/cubing/twisty/views/3D/puzzles/Cube3D.ts", "../../../../src/cubing/twisty/controllers/easing.ts", "../../../../src/cubing/twisty/views/3D/puzzles/PG3D.ts", "../../../../src/cubing/twisty/heavy-code-imports/dynamic-entries/twisty-dynamic-3d.ts", "../../../../src/cubing/twisty/views/3D/Twisty3DScene.ts"],
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"sourcesContent": ["import {\n BackSide,\n BoxGeometry,\n BufferAttribute,\n BufferGeometry,\n Color,\n DoubleSide,\n Euler,\n FrontSide,\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 { KPuzzle } from \"../../../../kpuzzle\";\nimport type { ExperimentalStickeringMask } from \"../../../../puzzles/cubing-private\";\nimport type {\n FaceletMeshStickeringMask,\n StickeringMask,\n} from \"../../../../puzzles/stickerings/mask\";\nimport type {\n MillisecondTimestamp,\n PuzzlePosition,\n} from \"../../../controllers/AnimationTypes\";\nimport { smootherStep } from \"../../../controllers/easing\";\nimport {\n type HintFaceletStyle,\n hintFaceletStyles,\n} from \"../../../model/props/puzzle/display/HintFaceletProp\";\nimport type { InitialHintFaceletsAnimation } from \"../../../model/props/puzzle/display/InitialHintFaceletsAnimationProp\";\nimport type { FaceletScale } from \"../../../model/props/puzzle/display/FaceletScaleProp\";\nimport { TAU } from \"../TAU\";\nimport { haveStartedSharingRenderers } from \"../Twisty3DVantage\";\nimport type { Twisty3DPuzzle } from \"./Twisty3DPuzzle\";\n\nconst svgLoader = new TextureLoader();\n\nconst ignoredMaterial = new MeshBasicMaterial({\n color: new Color(0x666666).convertLinearToSRGB(),\n});\n\nconst ignoredMaterialHint = new MeshBasicMaterial({\n color: new Color(0xcccccc).convertLinearToSRGB(),\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: 0x44ddcc,\n});\n\nconst experimentalOriented2Material = new MeshBasicMaterial({\n color: 0xfffdaa,\n});\n\nconst orientedMaterialHint = new MeshBasicMaterial({\n color: 0x44ddcc,\n side: BackSide,\n transparent: true,\n opacity: 0.5,\n});\n\nconst experimentalOriented2MaterialHint = new MeshBasicMaterial({\n color: 0xfff979,\n side: BackSide,\n transparent: true,\n opacity: 0.5,\n});\n\ninterface MaterialMap\n extends Record<FaceletMeshStickeringMask, 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 const colorLinearSRGB = new Color(color).convertLinearToSRGB();\n const dimColorLinearSRGB = new Color(dimColor).convertLinearToSRGB();\n // TODO: Make sticker material single-sided when cubie foundation is opaque?\n this.stickerMaterial = {\n regular: new MeshBasicMaterial({\n color: colorLinearSRGB,\n side: FrontSide, // TODO: set to `DoubleSide` when hint facelets are disabled.\n }),\n dim: new MeshBasicMaterial({\n color: dimColorLinearSRGB,\n side: FrontSide, // TODO: set to `DoubleSide` when hint facelets are disabled.\n }),\n oriented: orientedMaterial,\n experimentalOriented2: experimentalOriented2Material,\n ignored: ignoredMaterial,\n invisible: invisibleMaterial,\n };\n this.hintStickerMaterial = {\n regular: new MeshBasicMaterial({\n color: new Color(options?.hintColor ?? color).convertLinearToSRGB(),\n side: BackSide,\n transparent: true,\n opacity: 0.5 * hintOpacityScale,\n }),\n dim: new MeshBasicMaterial({\n color: new Color(\n options?.hintDimColor ?? dimColor,\n ).convertLinearToSRGB(),\n side: BackSide,\n transparent: true,\n opacity: 0.5 * hintOpacityScale,\n }),\n oriented: orientedMaterialHint,\n experimentalOriented2: experimentalOriented2MaterialHint,\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 0xff9900,\n 0x885500,\n 1,\n { hintDimColor: 0x884400 },\n ),\n new AxisInfo(\n new Vector3(0, 0, 1),\n new Euler(0, 0, 0),\n 0x00ff00,\n 0x008800,\n 1,\n { hintDimColor: 0x009900 },\n ),\n new AxisInfo(\n new Vector3(1, 0, 0),\n new Euler(0, TAU / 4, 0),\n 0xff0000,\n 0x660000,\n 1,\n { hintDimColor: 0x660000 },\n ),\n new AxisInfo(\n new Vector3(0, 0, -1),\n new Euler(0, TAU / 2, 0),\n 0x2266ff,\n 0x113388,\n 0.75,\n { hintDimColor: 0x001866 },\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 { hintDimColor: 0xdddd00 },\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, // Now `faceletScale` in options.\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 experimentalStickeringMask?: ExperimentalStickeringMask;\n foundationSprite?: Texture | null;\n hintSprite?: Texture | null;\n initialHintFaceletsAnimation?: InitialHintFaceletsAnimation;\n faceletScale?: \"auto\" | number;\n}\n\nconst cube3DOptionsDefaults: Cube3DOptions = {\n showMainStickers: true,\n hintFacelets: \"floating\",\n showFoundation: true,\n experimentalStickeringMask: undefined,\n foundationSprite: null,\n hintSprite: null,\n initialHintFaceletsAnimation: \"auto\",\n faceletScale: \"auto\",\n};\n\nconst DEFAULT_STICKER_SCALE = 0.85;\nfunction getFaceletScale(options: Cube3DOptions): number {\n if (\n typeof options.faceletScale === \"undefined\" ||\n options.faceletScale === \"auto\"\n ) {\n return DEFAULT_STICKER_SCALE;\n }\n return options.faceletScale;\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;\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 kpuzzle: KPuzzle,\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.kpuzzle.name() !== \"3x3x3\") {\n throw new Error(\n `Invalid puzzle for this Cube3D implementation: ${this.kpuzzle.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.experimentalStickeringMask) {\n this.setStickeringMask(this.options.experimentalStickeringMask);\n }\n this.#animateRaiseHintFacelets();\n\n if (this.options.faceletScale) {\n this.experimentalSetFaceletScale(this.options.faceletScale);\n }\n }\n\n #sharedHintStickerGeometryCache: BufferGeometry | null = null;\n #sharedHintStickerGeometry(): BufferGeometry {\n return (this.#sharedHintStickerGeometryCache ??= newStickerGeometry());\n }\n\n // TODO: Generalize this into an animation mechanism.\n #animateRaiseHintFacelets(): void {\n if (\n this.options.initialHintFaceletsAnimation === \"none\" ||\n (this.options.initialHintFaceletsAnimation !== \"always\" &&\n haveStartedSharingRenderers())\n ) {\n return;\n }\n const translationRange =\n cubieDimensions.hintStickerElevation - cubieDimensions.stickerElevation;\n this.#sharedHintStickerGeometry().translate(0, 0, -translationRange);\n setTimeout(() => {\n const hintStartTime = performance.now();\n let lastTranslation = 0;\n const translationDuration: MillisecondTimestamp = 1000;\n function ease(x: number) {\n return x * (2 - x);\n }\n const animateRaiseHintSticker = () => {\n const elapsed = performance.now() - hintStartTime;\n const newTranslation =\n ease(elapsed / translationDuration) * translationRange;\n this.#sharedHintStickerGeometry().translate(\n 0,\n 0,\n newTranslation - lastTranslation,\n );\n lastTranslation = newTranslation;\n if (elapsed < translationDuration) {\n requestAnimationFrame(animateRaiseHintSticker);\n this.scheduleRenderCallback?.();\n }\n };\n animateRaiseHintSticker();\n }, 500);\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 setStickeringMask(stickeringMask: StickeringMask): void {\n if (stickeringMask.specialBehaviour === \"picture\") {\n // TODO: if the latest stickering mask was already \"picture\", don't redo work.\n for (const pieceInfos of Object.values(this.kpuzzleFaceletInfo)) {\n for (const faceletInfos of pieceInfos) {\n for (const faceletInfo of faceletInfos) {\n faceletInfo.facelet.material = invisibleMaterial;\n const { hintFacelet } = faceletInfo;\n if (hintFacelet) {\n hintFacelet.material = invisibleMaterial;\n }\n }\n }\n }\n return;\n }\n this.options.experimentalStickeringMask = stickeringMask;\n for (const [orbitName, orbitStickeringMask] of Object.entries(\n stickeringMask.orbits,\n )) {\n for (\n let pieceIdx = 0;\n pieceIdx < orbitStickeringMask.pieces.length;\n pieceIdx++\n ) {\n const pieceStickeringMask = orbitStickeringMask.pieces[pieceIdx];\n if (pieceStickeringMask) {\n const pieceInfo = this.kpuzzleFaceletInfo[orbitName][pieceIdx];\n for (\n let faceletIdx = 0;\n faceletIdx < pieceInfo.length;\n faceletIdx++\n ) {\n const faceletStickeringMask =\n pieceStickeringMask.facelets[faceletIdx];\n if (faceletStickeringMask) {\n const faceletInfo = pieceInfo[faceletIdx];\n\n const stickeringMask =\n typeof faceletStickeringMask === \"string\"\n ? faceletStickeringMask\n : faceletStickeringMask?.mask;\n\n faceletInfo.facelet.material =\n axesInfo[faceletInfo.faceIdx].stickerMaterial[stickeringMask];\n // TODO\n const hintStickeringMask =\n typeof faceletStickeringMask === \"string\"\n ? stickeringMask\n : faceletStickeringMask.hintMask ?? stickeringMask;\n if (faceletInfo.hintFacelet) {\n faceletInfo.hintFacelet.material =\n axesInfo[faceletInfo.faceIdx].hintStickerMaterial[\n hintStickeringMask\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 { experimentalStickeringMask } = options;\n if (typeof experimentalStickeringMask !== \"undefined\") {\n this.options.experimentalStickeringMask = experimentalStickeringMask;\n this.setStickeringMask(experimentalStickeringMask);\n this.scheduleRenderCallback!(); // TODO\n }\n\n const { faceletScale } = options;\n if (typeof faceletScale !== \"undefined\") {\n this.experimentalSetFaceletScale(faceletScale);\n }\n }\n\n public onPositionChange(p: PuzzlePosition): void {\n const reid333 = p.pattern;\n for (const orbit in pieceDefs) {\n const pieces = pieceDefs[orbit];\n for (let i = 0; i < pieces.length; i++) {\n const j = reid333.patternData[orbit].pieces[i];\n this.pieces[orbit][j].matrix.copy(pieceDefs[orbit][i].matrix);\n this.pieces[orbit][j].matrix.multiply(\n orientationRotation[orbit][reid333.patternData[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 quantumTransformation = this.kpuzzle.moveToTransformation(\n move.modified({ amount: 1 }),\n );\n const k =\n quantumTransformation.transformationData[orbit].permutation[i];\n if (\n i !== k ||\n quantumTransformation.transformationData[orbit].orientationDelta[\n i\n ] !== 0\n ) {\n const j = reid333.patternData[orbit].pieces[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.experimentalStickeringMask?.specialBehaviour ===\n \"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 }\n case 2: {\n [v1, v2, v3, v4] = [v3, v4, v1, v2];\n break;\n }\n case 3: {\n [v1, v2, v3, v4] = [v4, v1, v2, v3];\n break;\n }\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.experimentalStickeringMask?.specialBehaviour === \"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.experimentalStickeringMask?.specialBehaviour === \"picture\"\n ? newStickerGeometry()\n : isHint\n ? this.#sharedHintStickerGeometry()\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.experimentalStickeringMask?.specialBehaviour ===\n \"picture\"\n ? EXPERIMENTAL_PICTURE_CUBE_HINT_ELEVATION\n : cubieDimensions.hintStickerElevation\n : cubieDimensions.stickerElevation,\n );\n stickerMesh.scale.setScalar(getFaceletScale(this.options));\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 experimentalSetFaceletScale(faceletScale: FaceletScale): void {\n this.options.faceletScale = faceletScale;\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(getFaceletScale(this.options));\n faceletInfo.hintFacelet?.scale.setScalar(\n getFaceletScale(this.options),\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 / getStickerScale(this.options),\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 {\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 { Move } from \"../../../../alg\";\nimport type { KPuzzle, KTransformation } from \"../../../../kpuzzle\";\nimport type {\n StickerDat,\n StickerDatAxis,\n StickerDatSticker,\n} from \"../../../../puzzle-geometry\";\nimport type { TextureMapper } from \"../../../../puzzle-geometry/PuzzleGeometry\";\nimport {\n type ExperimentalFaceletMeshStickeringMask,\n experimentalGetFaceletStickeringMask,\n type ExperimentalStickeringMask,\n} from \"../../../../puzzles/cubing-private\";\nimport type { PuzzlePosition } from \"../../../controllers/AnimationTypes\";\nimport { smootherStep } from \"../../../controllers/easing\";\nimport type { HintFaceletStyle } from \"../../../model/props/puzzle/display/HintFaceletProp\";\nimport { TAU } from \"../TAU\";\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 origColorStickeringMask: 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 stickeringMask?: ExperimentalFaceletMeshStickeringMask;\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.origColorStickeringMask = sdColor;\n if (options?.stickeringMask) {\n this.setStickeringMask(filler, options.stickeringMask);\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 setStickeringMask(\n filler: Filler,\n faceletMeshStickeringMask: ExperimentalFaceletMeshStickeringMask,\n ): void {\n let c = 0;\n switch (faceletMeshStickeringMask) {\n case \"regular\": {\n c = this.origColor;\n break;\n }\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 }\n case \"oriented\": {\n c = 0xff88ff;\n break;\n }\n case \"ignored\": {\n c = 0x444444;\n break;\n }\n case \"invisible\":\n c = this.origColor;\n }\n this.origColorStickeringMask = 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 faceletMeshStickeringMask !== \"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.origColorStickeringMask;\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, stickerDat: StickerDat) {\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.quantumMove = stickerDat.notationMapper.notationToExternal(\n new Move(hitface.name),\n );\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: StickerDatAxis) {\n const vec = axisDat.coordinates;\n this.axis = new Vector3(vec[0], vec[1], vec[2]);\n this.order = axisDat.order;\n }\n}\n\nexport interface PG3DOptions {\n stickeringMask?: ExperimentalStickeringMask;\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 lastMoveTransformation: KTransformation;\n private hintMaterial: Material;\n private stickerMaterial: Material;\n private materialArray1: Material[];\n private materialArray2: Material[];\n private textured: boolean = false;\n private showHintStickers: boolean = false;\n private showFoundations: boolean = false;\n private hintMaterialDisposable: boolean;\n private stickerMaterialDisposable: boolean;\n\n #pendingStickeringUpdate: boolean = false;\n\n public isPG3DForTwisty3DPuzzleWrapper: true;\n\n constructor(\n private scheduleRenderCallback: () => void,\n private kpuzzle: KPuzzle,\n private stickerDat: StickerDat,\n enableFoundationOpt: boolean = false,\n enableHintStickersOpt: boolean = false,\n hintStickerHeightScale: number = 1,\n private faceletScale: \"auto\" | number = 1,\n private params: PG3DOptions = {},\n ) {\n super();\n if (stickerDat.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.stickerDat.axis;\n for (const axis of axesDef) {\n this.axesInfo[axis.quantumMove.family] = new AxisInfo(axis);\n }\n const stickers = this.stickerDat.stickers as any[];\n this.stickers = {};\n this.materialArray1 = new Array(8);\n this.materialArray2 = new Array(8);\n // TODO: the argument enableFoundationOpt really means, do we ever want to display\n // foundations. But it is presently *used* to mean, show foundations initially\n // (and maybe setStickeringMask changes this). So for now we set up the\n // show flag from the enable flag, and turn on the enable flag so later when it's\n // used we will get the foundations. What this means is the geometry always \"pays\"\n // for foundations, even if they aren't displayed.\n this.showFoundation(enableFoundationOpt);\n enableFoundationOpt = true;\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, stickerDat.textureMapper);\n const black = 0;\n const normals: number[][] = [];\n let totArea = 0;\n for (const f of stickerDat.faces) {\n normals.push(normal(f.coords));\n totArea += polyarea(f.coords);\n }\n const colorfrac =\n faceletScale !== \"auto\"\n ? faceletScale * faceletScale\n : 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: {\n stickeringMask?: ExperimentalFaceletMeshStickeringMask;\n } = {};\n if (params.stickeringMask) {\n options.stickeringMask = experimentalGetFaceletStickeringMask(\n params.stickeringMask,\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 // TODO: the argument enableHintStickersOpt really means, do we ever want to display\n // hint stickers. But it is presently *used* to mean, show hint stickers initially\n // (and maybe setStickeringMask changes this). So for now we set up the\n // show flag from the enable flag, and turn on the enable flag so later when it's\n // used we will get the hint stickers. What this means is the geometry always \"pays\"\n // for hint stickers, even if they aren't displayed.\n this.showHintStickers = enableHintStickersOpt;\n enableHintStickersOpt = true;\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 enableHintStickersOpt,\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 if (enableFoundationOpt) {\n this.stickers[orbit][ori][ord].addFoundation(filler, sticker, black);\n }\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.stickerDat.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(\n hitface,\n stickerDat.textureMapper,\n this.stickerDat,\n );\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 stickerDat.stickers = []; // don't need these anymore\n this.updateMaterialArrays();\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 #isValidMove(move: Move): boolean {\n try {\n this.kpuzzle.moveToTransformation(move);\n return true;\n } catch (_) {\n return false;\n }\n }\n\n getClosestMoveToAxis(\n point: Vector3,\n transformations: {\n invert: boolean;\n depth?: \"secondSlice\" | \"rotation\" | \"none\";\n },\n ): { move: Move; order: number } | null {\n let closestMove: Move | null = null;\n let closestMoveDotProduct: number = 0;\n\n let modify: (move: Move) => Move = (m) => m;\n switch (transformations.depth) {\n case \"secondSlice\": {\n modify = (m: Move) => m.modified({ innerLayer: 2 });\n break;\n }\n case \"rotation\": {\n modify = (m: Move) => m.modified({ family: `${m.family}v` });\n break;\n }\n }\n\n for (const axis of this.stickerDat.axis) {\n const product = point.dot(new Vector3(...axis.coordinates));\n if (product > closestMoveDotProduct) {\n const modified = this.stickerDat.notationMapper.notationToExternal(\n modify(axis.quantumMove),\n );\n if (!modified) {\n continue;\n }\n if (this.#isValidMove(modified)) {\n closestMoveDotProduct = product;\n closestMove = modified;\n }\n }\n }\n\n if (!closestMove) {\n return null;\n }\n\n if (transformations.invert) {\n closestMove = closestMove.invert();\n }\n const order = this.kpuzzle\n .moveToTransformation(closestMove)\n .repetitionOrder();\n return { move: closestMove, order }; // TODO: push this down\n }\n\n setStickeringMask(stickeringMask: ExperimentalStickeringMask): void {\n this.params.stickeringMask = stickeringMask;\n if (stickeringMask.specialBehaviour !== \"picture\") {\n for (const orbitDefinition of this.kpuzzle.definition.orbits) {\n // This isn't strictly necessary, but it keeps the following lines more\n // readable by fitting each `for` loop onto a single line when running\n // `make format`.\n const { numPieces, numOrientations } = orbitDefinition;\n for (let pieceIdx = 0; pieceIdx < numPieces; pieceIdx++) {\n for (let faceletIdx = 0; faceletIdx < numOrientations; faceletIdx++) {\n const faceletStickeringMask = experimentalGetFaceletStickeringMask(\n stickeringMask,\n orbitDefinition.orbitName,\n pieceIdx,\n faceletIdx,\n false,\n );\n const stickerDef =\n this.stickers[orbitDefinition.orbitName][faceletIdx][pieceIdx];\n if (\n this.textured &&\n this.hintMaterialDisposable &&\n faceletStickeringMask === \"invisible\"\n ) {\n // ignore \"invisible\" if textured hints\n } else {\n stickerDef.setStickeringMask(this.filler, faceletStickeringMask);\n }\n }\n }\n }\n }\n this.#pendingStickeringUpdate = true;\n if (this.lastPos) {\n this.onPositionChange(this.lastPos);\n }\n }\n\n public onPositionChange(p: PuzzlePosition): void {\n const transformation = p.pattern.experimentalToTransformation();\n if (!transformation) {\n throw new Error(\"indistinguishable pieces are not supported by PG3D yet\");\n }\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 !this.lastPos.pattern\n .experimentalToTransformation()!\n .isIdentical(transformation)\n ) {\n for (const orbit in this.stickers) {\n const pieces = this.stickers[orbit];\n const pos2 = transformation.transformationData[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.orientationDelta[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 }\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.stickerDat.unswizzle(externalMove);\n if (!unswizzled) {\n // bad times, but let's not throw.\n return;\n }\n\n const move = externalMove;\n let quantumTransformation;\n try {\n quantumTransformation = this.kpuzzle.moveToTransformation(\n move.modified({ amount: 1 }),\n );\n } catch (e) {\n // couldn't get it from a quantum of the external move. Let's try\n // getting it from a quantum of the internal move, translated back\n // to external so we can get the transformation. This happens for\n // instance when working with \"x2\" on megaminx.\n const move1 = this.stickerDat.notationMapper.notationToInternal(move);\n if (move1) {\n const move2 = this.stickerDat.notationMapper.notationToExternal(\n move1.modified({ amount: 1 }),\n );\n if (move2) {\n quantumTransformation = this.kpuzzle.moveToTransformation(move2);\n }\n }\n if (!quantumTransformation) {\n console.log(e);\n throw e;\n }\n }\n const ax = this.axesInfo[unswizzled.family];\n const turnNormal = ax.axis;\n const angle =\n (-this.ease(moveProgress.fraction) *\n moveProgress.direction *\n unswizzled.amount *\n TAU) /\n ax.order;\n this.movingObj.rotateOnAxis(turnNormal, angle);\n if (this.lastMoveTransformation !== quantumTransformation) {\n for (const orbit in this.stickers) {\n const pieces = this.stickers[orbit];\n const orin = pieces.length;\n const bmv = quantumTransformation.transformationData[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.orientationDelta[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.lastMoveTransformation = quantumTransformation;\n }\n }\n if (this.#pendingStickeringUpdate || vismods) {\n this.filler.makeGroups(this.fixedGeo);\n }\n if (this.#pendingStickeringUpdate || colormods) {\n if (this.textured) {\n (this.fixedGeo.getAttribute(\"uv\") as BufferAttribute).updateRange = {\n offset: 0,\n count: 6 * this.foundationBound,\n };\n (\n this.fixedGeo.getAttribute(\"uv\") as BufferAttribute\n ).needsUpdate = true;\n }\n if (this.#pendingStickeringUpdate || !this.textured) {\n (this.fixedGeo.getAttribute(\"color\") as BufferAttribute).updateRange = {\n offset: 0,\n count: 9 * this.foundationBound,\n };\n (\n this.fixedGeo.getAttribute(\"color\") as BufferAttribute\n ).needsUpdate = true;\n }\n }\n this.scheduleRenderCallback();\n this.#pendingStickeringUpdate = false;\n }\n\n private ease(fraction: number): number {\n return smootherStep(fraction);\n }\n\n private showHintFacelets(v: boolean) {\n this.showHintStickers = v;\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.showFoundations) {\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 showFoundation(v: boolean) {\n this.showFoundations = v;\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: v,\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 faceletScale?: \"auto\" | number;\n }): void {\n if (options.hintFacelets !== undefined) {\n this.showHintFacelets(options.hintFacelets !== \"none\");\n }\n if (options.showFoundation !== undefined) {\n this.showFoundation(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 if (\n typeof options.faceletScale !== \"undefined\" &&\n options.faceletScale !== this.faceletScale\n ) {\n console.warn(\n \"Dynamic facelet scale is not yet supported for PG3D. For now, re-create the TwistyPlayer to change the facelet scale.\",\n );\n }\n this.updateMaterialArrays();\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 }\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: true,\n });\n this.hintMaterialDisposable = true;\n } else {\n this.hintMaterial = basicStickerMaterial;\n }\n if (enabled) {\n this.showHintFacelets(hintTexture !== null);\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 { cube3x3x3, type PuzzleLoader } from \"../../../puzzles\";\nimport type { HintFaceletStyle } from \"../../model/props/puzzle/display/HintFaceletProp\";\nimport type { FaceletScale } from \"../../model/props/puzzle/display/FaceletScaleProp\";\nimport { Cube3D, type Cube3DOptions } from \"../../views/3D/puzzles/Cube3D\";\nimport { PG3D } from \"../../views/3D/puzzles/PG3D\";\n\n// Mangled to avoid autocompleting.\n// This must not be imported directly.\nexport * as T3I from \"three\";\nexport { Cube3D } from \"../../views/3D/puzzles/Cube3D\";\nexport { PG3D } from \"../../views/3D/puzzles/PG3D\";\nexport { Twisty3DScene } from \"../../views/3D/Twisty3DScene\";\n\nexport async function cube3DShim(\n renderCallback: () => void,\n options?: Cube3DOptions,\n): Promise<Cube3D> {\n return new Cube3D(await cube3x3x3.kpuzzle(), renderCallback, options);\n}\n\n// TODO: take loader?\nexport async function pg3dShim(\n renderCallback: () => void,\n puzzleLoader: PuzzleLoader,\n hintFacelets: HintFaceletStyle,\n faceletScale: FaceletScale,\n darkIgnoredOrbits: boolean,\n): Promise<PG3D> {\n return new PG3D(\n renderCallback,\n await puzzleLoader.kpuzzle(),\n (await puzzleLoader.pg!()).get3d({ darkIgnoredOrbits }),\n true,\n hintFacelets === \"floating\",\n undefined,\n faceletScale,\n );\n}\n", "import type { Scene as ThreeScene } from \"three\";\nimport { THREEJS } from \"../../heavy-code-imports/3d\";\nimport type { Twisty3DPuzzle } from \"./puzzles/Twisty3DPuzzle\";\nimport type { Twisty3DRenderTarget } from \"./Twisty3DRenderTarget\";\n\nexport class Twisty3DScene implements Twisty3DRenderTarget {\n private renderTargets: Set<Twisty3DRenderTarget> = new Set();\n public twisty3Ds: Set<Twisty3DPuzzle> = new Set();\n\n threeJSScene: Promise<ThreeScene> = (async () =>\n new (await THREEJS).Scene())();\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 async addTwisty3DPuzzle(twisty3DPuzzle: Twisty3DPuzzle): Promise<void> {\n this.twisty3Ds.add(twisty3DPuzzle);\n (await this.threeJSScene).add(twisty3DPuzzle);\n // TODO: scheduleRender?\n }\n\n async removeTwisty3DPuzzle(twisty3DPuzzle: Twisty3DPuzzle): Promise<void> {\n this.twisty3Ds.delete(twisty3DPuzzle);\n (await this.threeJSScene).remove(twisty3DPuzzle);\n // TODO: scheduleRender?\n }\n\n async clearPuzzles(): Promise<void> {\n for (const puz of this.twisty3Ds) {\n (await this.threeJSScene).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": ["r", "stickeringMask", "BufferAttribute", "BufferGeometry", "Color", "DoubleSide", "Euler", "FrontSide", "Group", "Mesh", "MeshBasicMaterial", "Object3D", "Vector3", "MeshBasicMaterial", "DoubleSide", "r", "face", "t", "BufferAttribute", "Color", "normal", "Group", "BufferGeometry", "Mesh", "AxisInfo", "Vector3", "Object3D", "Euler", "FrontSide"]
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|
7
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-
}
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