rubikmaster 0.6.0

Tools to implement Rubik's cube applications.
Documentation
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//! Yew component to visualize Rubik's cube.

use wasm_bindgen::JsCast;
use web_sys::HtmlCanvasElement;
use web_sys::HtmlDivElement;
use web_sys::WebGl2RenderingContext as GL;
use web_sys::WebGlProgram;
use yew::services::{ConsoleService, RenderService, Task};
use yew::{html, Component, ComponentLink, Html, NodeRef, ShouldRender};

use crate::coord::*;
use crate::matrix::*;
use crate::*;
use nalgebra_glm::{vec3, vec4, Vec3, Vec4};
use std::collections::{HashSet, VecDeque};

struct CubePiece {
    pub vertices: [Vec3; 8],
}
impl CubePiece {
    fn new(center: Vec3, edge: f32) -> Self {
        let e = 0.5 * edge;
        let mut vertices = [Vec3::default(); 8];
        for bits in 0..8 {
            let x = if bits & (1 << 2) > 0 { 1. } else { -1. };
            let y = if bits & (1 << 1) > 0 { 1. } else { -1. };
            let z = if bits & (1 << 0) > 0 { 1. } else { -1. };
            let diff = vec3(x * e, y * e, z * e);
            vertices[bits] = center + diff;
        }
        Self { vertices }
    }
}
#[test]
fn test_cube_piece() {
    let c = CubePiece::new(vec3(0., 0., 0.), 2.);
    dbg!(c.vertices);
}

// Counter-Clockwise
const SURFACE_INDICES: [[u8; 4]; 6] = [
    [0b100, 0b110, 0b111, 0b101], // R (x=1)
    [0b000, 0b001, 0b011, 0b010], // L (x=0)
    [0b010, 0b011, 0b111, 0b110], // U (y=1)
    [0b000, 0b100, 0b101, 0b001], // D (y=0)
    [0b001, 0b101, 0b111, 0b011], // F (z=1)
    [0b000, 0b010, 0b110, 0b100], // B (z=0)
];

fn make_color_list(colors: [Vec4; 6]) -> [Vec4; 54] {
    let mut out = [Vec4::default(); 54];
    for surface in SURFACE_LIST {
        for x in 0..3 {
            for y in 0..3 {
                for z in 0..3 {
                    let p = Piece(x, y, z);
                    if let Some(SurfaceIndex(s, i, j)) = surface_index_of(p, surface) {
                        let b = surface_number(s, i, j);
                        out[b as usize] = colors[surface as usize];
                    }
                }
            }
        }
    }
    out
}

const TIMEMS_90DEGREE: f64 = 200.;
#[derive(Debug)]
struct RotationProgress {
    pieces: HashSet<Piece>,
    axis: Axis,
    clockwise: i8,
    complete_angle: f64,
    start_time: f64,
}
impl RotationProgress {
    fn cur_angle(&self, timestamp: f64) -> f64 {
        let elapsed = timestamp - self.start_time;
        let direction = if self.clockwise > 0 { 1. } else { -1. };
        direction * 1.57 * elapsed / TIMEMS_90DEGREE
    }
}
use std::collections::HashMap;
use std::iter::FromIterator;
pub struct Cube {
    canvas: Option<HtmlCanvasElement>,
    gl: Option<GL>,
    shader_program: Option<WebGlProgram>,
    link: ComponentLink<Self>,
    canvas_node_ref: NodeRef,
    fps_node_ref: NodeRef,
    render_loop: Option<Box<dyn Task>>,

    prev_timestamp: Option<f64>,

    state: PermutationMatrix,
    color_list: [Vec4; 54],

    command_queue: VecDeque<Command>,
    cur_rotation: Option<RotationProgress>,
    next_state: PermutationMatrix,

    blacklist: HashSet<u8>,

    cache: HashMap<Piece, PieceData>,
}

pub enum Msg {
    Render(f64),
}

#[derive(yew::Properties, Clone)]
pub struct Props {
    pub init_state: PermutationMatrix,
    #[prop_or_default]
    pub command_list: Vec<Command>,
    #[prop_or_default]
    pub blacklist: HashSet<u8>,
}

#[derive(Default)]
struct PieceData {
    vertex_pos_list: Vec<f32>,
    vertex_color_list: Vec<f32>,
    index_list: Vec<u16>,
}

impl Component for Cube {
    type Message = Msg;
    type Properties = Props;

    fn create(props: Self::Properties, link: ComponentLink<Self>) -> Self {
        let colors = [
            vec4(0.0, 1.0, 0.5, 1.),
            vec4(0.0, 0.0, 1.0, 1.),
            vec4(1.0, 1.0, 0.0, 1.),
            vec4(1.0, 1.0, 1.0, 1.),
            vec4(1.0, 0.0, 0.0, 1.),
            vec4(1.0, 0.5, 0.0, 1.),
        ];
        let color_list = make_color_list(colors);

        let mut command_queue = VecDeque::new();
        for x in props.command_list {
            command_queue.push_back(x);
        }

        let mut cache = HashMap::new();
        for x in 0..3 {
            for y in 0..3 {
                for z in 0..3 {
                    let piece = Piece(x, y, z);
                    cache.insert(piece, PieceData::default());
                }
            }
        }

        Cube {
            canvas: None,
            gl: None,
            shader_program: None,

            link,
            canvas_node_ref: NodeRef::default(),
            fps_node_ref: NodeRef::default(),
            render_loop: None,
            color_list,

            prev_timestamp: None,

            cache,

            cur_rotation: None,
            state: props.init_state,
            next_state: props.init_state,
            command_queue,
            blacklist: props.blacklist,
        }
    }

    fn rendered(&mut self, first_render: bool) {
        if first_render {
            let canvas = self.canvas_node_ref.cast::<HtmlCanvasElement>().unwrap();
            canvas.set_height(300);
            canvas.set_width(300);

            let gl: GL = canvas
                .get_context("webgl2")
                .unwrap()
                .unwrap()
                .dyn_into()
                .unwrap();

            let vert_code = include_str!("./cube.vert");
            let vert_shader = gl.create_shader(GL::VERTEX_SHADER).unwrap();
            gl.shader_source(&vert_shader, &vert_code);
            gl.compile_shader(&vert_shader);

            let frag_code = include_str!("./cube.frag");
            let frag_shader = gl.create_shader(GL::FRAGMENT_SHADER).unwrap();
            gl.shader_source(&frag_shader, &frag_code);
            gl.compile_shader(&frag_shader);

            let shader_program = gl.create_program().unwrap();
            gl.attach_shader(&shader_program, &vert_shader);
            gl.attach_shader(&shader_program, &frag_shader);
            gl.link_program(&shader_program);

            gl.use_program(Some(&shader_program));

            self.canvas = Some(canvas);
            self.gl = Some(gl);
            self.shader_program = Some(shader_program);

            // The geometry won't change.
            let edge = 2.;
            let e = 0.5 * edge;
            for x in 0..3 {
                for y in 0..3 {
                    for z in 0..3 {
                        let piece = Piece(x as u8, y as u8, z as u8);
                        let piece_center = 2. * vec3((x-1) as f32 * e, (y-1) as f32 * e, (z-1) as f32 * e);
                        let cube = CubePiece::new(piece_center, 0.95 * edge);
                        let mut vertex_pos_list = vec![];
                        let mut index_list = vec![];
                        let mut offset: u16 = 0;
                        for surface in SURFACE_LIST {
                            let indices = SURFACE_INDICES[surface as usize];
                            for i in indices {
                                let v = cube.vertices[i as usize];
                                vertex_pos_list.push(v[0]);
                                vertex_pos_list.push(v[1]);
                                vertex_pos_list.push(v[2]);
                            }

                            for i in [0, 1, 2, 0, 2, 3] {
                                index_list.push(offset + i);
                            }
                            offset += 4;
                        }
                        self.cache.get_mut(&piece).unwrap().vertex_pos_list = vertex_pos_list;
                        self.cache.get_mut(&piece).unwrap().index_list = index_list;
                    }
                }
            }

            let render_frame = self.link.callback(Msg::Render);
            let handle = RenderService::request_animation_frame(render_frame);
            self.render_loop = Some(Box::new(handle));
        }
    }

    fn update(&mut self, msg: Self::Message) -> ShouldRender {
        match msg {
            Msg::Render(timestamp) => {
                self.render_gl(timestamp);
            }
        }
        false
    }

    fn view(&self) -> Html {
        html! {
            <div>
                <canvas ref={self.canvas_node_ref.clone()} />
                <div ref={self.fps_node_ref.clone()} style="position: absolute; left: 20px; top: 20px; color: white;">{ "" }</div>
            </div>
        }
    }

    fn change(&mut self, props: Self::Properties) -> ShouldRender {
        self.state = props.init_state;
        self.next_state = props.init_state;
        self.blacklist = props.blacklist;
        self.command_queue = VecDeque::from_iter(props.command_list);
        self.cur_rotation = None;

        let render_frame = self.link.callback(Msg::Render);
        let handle = RenderService::request_animation_frame(render_frame);
        self.render_loop = Some(Box::new(handle));

        false
    }
}

impl Cube {
    fn render_gl(&mut self, timestamp: f64) {
        let gl = self.gl.as_ref().expect("GL Context not initialized!");
        let shader_program = self.shader_program.as_ref().unwrap();

        if let Some(prev) = self.prev_timestamp {
            let elapsed = timestamp - prev;
            let fps_val = 1000.0 / elapsed;
            let fps_node = self.fps_node_ref.cast::<HtmlDivElement>().unwrap();
            fps_node.set_inner_text(&format!("FPS: {:.2}", fps_val));
        }
        self.prev_timestamp = Some(timestamp);

        let should_dequeue = match &self.cur_rotation {
            Some(x) => x.cur_angle(timestamp).abs() >= x.complete_angle.abs(),
            None => true,
        };
        if should_dequeue {
            self.cur_rotation = None;
            self.state = self.next_state;
            if let Some(head) = self.command_queue.pop_front() {
                let rot = coord::rotation_of(head);
                let mut pieces = HashSet::new();
                for i in 0..3 {
                    if rot.indices & (1 << i) > 0 {
                        let plane = coord::RotationPlane(rot.axis, i);
                        for x in coord::piece_group_of(plane) {
                            pieces.insert(*x);
                        }
                    }
                }
                let new_rot = RotationProgress {
                    pieces,
                    clockwise: rot.clockwise,
                    axis: rot.axis,
                    complete_angle: 1.57 * rot.clockwise as f64,
                    start_time: timestamp,
                };
                self.cur_rotation = Some(new_rot);
                self.next_state = matrix::of(coord::rotation_of(head)) * self.state;
            }

            // colors should be updated for every move.
            for x in 0..3 {
                for y in 0..3 {
                    for z in 0..3 {
                        let piece = Piece(x, y, z);
                        let mut vertex_color_list = vec![];
                        for surface in coord::SURFACE_LIST {
                            let sur = surface_index_of(piece, surface);
                            let color = match sur {
                                None => vec4(0., 0., 0., 1.),
                                Some(SurfaceIndex(s, i, j)) => {
                                    let k = surface_number(s, i, j);
                                    let k = self.state.inv_perm[k as usize];
                                    if self.blacklist.contains(&k) {
                                        vec4(0., 0., 0., 0.6)
                                    } else {
                                        self.color_list[k as usize]
                                    }
                                }
                            };
                            for _ in 0..4 {
                                vertex_color_list.push(color[0]);
                                vertex_color_list.push(color[1]);
                                vertex_color_list.push(color[2]);
                                vertex_color_list.push(color[3]);
                            }
                        }
                        self.cache.get_mut(&piece).unwrap().vertex_color_list = vertex_color_list;
                    }
                }
            }
        }

        // The code below will be executed for every frame.

        gl.clear_color(0., 0., 0., 0.2);
        gl.clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT);
        gl.enable(GL::DEPTH_TEST);

        let canvas = self.canvas.as_ref().unwrap();
        let width = canvas.width();
        let height = canvas.height();
        gl.viewport(0, 0, width as i32, height as i32);

        let eye = vec3(15., 15., 15.);
        let m_model_view = nalgebra_glm::look_at(&eye, &vec3(0., 0., 0.), &vec3(0., 1., 0.));
        let u_model_view_ref = gl.get_uniform_location(shader_program, "u_model_view");
        gl.uniform_matrix4fv_with_f32_array(
            u_model_view_ref.as_ref(),
            false,
            m_model_view.as_slice(),
        );

        let m_projection = nalgebra_glm::perspective(width as f32 / height as f32, 0.5, 5., 30.);
        let u_projection_ref = gl.get_uniform_location(shader_program, "u_projection");
        gl.uniform_matrix4fv_with_f32_array(
            u_projection_ref.as_ref(),
            false,
            m_projection.as_slice(),
        );

        for x in 0..3 {
            for y in 0..3 {
                for z in 0..3 {
                    let piece = Piece(x, y, z);

                    let piece_data = &self.cache.get(&piece).unwrap();
                    let vertex_pos_list = &piece_data.vertex_pos_list;
                    let vertex_color_list = &piece_data.vertex_color_list;
                    let index_list = &piece_data.index_list;

                    let identity = nalgebra_glm::Mat4::identity();
                    let m_rotation = if let Some(cur_rot) = &self.cur_rotation {
                        if cur_rot.pieces.contains(&piece) {
                            match cur_rot.axis {
                                Axis::X => nalgebra_glm::rotate_x(
                                    &identity,
                                    // The angle is opposite to cube rotation.
                                    -cur_rot.cur_angle(timestamp) as f32,
                                ),
                                Axis::Y => nalgebra_glm::rotate_y(
                                    &identity,
                                    -cur_rot.cur_angle(timestamp) as f32,
                                ),
                                Axis::Z => nalgebra_glm::rotate_z(
                                    &identity,
                                    -cur_rot.cur_angle(timestamp) as f32,
                                ),
                            }
                        } else {
                            identity
                        }
                    } else {
                        identity
                    };
                    let u_rotation_ref = gl.get_uniform_location(shader_program, "u_rotation");
                    gl.uniform_matrix4fv_with_f32_array(
                        u_rotation_ref.as_ref(),
                        false,
                        m_rotation.as_slice(),
                    );

                    let vertex_buffer = gl.create_buffer().unwrap();
                    gl.bind_buffer(GL::ARRAY_BUFFER, Some(&vertex_buffer));
                    let tmp = js_sys::Float32Array::from(vertex_pos_list.as_slice());
                    gl.buffer_data_with_array_buffer_view(GL::ARRAY_BUFFER, &tmp, GL::STATIC_DRAW);
                    let v_in_position_ref =
                        gl.get_attrib_location(shader_program, "v_in_position") as u32;
                    gl.vertex_attrib_pointer_with_i32(v_in_position_ref, 3, GL::FLOAT, false, 0, 0);
                    gl.enable_vertex_attrib_array(v_in_position_ref);
                    gl.bind_buffer(GL::ARRAY_BUFFER, None);

                    let color_buffer = gl.create_buffer().unwrap();
                    gl.bind_buffer(GL::ARRAY_BUFFER, Some(&color_buffer));
                    let tmp = js_sys::Float32Array::from(vertex_color_list.as_slice());
                    gl.buffer_data_with_array_buffer_view(GL::ARRAY_BUFFER, &tmp, GL::STATIC_DRAW);
                    let v_in_color_ref =
                        gl.get_attrib_location(shader_program, "v_in_color") as u32;
                    gl.vertex_attrib_pointer_with_i32(v_in_color_ref, 4, GL::FLOAT, false, 0, 0);
                    gl.enable_vertex_attrib_array(v_in_color_ref);
                    gl.bind_buffer(GL::ARRAY_BUFFER, None);

                    let index_buffer = gl.create_buffer().unwrap();
                    gl.bind_buffer(GL::ELEMENT_ARRAY_BUFFER, Some(&index_buffer));
                    let tmp = js_sys::Uint16Array::from(index_list.as_slice());
                    gl.buffer_data_with_array_buffer_view(
                        GL::ELEMENT_ARRAY_BUFFER,
                        &tmp,
                        GL::STATIC_DRAW,
                    );
                    gl.draw_elements_with_i32(GL::TRIANGLES, 36, GL::UNSIGNED_SHORT, 0);
                    gl.bind_buffer(GL::ELEMENT_ARRAY_BUFFER, None);
                }
            }
        }

        if self.cur_rotation.is_some() {
            let render_frame = self.link.callback(Msg::Render);
            let handle = RenderService::request_animation_frame(render_frame);

            // A reference to the new handle must be retained for the next render to run.
            self.render_loop = Some(Box::new(handle));
        }
    }
}