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# rubiks_color_change.py
# 运行: python rubiks_color_change.py
# 会生成 rubiks_color_change.html
import json
import model.Cube as Cube
def generate_rubiks_html(initial_state, indince, moves, output_file="rubiks_move.html"):
"""
initial_state: dict, {face_name: [9个颜色字符串]}
face_name: U, D, F, B, L, R
颜色字符串可用 "white","yellow","red","orange","blue","green"
moves: list, 每步是一个新的状态 (即9个颜色变化后的完整魔方)
"""
html_template = f"""
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Rubik's Cube Color Change Animation</title>
<style>
body {{ margin: 0; background: #000; }}
canvas {{ display: block; }}
</style>
<script src="https://cdn.jsdelivr.net/npm/three@0.148.0/build/three.min.js"></script>
<script>
// OrbitControls implementation
THREE.OrbitControls = function (camera, domElement) {{
this.camera = camera;
this.domElement = domElement || document;
this.enabled = true;
this.target = new THREE.Vector3();
this.minDistance = 0;
this.maxDistance = Infinity;
this.minPolarAngle = 0;
this.maxPolarAngle = Math.PI;
this.minAzimuthAngle = -Infinity;
this.maxAzimuthAngle = Infinity;
this.dampingFactor = 0.05;
this.enableDamping = false;
this.enableZoom = true;
this.zoomSpeed = 0.1;
this.enableRotate = true;
this.rotateSpeed = 0.1;
this.enablePan = true;
this.panSpeed = 0.1;
this.screenSpacePanning = true;
this.keyPanSpeed = 0.5;
this.autoRotate = false;
this.autoRotateSpeed = 0.2;
this.keys = {{
LEFT: 37,
UP: 38,
RIGHT: 39,
BOTTOM: 40
}};
this.mouseButtons = {{
LEFT: THREE.MOUSE.ROTATE,
MIDDLE: THREE.MOUSE.DOLLY,
RIGHT: THREE.MOUSE.PAN
}};
var scope = this;
var EPS = 0.000001;
var spherical = new THREE.Spherical();
var sphericalDelta = new THREE.Spherical();
var scale = 1;
var panOffset = new THREE.Vector3();
var lastPosition = new THREE.Vector3();
var state = {{
NONE: -1,
ROTATE: 0,
DOLLY: 1,
PAN: 2,
TOUCH_ROTATE: 3,
TOUCH_DOLLY_PAN: 4
}};
var currentState = state.NONE;
var touchStartTime = 0;
var touchStartPosition = new THREE.Vector2();
var touchStartDistance = 0;
var mouseDownPosition = new THREE.Vector2();
function getPolarAngle() {{
return Math.atan2(Math.sqrt(camera.position.x * camera.position.x + camera.position.z * camera.position.z), camera.position.y);
}}
function getAzimuthalAngle() {{
return Math.atan2(camera.position.x, camera.position.z);
}}
function rotateLeft(angle) {{
sphericalDelta.phi -= angle;
}}
function rotateUp(angle) {{
sphericalDelta.theta -= angle;
}}
function panLeft(distance, objectMatrix) {{
var v = new THREE.Vector3();
v.setFromMatrixColumn(objectMatrix, 0);
v.multiplyScalar(-distance);
panOffset.add(v);
}}
function panUp(distance, objectMatrix) {{
var v = new THREE.Vector3();
if (scope.screenSpacePanning === true) {{
v.setFromMatrixColumn(objectMatrix, 1);
}} else {{
v.setFromMatrixColumn(objectMatrix, 0);
v.crossVectors(scope.camera.up, v);
}}
v.multiplyScalar(distance);
panOffset.add(v);
}}
function pan(deltaX, deltaY) {{
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
if (scope.screenSpacePanning === true) {{
var position = new THREE.Vector3();
position.setFromMatrixPosition(scope.camera.matrixWorld);
var target = new THREE.Vector3();
target.copy(scope.target);
var dir = new THREE.Vector3();
dir.subVectors(position, target);
var targetDistance = dir.length();
dir.normalize();
var eye = new THREE.Vector3();
eye.copy(position);
var end = new THREE.Vector3();
end.copy(target);
var tempTarget = new THREE.Vector3();
tempTarget.copy(target);
var matrix = new THREE.Matrix4();
matrix.lookAt(eye, end, scope.camera.up);
var right = new THREE.Vector3();
right.setFromMatrixColumn(matrix, 0);
var up = new THREE.Vector3();
up.setFromMatrixColumn(matrix, 1);
var scale = targetDistance * Math.tan(scope.camera.fov * 0.5 * Math.PI / 180.0) / element.clientHeight;
right.multiplyScalar(-deltaX * scale);
up.multiplyScalar(deltaY * scale);
tempTarget.add(right);
tempTarget.add(up);
panOffset.subVectors(tempTarget, target);
}} else {{
var offset = new THREE.Vector3();
var te = scope.camera.matrix.elements;
offset.x = -deltaX * te[0] - deltaY * te[4];
offset.y = -deltaX * te[1] - deltaY * te[5];
offset.z = -deltaX * te[2] - deltaY * te[6];
offset.normalize();
var distance = Math.sqrt(scope.camera.position.x * scope.camera.position.x + scope.camera.position.y * scope.camera.position.y + scope.camera.position.z * scope.camera.position.z);
offset.multiplyScalar(distance * 0.001);
panOffset.add(offset);
}}
}}
function dollyIn(dollyScale) {{
scale /= dollyScale;
}}
function dollyOut(dollyScale) {{
scale *= dollyScale;
}}
this.getPolarAngle = getPolarAngle;
this.getAzimuthalAngle = getAzimuthalAngle;
this.rotateLeft = rotateLeft;
this.rotateUp = rotateUp;
this.panLeft = panLeft;
this.panUp = panUp;
this.pan = pan;
this.dollyIn = dollyIn;
this.dollyOut = dollyOut;
this.update = function () {{
var offset = new THREE.Vector3();
offset.copy(scope.camera.position).sub(scope.target);
spherical.setFromVector3(offset);
spherical.theta += sphericalDelta.theta;
spherical.phi += sphericalDelta.phi;
spherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta));
spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi));
spherical.makeSafe();
spherical.radius *= scale;
spherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius));
offset.setFromSpherical(spherical);
scope.camera.position.copy(scope.target).add(offset);
scope.camera.lookAt(scope.target);
if (scope.enableDamping === true) {{
sphericalDelta.theta *= (1 - scope.dampingFactor);
sphericalDelta.phi *= (1 - scope.dampingFactor);
scale = 1 + (scale - 1) * (1 - scope.dampingFactor);
}} else {{
sphericalDelta.set(0, 0, 0);
scale = 1;
}}
scope.camera.position.add(panOffset);
scope.target.add(panOffset);
panOffset.set(0, 0, 0);
if (scope.autoRotate === true && currentState === state.NONE) {{
rotateLeft(scope.autoRotateSpeed / 60 * Math.PI / 180);
}}
if (lastPosition.distanceToSquared(scope.camera.position) > EPS) {{
lastPosition.copy(scope.camera.position);
return true;
}}
return false;
}};
this.dispose = function () {{
scope.domElement.removeEventListener('contextmenu', onContextMenu, false);
scope.domElement.removeEventListener('mousedown', onMouseDown, false);
scope.domElement.removeEventListener('wheel', onMouseWheel, false);
scope.domElement.removeEventListener('touchstart', onTouchStart, false);
scope.domElement.removeEventListener('touchend', onTouchEnd, false);
scope.domElement.removeEventListener('touchmove', onTouchMove, false);
window.removeEventListener('mousemove', onMouseMove, false);
window.removeEventListener('mouseup', onMouseUp, false);
window.removeEventListener('keydown', onKeyDown, false);
}};
function onContextMenu(event) {{
if (scope.enabled === true) {{
event.preventDefault();
}}
}}
function onMouseDown(event) {{
if (scope.enabled === false) return;
if (event.button === 0 && scope.mouseButtons.LEFT === THREE.MOUSE.ROTATE ||
event.button === 1 && scope.mouseButtons.MIDDLE === THREE.MOUSE.DOLLY ||
event.button === 2 && scope.mouseButtons.RIGHT === THREE.MOUSE.PAN) {{
event.preventDefault();
mouseDownPosition.set(event.clientX, event.clientY);
currentState = (event.button === 0) ? state.ROTATE : (event.button === 1) ? state.DOLLY : state.PAN;
scope.domElement.addEventListener('mousemove', onMouseMove, false);
window.addEventListener('mouseup', onMouseUp, false);
}}
}}
function onMouseMove(event) {{
if (scope.enabled === false) return;
event.preventDefault();
var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
if (currentState === state.ROTATE && scope.enableRotate === true) {{
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
rotateLeft(2 * Math.PI * movementX / element.clientHeight * scope.rotateSpeed);
rotateUp(2 * Math.PI * movementY / element.clientHeight * scope.rotateSpeed);
}} else if (currentState === state.PAN && scope.enablePan === true) {{
pan(movementX, movementY);
}}
}}
function onMouseUp(event) {{
if (scope.enabled === false) return;
currentState = state.NONE;
scope.domElement.removeEventListener('mousemove', onMouseMove, false);
window.removeEventListener('mouseup', onMouseUp, false);
}}
function onMouseWheel(event) {{
if (scope.enabled === false || scope.enableZoom === false) return;
event.preventDefault();
var delta = 0;
if (event.deltaY) {{
delta = event.deltaY;
}} else if (event.wheelDelta) {{
delta = -event.wheelDelta;
}}
if (delta > 0) {{
dollyIn(1.1);
}} else {{
dollyOut(1.1);
}}
}}
function onKeyDown(event) {{
if (scope.enabled === false || scope.enablePan === false) return;
switch (event.keyCode) {{
case scope.keys.LEFT:
panLeft(scope.keyPanSpeed);
break;
case scope.keys.RIGHT:
panLeft(-scope.keyPanSpeed);
break;
case scope.keys.UP:
panUp(scope.keyPanSpeed);
break;
case scope.keys.BOTTOM:
panUp(-scope.keyPanSpeed);
break;
}}
}}
function onTouchStart(event) {{
if (scope.enabled === false) return;
switch (event.touches.length) {{
case 1:
touchStartTime = Date.now();
touchStartPosition.set(event.touches[0].clientX, event.touches[0].clientY);
currentState = state.TOUCH_ROTATE;
break;
case 2:
var dx = event.touches[0].clientX - event.touches[1].clientX;
var dy = event.touches[0].clientY - event.touches[1].clientY;
touchStartDistance = Math.sqrt(dx * dx + dy * dy);
currentState = state.TOUCH_DOLLY_PAN;
break;
default:
currentState = state.NONE;
}}
}}
function onTouchEnd(event) {{
currentState = state.NONE;
}}
function onTouchMove(event) {{
if (scope.enabled === false) return;
event.preventDefault();
switch (event.touches.length) {{
case 1:
if (currentState === state.TOUCH_ROTATE && scope.enableRotate === true) {{
var deltaX = event.touches[0].clientX - touchStartPosition.x;
var deltaY = event.touches[0].clientY - touchStartPosition.y;
touchStartPosition.set(event.touches[0].clientX, event.touches[0].clientY);
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
rotateLeft(2 * Math.PI * deltaX / element.clientHeight * scope.rotateSpeed);
rotateUp(2 * Math.PI * deltaY / element.clientHeight * scope.rotateSpeed);
}}
break;
case 2:
if (currentState === state.TOUCH_DOLLY_PAN) {{
var dx = event.touches[0].clientX - event.touches[1].clientX;
var dy = event.touches[0].clientY - event.touches[1].clientY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (scope.enableZoom === true) {{
var factor = touchStartDistance / distance;
if (factor !== Infinity) {{
scale *= factor;
}}
}}
touchStartDistance = distance;
if (scope.enablePan === true) {{
var x = (event.touches[0].clientX + event.touches[1].clientX) / 2;
var y = (event.touches[0].clientY + event.touches[1].clientY) / 2;
var deltaX = x - touchStartPosition.x;
var deltaY = y - touchStartPosition.y;
touchStartPosition.set(x, y);
pan(deltaX, deltaY);
}}
}}
break;
}}
}}
scope.domElement.addEventListener('contextmenu', onContextMenu, false);
scope.domElement.addEventListener('mousedown', onMouseDown, false);
scope.domElement.addEventListener('wheel', onMouseWheel, false);
scope.domElement.addEventListener('touchstart', onTouchStart, false);
scope.domElement.addEventListener('touchend', onTouchEnd, false);
scope.domElement.addEventListener('touchmove', onTouchMove, false);
window.addEventListener('keydown', onKeyDown, false);
spherical.setFromVector3(scope.camera.position.sub(scope.target));
lastPosition.copy(scope.camera.position);
}};
// End of OrbitControls implementation
</script>
</head>
<body>
<script>
const initialState = {json.dumps(initial_state)};
const moves = {json.dumps(moves)};
const orders = {json.dumps(indince)};
let scene, camera, renderer, controls;
let stickers = {{}}; // 保存每个小贴片的Mesh
init();
animate();
function init() {{
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(6, 6, 6);
renderer = new THREE.WebGLRenderer({{ antialias: true }});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// 轨道控制器
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0, 0);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.minDistance = 3;
controls.maxDistance = 20;
controls.update();
// 灯光
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
dirLight.position.set(5, 10, 7);
scene.add(dirLight);
// 创建魔方
createCube(initialState, orders);
// 窗口自适应
window.addEventListener('resize', onWindowResize, false);
// 播放颜色变化
playMoves(moves, 1600);
}}
function makeNumberTexture(number, size = 128) {{
const canvas = document.createElement('canvas');
canvas.width = size;
canvas.height = size;
const ctx = canvas.getContext('2d');
// 背景透明
ctx.clearRect(0, 0, size, size);
// 字体样式
ctx.fillStyle = 'black';
ctx.font = `${{size * 0.7}}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
// 画数字
ctx.fillText(number.toString(), size / 2, size / 2);
// 创建纹理
const texture = new THREE.CanvasTexture(canvas);
texture.needsUpdate = true;
return texture;
}}
function createCube(state, orders) {{
const stickerSize = 0.9;
const gap = 0.05;
const offset = (stickerSize + gap);
// 每个面的方向和偏移
const faceConfig = {{
U: {{ normal: [0, 1, 0], base: [0, 1.5, 0], udir: [1, 0, 0], vdir: [0, 0, -1] }},
D: {{ normal: [0, -1, 0], base: [0, -1.5, 0], udir: [1, 0, 0], vdir: [0, 0, 1] }},
F: {{ normal: [0, 0, 1], base: [0, 0, 1.5], udir: [1, 0, 0], vdir: [0, -1, 0] }},
B: {{ normal: [0, 0, -1], base: [0, 0, -1.5], udir: [-1, 0, 0], vdir: [0, -1, 0] }},
L: {{ normal: [-1, 0, 0], base: [-1.5, 0, 0], udir: [0, 0, -1], vdir: [0, -1, 0] }},
R: {{ normal: [1, 0, 0], base: [1.5, 0, 0], udir: [0, 0, 1], vdir: [0, -1, 0] }},
}};
for (let face in state) {{
let colors = state[face];
let cfg = faceConfig[face];
let numbers = orders[face];
for (let i = 0; i < 9; i++) {{
let row = Math.floor(i / 3);
let col = i % 3;
let centerOffsetU = (col - 1) * offset;
let centerOffsetV = (row - 1) * offset;
let px = cfg.base[0] + cfg.udir[0] * centerOffsetU + cfg.vdir[0] * centerOffsetV;
let py = cfg.base[1] + cfg.udir[1] * centerOffsetU + cfg.vdir[1] * centerOffsetV;
let pz = cfg.base[2] + cfg.udir[2] * centerOffsetU + cfg.vdir[2] * centerOffsetV;
// 颜色贴图
let colorMaterial = new THREE.MeshLambertMaterial({{ color: colors[i] }});
// 数字贴图
let numberTexture = makeNumberTexture(numbers[i]);
let numberMaterial = new THREE.MeshBasicMaterial({{ map: numberTexture, transparent: true }});
// 创建面片(贴纸)
let geometry = new THREE.PlaneGeometry(stickerSize, stickerSize);
// 创建颜色面
let sticker = new THREE.Mesh(geometry, colorMaterial);
// 创建数字面,稍微抬高避免 z-fighting
let numberPlane = new THREE.Mesh(geometry, numberMaterial);
numberPlane.position.x += cfg.normal[0] * 0.1;
numberPlane.position.y += cfg.normal[1] * 0.1;
numberPlane.position.z += cfg.normal[2] * 0.1;
// 旋转对齐
let normal = new THREE.Vector3(...cfg.normal);
let up = new THREE.Vector3(...cfg.vdir).negate();
let quaternion = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 0, 1), normal);
sticker.quaternion.multiply(quaternion);
numberPlane.quaternion.multiply(quaternion);
// 设置位置
sticker.position.set(px, py, pz);
numberPlane.position.set(px, py, pz + 0.01);
scene.add(sticker);
scene.add(numberPlane);
stickers[face + i] = sticker;
}}
}}
}}
function updateColors(state) {{
for (let key in stickers) {{
let face = key[0];
let idx = parseInt(key.slice(1));
stickers[key].material.color.set(state[face][idx]);
}}
}}
function playMoves(moves, interval) {{
let step = 0;
setInterval(() => {{
if (step < moves.length) {{
updateColors(moves[step]);
step++;
}}
}}, interval);
}}
function onWindowResize() {{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}}
function animate() {{
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}}
</script>
</body>
</html>
"""
with open(output_file, "w", encoding="utf-8") as f:
f.write(html_template)
print(f"已生成 {output_file} ,用浏览器打开即可。")
# ===== 测试示例 =====
if __name__ == "__main__":
initial_state = {
"U": ["white"] * 9,
"D": ["yellow"] * 9,
"F": ["red"] * 9,
"B": ["orange"] * 9,
"L": ["blue"] * 9,
"R": ["green"] * 9
}
# 生成几个动作后的状态(这里只是演示,实际可根据魔方动作计算)
move1 = initial_state.copy()
move1 = {f: c[:] for f, c in move1.items()}
move1["F"][0] = "blue"
move2 = {f: c[:] for f, c in move1.items()}
move2["R"][4] = "white"
moves = [move1, move2]
generate_rubiks_html(initial_state, moves)
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