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1 change: 1 addition & 0 deletions README.md
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Expand Up @@ -10,6 +10,7 @@ Contribute [on GitHub](https://github.com/cubing/standards).
4. [3x3x3 State Representations](./draft/4/3x3x3-state-representations/) (Draft)
5. [Binary 3x3x3 Encoding](./draft/5/binary-3x3x3-encoding/) (Draft)
6. [SiGN and LGN](./draft/6/sign-lgn-notation/) (Draft)
7. [4D Projection and Basic Hypercube Twists](./draft/7/4d-projection-and-basic-hypercube-twists/) (Draft)

## Future Ideas

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# Cubing Standard #7: 4D Projection and Basic Hypercube Twists (DRAFT)

Status: `DRAFT`
Prescriptive or descriptive: descriptive (this standard attempts to describe existing conventions)

This standard describes the basic moves for a NxNxNxN facet-turning hypercube.
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## 7.1 Polytope elements

When possible, pieces are named according to the rank of the element of the polytope they correspond to. Let _n_ be the rank of the puzzle.
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| Rank of element | Name |
| --------------- | ------ |
| 0 | Corner |
| 1 | Edge |
| 2 | Face |
| 3 | Cell |
| _n_ - 3 | Peak |
| _n_ - 2 | Ridge |
| _n_ - 1 | Facet |

These terms are taken from [Polytope - Wikipedia](https://en.m.wikipedia.org/wiki/Polytope#Elements), with the exception of "corner" instead of "vertex."

The terms "corner" and "edge" are preferred over "peak," "ridge," and "facet." For puzzles in 4 or more dimensions, the terms "peak", "ridge", and "facet" are preferred over "face" and "cell."

For a 4D hypercube, the terms "corner," "edge," "ridge," and "facet" are preferred, although "cell" is also in common use.

## 7.1 Facets

A **facet** is the (N-1)-dimensional element of a polytope. A **cell** is 3-dimensional element. For a 4D polytope, "facet" and "cell" are interchangeable.

There are 8 facets of a 4-dimensional hypercube:

| Facet letter | Facet name | Vector | Standard color |
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| ------------ | ---------- | ---------- | -------------- |
| `R` | Right | positive X | Red |
| `L` | Left | negative X | Orange |
| `U` | Up | positive Y | White |
| `D` | Down | negative Y | Yellow |
| `F` | Front | positive Z | Front |
| `B` | Back | negative Z | Back |
| `O` | Out | positive W | Pink |
| `I` | In | negative W | Purple |

Note: historically, `K` ("kata") has been used instead of `I`, and `A` ("ana") or `T` ("top") have been used instead of `I`. It is recommended to avoid these because it is confusing which one corresponds to which cell. Furthermore, `A` conflicts with 5D notation (`A` for "anterior") and `T` has been reappropriated for general F2L notation (`T` for general "top").
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These also define the standard projection:

- Positive X pointing to the right
- Positive Y pointing up
- Positive Z pointing forward toward the 3D camera
- Positive W pointing forward toward the 4D camera

The `O` facet is typically hidden, but the other seven facets are typically visible and spaced apart. The default 3D camera may have a rotational offset applied to give a better view of the 7 facets as follows:

- `R` may point more forward and down
- `F` may point more left and down
- `U` may point more forward

## 7.2 Clockwise Twists
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Twists are named using 2, 3, or 4 letters, each corresponding to a facet. All letters are uppercase, with no space or punctuation between them. The first letter indicates which facet is rotated; the remaining letters describe the polytope element that is fixed by the twist. Letters other than the first one may be specified in any order. The twist occurs in a 2D plane, over the minimum nonzero angle necessary to restore the puzzle to its original shape.

| Twist type | Number of letters | Angle | Example |
| ------------ | ----------------- | ----- | ------- |
| Ridge twist | 2 | 90° | `IR` |
| Edge twist | 3 | 180° | `OUR` |
| Corner twist | 4 | 120° | `DUFR` |

Rotations appear clockwise when the 4D camera is facing along the vector of the first facet and the 3D camera is facing along the _opposite_ vector from the polytope element described by the second facet. For example, the twist `IR` twists a layer of the `I` facet from positive Z to positive Y, which keeps the vector along the X axis fixed.

Examples:

| Twist name | Description |
| ---------- | ------------------------------------------------------------------------ |
| `IR` | `R` twists 90° from `F` to `U` |
| `OUR` | `O` twists 180°, such that `U` and `R` swap and `F` and `B` swap |
| `DUFR` | `D` twists 120° clockwise, such that `F` goes to `I` and `I` goes to `R` |
| | |

In software with mouse controls, these twists are typically executed by right-clicking on the described sticker. For example, `DUFR` is executed by right-clicking on the `D` sticker of the `DUFR` corner piece.
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## 7.3 Double Twists

Ridge twists may be doubled by appending `2` to the move. For example, `DF2` denotes the `DF` twist repeated twice.

Edge twists have order 3 and so do not need to be doubled.

Corner twists have order 2 and so do not need to be doubled.

## 7.4 Counterclockwise Twists

Twists may be suffixed with `'` to invert them. Alternatively, all but the first letter may be replaced with the letter of the opposite facet. For example, the inverse of `IUR` is `IUR'` or `IDL`.

## 7.5 Layers

Twists may be prefixed with a layer or layer range using SiGN Notation.

## 7.5 Slice Twists

There are four middle slice layers. Slice twists are constructed from facet twists on a parallel facet according to the following table.

| Letter | Mnemonic | Parallel facet |
| ------ | ------------ | -------------- |
| `M` | "Middle" | `L` |
| `E` | "Equitorial" | `D` |
| `S` | "Standing" | `F` |
| `P` | "Planetary" | `O` |

For example, `MD` is equivalent to `2LD`

## 7.6 xyz Notation

Ridge twists may instead be specified using a facet letter followed by a lowercase letter `x`, `y`, or `z`. Each combination of a facet and lowercase `x`/`y`/`z` maps to a ridge turn based on its projection in 3D. In the following table, `_` represents the facet letter.

| Facet | `_x` | `_y` | `_z` |
| ----- | ---- | ---- | ---- |
| `R` | `RO` | `RU` | `RF` |
| `L` | `LI` | `LU` | `LF` |
| `U` | `UR` | `UO` | `UF` |
| `D` | `DR` | `DI` | `DF` |
| `F` | `FR` | `FU` | `FO` |
| `B` | `BR` | `BU` | `BI` |
| `O` | `OL` | `OD` | `OB` |
| `I` | `IR` | `IU` | `IF` |

For example, `Fz` is equivalent to `FO`.

This notation is generally preferred for puzzle keybinds, for Melinda's 2x2x2x2, and for other physical puzzles. It should be avoided otherwise.

## 7.6.1 Legacy xyz Notation

Edge and corner twists may be represented using two `x`/`y`/`z` letters, where the last one may be followed by the digit `2` (which applies only to the last letter), but this is discouraged. It is preferred to group multiple ridge twists using parentheses. For example, `Ozx2` should instead be represented as `(Oz Ox2)` or simply `OUFR`.
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