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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_SPLIT_CORNER;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectSignature;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.main.InitData;
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import org.distorted.objectlib.main.ObjectSignatures;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.shape.ShapeHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyRex extends ShapeHexahedron
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{
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( SQ3/3, SQ3/3, SQ3/3),
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new Static3D( SQ3/3, SQ3/3,-SQ3/3),
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new Static3D( SQ3/3,-SQ3/3, SQ3/3),
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new Static3D( SQ3/3,-SQ3/3,-SQ3/3)
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};
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public static final float REX_D = 0.2f;
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private int[][] mEdges;
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private int[][] mBasicAngle;
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private float[][] mCuts;
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private float[][] mPosition;
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private int[] mQuatIndex;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyRex(int meshState, int iconMode, Static4D quat, Static3D move, float scale, InitData data, InitAssets asset)
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{
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super(meshState, iconMode, data.getNumLayers()[0], quat, move, scale, data, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public void adjustStickerCoords()
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{
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mStickerCoords = new float[][]
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{
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{ 0.35f, -0.35f, -0.1428f, 0.5f, -0.5f, 0.1428f },
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{ -0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f },
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{ 0.00f, -0.200f, 0.525f, 0.105f, -0.525f, 0.105f }
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// single state; middle layer doesn't move.
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public int[][] getScrambleEdges()
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{
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if( mEdges==null )
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{
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mEdges = new int[][] { { 0,0,1,0, 4,0,5,0, 6,0,7,0, 10,0,11,0, 12,0,13,0, 16,0,17,0, 18,0,19,0, 22,0,23,0 } };
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}
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return mEdges;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCuts(int[] numLayers)
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{
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if( mCuts==null )
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{
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float C = SQ3*0.45f; // bit less than 1/2 of the length of the main diagonal
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float[] cut = new float[] {-C,+C};
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mCuts = new float[][] { cut,cut,cut,cut };
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}
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return mCuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean[][] getLayerRotatable(int[] numLayers)
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{
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boolean[] tmp = new boolean[] {true,false,true};
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return new boolean[][] { tmp,tmp,tmp,tmp };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlType()
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{
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return TC_HEXAHEDRON;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlSplit()
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{
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return TYPE_SPLIT_CORNER;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][][] getEnabled()
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{
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return new int[][][]
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{
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{{0,1},{3,1},{2,3},{0,2}},
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{{2,3},{3,1},{0,1},{0,2}},
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{{1,2},{0,1},{0,3},{2,3}},
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{{1,2},{2,3},{0,3},{0,1}},
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{{0,3},{0,2},{1,2},{1,3}},
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{{1,2},{0,2},{0,3},{1,3}},
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getDist3D(int[] numLayers)
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{
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return TouchControlHexahedron.D3D;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getFaceAxis()
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{
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return TouchControlHexahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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if( mPosition==null )
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{
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final float DIST1= 1.50f;
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final float DIST2= (1+2*REX_D)/2;
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final float DIST3= 1.53f;
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mPosition = new float[][]
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{
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{ +DIST2, -DIST2, +DIST3 },
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{ -DIST2, +DIST2, +DIST3 },
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{ +DIST2, +DIST2, -DIST3 },
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{ -DIST2, -DIST2, -DIST3 },
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{ +DIST2, +DIST3, -DIST2 },
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{ -DIST2, +DIST3, +DIST2 },
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{ +DIST2, -DIST3, +DIST2 },
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{ -DIST2, -DIST3, -DIST2 },
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{ +DIST3, +DIST2, -DIST2 },
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{ +DIST3, -DIST2, +DIST2 },
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{ -DIST3, +DIST2, +DIST2 },
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{ -DIST3, -DIST2, -DIST2 },
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{ +DIST2, +DIST2, +DIST3 },
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{ -DIST2, -DIST2, +DIST3 },
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{ +DIST2, -DIST2, -DIST3 },
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{ -DIST2, +DIST2, -DIST3 },
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{ -DIST2, +DIST3, -DIST2 },
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{ +DIST2, +DIST3, +DIST2 },
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{ -DIST2, -DIST3, +DIST2 },
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{ +DIST2, -DIST3, -DIST2 },
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{ +DIST3, +DIST2, +DIST2 },
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{ +DIST3, -DIST2, -DIST2 },
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{ -DIST3, +DIST2, -DIST2 },
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{ -DIST3, -DIST2, +DIST2 },
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{ +0.00f, +0.00f, +DIST3 },
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{ +0.00f, +0.00f, -DIST3 },
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{ +0.00f, +DIST3, +0.00f },
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{ +0.00f, -DIST3, +0.00f },
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{ +DIST3, +0.00f, +0.00f },
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{ -DIST3, +0.00f, +0.00f },
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{ +0.00f, +DIST1, +DIST1 },
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{ +DIST1, +0.00f, +DIST1 },
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{ +0.00f, -DIST1, +DIST1 },
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{ -DIST1, +0.00f, +DIST1 },
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{ +DIST1, +DIST1, +0.00f },
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{ +DIST1, -DIST1, +0.00f },
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{ -DIST1, -DIST1, +0.00f },
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{ -DIST1, +DIST1, +0.00f },
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{ +0.00f, +DIST1, -DIST1 },
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{ +DIST1, +0.00f, -DIST1 },
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{ +0.00f, -DIST1, -DIST1 },
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{ -DIST1, +0.00f, -DIST1 },
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};
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}
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return mPosition;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getCubitQuats(int cubit, int[] numLayers)
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{
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if( mQuatIndex==null )
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{
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mQuatIndex = new int[] {
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0,10, 9,11, 7, 1, 6, 4, 2, 5, 3, 8,
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0,10, 9,11, 7, 1, 6, 4, 2, 5, 3, 8,
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0, 9, 1, 4, 2, 3,
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0, 2,10, 8, 1, 4, 6, 7,11, 5, 9, 3
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};
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}
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return mObjectQuats[mQuatIndex[cubit]];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] getVertices(int variant)
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{
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if( variant==0 )
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{
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return new float[][] { {-0.10f,+0.70f,0},{-0.70f,+0.10f,0},{+0.65f,-0.71f,0},{+0.71f,-0.65f,0},{0,0.05f,-0.2f} };
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}
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else if( variant==1 )
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{
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return new float[][] { {-0.10f,-0.70f,0},{-0.70f,-0.10f,0},{+0.65f,+0.71f,0},{+0.71f,+0.65f,0},{0,-0.05f,-0.2f} };
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}
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else if( variant==2 )
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{
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float G = 3*REX_D;
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return new float[][] { { -G, 0, 0 },{ 0,-G, 0 },{ +G, 0, 0 },{ 0,+G,0 },{ 0, 0,-G} };
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}
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else
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{
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float E = 1.5f - 3*REX_D;
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float F = 1.5f;
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return new float[][] { { -F, 0, 0 },{ 0,-E, 0 },{ +F, 0, 0 },{ 0, 0,-E } };
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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if( variant==0 )
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{
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int[][] indices = { {0,1,2,3},{0,3,4},{3,2,4},{2,1,4},{1,0,4} };
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return new ObjectShape(getVertices(variant), indices);
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}
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else if( variant==1 )
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{
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int[][] indices = { {3,2,1,0},{4,3,0},{4,2,3},{4,1,2},{4,0,1} };
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return new ObjectShape(getVertices(variant), indices);
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}
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else if( variant==2 )
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{
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int[][] indices = { {0,1,2,3},{0,3,4},{3,2,4},{2,1,4},{1,0,4} };
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return new ObjectShape(getVertices(variant), indices);
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}
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else
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{
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int[][] indices = { {0,1,2}, {0,2,3}, {0,3,1}, {1,3,2} };
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return new ObjectShape(getVertices(variant), indices);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectFaceShape getObjectFaceShape(int variant)
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{
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if( variant==0 || variant==1 )
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{
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float height = isInIconMode() ? 0.001f : 0.02f;
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float G = (1-REX_D)*SQ2/2;
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int[] indices = { 0,1,1,1,1 };
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float[][] bands= { { height,10,G/3,0.5f,5,1,1},{ 0.001f,45,0.1f,0.1f,2,0,0} };
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return new ObjectFaceShape(bands,indices,null);
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}
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else if( variant==2 )
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{
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float height = isInIconMode() ? 0.001f : 0.025f;
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float G = 3*REX_D;
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int[] indices = { 0,1,1,1,1 };
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float[][] bands= { {height,10,G/2,0.5f,5,0,0},{0.001f,45,G/2,0.0f,2,0,0} };
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return new ObjectFaceShape(bands,indices,null);
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}
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else
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{
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float h1 = isInIconMode() ? 0.001f : 0.03f;
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float h2 = isInIconMode() ? 0.001f : 0.01f;
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float E = 1.5f - 3*REX_D;
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float F = 1.5f;
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float G = (float)Math.sqrt(E*E+F*F);
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int[] indices = { 0,0,1,1 };
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float[][] bands= { {h1,12,F/3,0.8f,5,2,3},{h2,45,G/3,0.2f,5,2,3} };
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return new ObjectFaceShape(bands,indices,null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectVertexEffects getVertexEffects(int variant)
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{
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if( variant==0 || variant==1 )
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{
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float[][] centers= { {0.0f,0.0f,(REX_D-1)*SQ2/2} };
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float[][] corners= { {0.03f,0.30f} };
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int[] indices = {-1,-1,0,0,-1};
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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}
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else if( variant==2 )
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{
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return null;
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}
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else
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{
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float[][] centers= { {0.0f,-1.5f,-1.5f} };
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float[][] corners= { {0.06f,0.20f} };
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int[] indices = { 0,-1,0,-1 };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getNumCubitVariants(int[] numLayers)
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{
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return 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getCubitVariant(int cubit, int[] numLayers)
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{
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return cubit<12 ? 0 : (cubit<24 ? 1 : (cubit<30?2:3));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerRadius()
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{
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return 0.09f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerStroke()
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{
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return isInIconMode() ? 0.25f : 0.12f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getStickerAngles()
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{
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final float F = (float)(Math.PI/20);
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return new float[][] { { F,-F/2,F },{0,0,0,0},{ -F,0,-F } };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getBasicAngles()
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{
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if( mBasicAngle==null )
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{
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int num = getNumLayers()[0];
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int[] tmp = new int[num];
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for(int i=0; i<num; i++) tmp[i] = 3;
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mBasicAngle = new int[][] { tmp,tmp,tmp,tmp };
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}
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return mBasicAngle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getShortName()
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{
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return ObjectType.REX_3.name();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectSignature getSignature()
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{
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return new ObjectSignature(ObjectSignatures.REX_3);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getObjectName()
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{
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return "Rex Cube";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getInventor()
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{
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return "Andrew Cormier";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getYearOfInvention()
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{
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return 2009;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getComplexity()
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{
|
432
|
return 3;
|
433
|
}
|
434
|
|
435
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
436
|
|
437
|
public String[][] getTutorials()
|
438
|
{
|
439
|
return new String[][]{
|
440
|
{"gb","noAQfWqlMbk","Rex Cube Tutorial","CrazyBadCuber"},
|
441
|
{"es","Q90x9rjLJzw","Resolver Cubo Rex","Cuby"},
|
442
|
{"ru","Dr9CLM6A3fU","Как собрать Рекс Куб","Алексей Ярыгин"},
|
443
|
{"fr","SvK1kf6c43c","Résolution du Rex Cube","Asthalis"},
|
444
|
{"de","AI4vtwpRkEQ","Rex Cube - Tutorial","GerCubing"},
|
445
|
{"pl","ffbFRnHglWY","Rex Cube TUTORIAL PL","MrUk"},
|
446
|
{"kr","B3ftZzHRQyU","렉스 큐브 해법","듀나메스 큐브 해법연구소"},
|
447
|
{"vn","5nE9Q7QmOP4","Tutorial N.87 - Rex Cube","Duy Thích Rubik"},
|
448
|
};
|
449
|
}
|
450
|
}
|