back / yellow:
|----+----+---| | 24 | 15 | 6 | |----+----+---| | 21 | 12 | 3 | |----+----+---| | 18 | 9 | 0 | |----+----+---|
front / white:
|---+----+----| | 8 | 17 | 26 | |---+----+----| | 5 | 14 | 23 | |---+----+----| | 2 | 11 | 20 | |---+----+----|
right / red:
|----+----+----| | 26 | 25 | 24 | |----+----+----| | 23 | 22 | 21 | |----+----+----| | 20 | 19 | 18 | |----+----+----|
left / orange:
|---+---+---| | 6 | 7 | 8 | |---+---+---| | 3 | 4 | 5 | |---+---+---| | 0 | 1 | 2 | |---+---+---|
top / blue:
- y - |---+----+----| | 6 | 15 | 24 | |---+----+----| | 7 | 16 | 25 | |---+----+----| | 8 | 17 | 26 | |---+----+----| - w -
bottom / green:
- y - |----+----+---| | 18 | 9 | 0 | |----+----+---| | 19 | 10 | 1 | |----+----+---| | 20 | 11 | 2 | |----+----+---| - w - - w - |---+----+----| | 2 | 11 | 20 | |---+----+----| | 1 | 10 | 19 | |---+----+----| | 0 | 9 | 18 | |---+----+----| - y -
rotCubieX, where X is:
|----+---+----| | TL | T | TR | |----+---+----| | L | C | R | |----+---+----| | BL | B | BR | |----+---+----|
centerCubieIndexes = [4, 10, 12, 14, 16, 22];
cubiesMeshes[0]; // back - bottom right
cubiesMeshes[1]; // left - bottom middle
cubiesMeshes[2]; // front - bottom left
cubiesMeshes[3]; // back - right middle
cubiesMeshes[4]; // left - center
cubiesMeshes[5]; // front - left middle
cubiesMeshes[6]; // back - top right
cubiesMeshes[7]; // left - top middle
cubiesMeshes[8]; // front - top left
cubiesMeshes[9]; // back - bottom middle
cubiesMeshes[10]; // down (bottom) - center
cubiesMeshes[11]; // front - bottom middle
cubiesMeshes[12]; // back - center
cubiesMeshes[13]; // inner center of cube
cubiesMeshes[14]; // front - center
cubiesMeshes[15]; // back - top middle
cubiesMeshes[16]; // up (top) - center
cubiesMeshes[17]; // front - top middle
cubiesMeshes[18]; // back - bottom left
cubiesMeshes[19]; // right - bottom middle
cubiesMeshes[20]; // front - bottom right
cubiesMeshes[21]; // back - left middle
cubiesMeshes[22]; // right - center
cubiesMeshes[23]; // front - right middle
cubiesMeshes[24]; // back - top left
cubiesMeshes[25]; // right - top middle
cubiesMeshes[26]; // front - top right