const glm::mat4 &Transform() const;
- Face GetFace() const { return Face(orient / 4); }
+ Face GetFace() const { return Face(orient / TURN_COUNT); }
void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
- Turn GetTurn() const { return Turn(orient % 4); }
+ Turn GetTurn() const { return Turn(orient % TURN_COUNT); }
void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
+ static Face Opposite(Face f) {
+ return Face(f ^ 1);
+ }
+
static glm::tvec3<int> FaceNormal(Face face) {
switch (face) {
case FACE_UP:
}
}
+ struct FaceSet {
+
+ explicit FaceSet(unsigned char v = 0)
+ : value(v) { }
+
+ bool IsSet(Face f) const {
+ return value & Mask(f);
+ }
+ void Set(Face f) {
+ value |= Mask(f);
+ }
+ void Unset(Face f) {
+ value |= ~Mask(f);
+ }
+
+ void Clear() {
+ value = 0;
+ }
+ void Fill() {
+ value = Mask(FACE_COUNT) - 1;
+ }
+
+ bool Empty() const {
+ return value == 0;
+ }
+ bool All() const {
+ return value == Mask(FACE_COUNT) - 1;
+ }
+
+ unsigned char Mask(Face f) const {
+ return 1 << f;
+ }
+
+ unsigned char value;
+
+ };
+
};