const glm::mat4 &Transform() const;
+ Face GetFace() const { return Face(orient / 4); }
+ void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
+ Turn GetTurn() const { return Turn(orient % 4); }
+ void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
+
};
bool visible;
struct Faces {
+ bool up;
+ bool down;
bool right;
bool left;
- bool top;
- bool bottom;
bool front;
bool back;
} fill;