+
+const glm::mat4 Block::orient2transform[ORIENT_COUNT] = {
+ { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: up, turn: none
+ { 0, 0, -1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: up, turn: left
+ { -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: up, turn: around
+ { 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: up, turn: right
+ { 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: down, turn: none
+ { 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: down, turn: left
+ { -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: down, turn: around
+ { 0, 0, 1, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: down, turn: right
+ { 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: right, turn: none
+ { 0, -1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: right, turn: left
+ { 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: right, turn: around
+ { 0, -1, 0, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: right, turn: right
+ { 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: left, turn: none
+ { 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: left, turn: left
+ { 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: left, turn: around
+ { 0, 1, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: left, turn: right
+ { 1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: none
+ { 0, 0, -1, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: left
+ { -1, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: around
+ { 0, 0, 1, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: right
+ { 1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: none
+ { 0, 0, -1, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: left
+ { -1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: around
+ { 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: right
+};
+
+const glm::tvec3<int> Block::face2normal[FACE_COUNT] = {
+ { 0, 1, 0 },
+ { 0, -1, 0 },
+ { 1, 0, 0 },
+ { -1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+};
+
+const Block::Face Block::orient2face[ORIENT_COUNT][FACE_COUNT] = {
+ { FACE_UP, FACE_DOWN, FACE_RIGHT, FACE_LEFT, FACE_FRONT, FACE_BACK, }, // face: up, turn: none
+ { FACE_UP, FACE_DOWN, FACE_FRONT, FACE_BACK, FACE_LEFT, FACE_RIGHT, }, // face: up, turn: left
+ { FACE_UP, FACE_DOWN, FACE_LEFT, FACE_RIGHT, FACE_BACK, FACE_FRONT, }, // face: up, turn: around
+ { FACE_UP, FACE_DOWN, FACE_BACK, FACE_FRONT, FACE_RIGHT, FACE_LEFT, }, // face: up, turn: right
+ { FACE_DOWN, FACE_UP, FACE_RIGHT, FACE_LEFT, FACE_BACK, FACE_FRONT, }, // face: down, turn: none
+ { FACE_DOWN, FACE_UP, FACE_BACK, FACE_FRONT, FACE_LEFT, FACE_RIGHT, }, // face: down, turn: left
+ { FACE_DOWN, FACE_UP, FACE_LEFT, FACE_RIGHT, FACE_FRONT, FACE_BACK, }, // face: down, turn: around
+ { FACE_DOWN, FACE_UP, FACE_FRONT, FACE_BACK, FACE_RIGHT, FACE_LEFT, }, // face: down, turn: right
+ { FACE_LEFT, FACE_RIGHT, FACE_UP, FACE_DOWN, FACE_FRONT, FACE_BACK, }, // face: right, turn: none
+ { FACE_LEFT, FACE_RIGHT, FACE_FRONT, FACE_BACK, FACE_DOWN, FACE_UP, }, // face: right, turn: left
+ { FACE_LEFT, FACE_RIGHT, FACE_DOWN, FACE_UP, FACE_BACK, FACE_FRONT, }, // face: right, turn: around
+ { FACE_LEFT, FACE_RIGHT, FACE_BACK, FACE_FRONT, FACE_UP, FACE_DOWN, }, // face: right, turn: right
+ { FACE_RIGHT, FACE_LEFT, FACE_DOWN, FACE_UP, FACE_FRONT, FACE_BACK, }, // face: left, turn: none
+ { FACE_RIGHT, FACE_LEFT, FACE_FRONT, FACE_BACK, FACE_UP, FACE_DOWN, }, // face: left, turn: left
+ { FACE_RIGHT, FACE_LEFT, FACE_UP, FACE_DOWN, FACE_BACK, FACE_FRONT, }, // face: left, turn: around
+ { FACE_RIGHT, FACE_LEFT, FACE_BACK, FACE_FRONT, FACE_DOWN, FACE_UP, }, // face: left, turn: right
+ { FACE_BACK, FACE_FRONT, FACE_RIGHT, FACE_LEFT, FACE_UP, FACE_DOWN, }, // face: front, turn: none
+ { FACE_BACK, FACE_FRONT, FACE_UP, FACE_DOWN, FACE_LEFT, FACE_RIGHT, }, // face: front, turn: left
+ { FACE_BACK, FACE_FRONT, FACE_LEFT, FACE_RIGHT, FACE_DOWN, FACE_UP, }, // face: front, turn: around
+ { FACE_BACK, FACE_FRONT, FACE_DOWN, FACE_UP, FACE_RIGHT, FACE_LEFT, }, // face: front, turn: right
+ { FACE_FRONT, FACE_BACK, FACE_RIGHT, FACE_LEFT, FACE_DOWN, FACE_UP, }, // face: back, turn: none
+ { FACE_FRONT, FACE_BACK, FACE_DOWN, FACE_UP, FACE_LEFT, FACE_RIGHT, }, // face: back, turn: left
+ { FACE_FRONT, FACE_BACK, FACE_LEFT, FACE_RIGHT, FACE_UP, FACE_DOWN, }, // face: back, turn: around
+ { FACE_FRONT, FACE_BACK, FACE_UP, FACE_DOWN, FACE_RIGHT, FACE_LEFT, }, // face: back, turn: right
+};
+