- 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; }
-
- static glm::tvec3<int> FaceNormal(Face face) {
- switch (face) {
- case FACE_UP:
- return { 0, 1, 0 };
- case FACE_DOWN:
- return { 0, -1, 0 };
- case FACE_RIGHT:
- return { 1, 0, 0 };
- case FACE_LEFT:
- return { -1, 0, 0 };
- case FACE_FRONT:
- return { 0, 0, 1 };
- case FACE_BACK:
- return { 0, 0, -1 };
- default:
- return { 0, 0, 0 };
+ const glm::mat4 &Transform() const noexcept { return orient2transform[orient]; }
+
+ Face GetFace() const noexcept { return Face(orient / TURN_COUNT); }
+ void SetFace(Face face) noexcept { orient = face * TURN_COUNT + GetTurn(); }
+ Turn GetTurn() const noexcept { return Turn(orient % TURN_COUNT); }
+ void SetTurn(Turn turn) noexcept { orient = GetFace() * TURN_COUNT + turn; }
+
+ Face OrientedFace(Face f) const noexcept { return orient2face[orient][f]; }
+
+ static Face Opposite(Face f) noexcept {
+ return Face(f ^ 1);
+ }
+
+ static glm::tvec3<int> FaceNormal(Face face) noexcept {
+ return face2normal[face];
+ }
+
+ static Face NormalFace(const glm::vec3 &norm) noexcept {
+ const glm::vec3 anorm(abs(norm));
+ if (anorm.x > anorm.y) {
+ if (anorm.x > anorm.z) {
+ return norm.x > 0.0f ? FACE_RIGHT : FACE_LEFT;
+ } else {
+ return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
+ }
+ } else {
+ if (anorm.y > anorm.z) {
+ return norm.y > 0.0f ? FACE_UP : FACE_DOWN;
+ } else {
+ return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
+ }