+ 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; }