+ 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 int Axis(Face f) noexcept {
+ switch (f) {
+ case FACE_UP:
+ case FACE_DOWN:
+ return 1;
+ default:
+ case FACE_RIGHT:
+ case FACE_LEFT:
+ return 0;
+ case FACE_FRONT:
+ case FACE_BACK:
+ return 2;
+ }
+ }
+
+ 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;
+ }
+ }
+ }
+
+ struct FaceSet {
+
+ explicit FaceSet(unsigned char v = 0)
+ : value(v) { }