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#include "voxel.h"
void face_to_vec(Face face, ivec3 out)
{
glm_ivec3_zero(out);
switch (face) {
case POS_X:
out[0] = 1;
break;
case NEG_X:
out[0] = -1;
break;
case POS_Y:
out[1] = 1;
break;
case NEG_Y:
out[1] = -1;
break;
case POS_Z:
out[2] = 1;
break;
case NEG_Z:
out[2] = -1;
break;
}
}
Face face_opposite(Face face)
{
switch (face) {
case POS_X:
return NEG_X;
case NEG_X:
return POS_X;
case POS_Y:
return NEG_Y;
case NEG_Y:
return POS_Y;
case POS_Z:
return NEG_Z;
case NEG_Z:
return POS_Z;
}
return 0;
}
void face_perpendicular(Face face, Face out[2])
{
switch (face) {
case POS_X:
out[0] = NEG_Z;
out[1] = NEG_Y;
break;
case NEG_X:
out[0] = POS_Y;
out[1] = POS_Z;
break;
case POS_Y:
out[0] = NEG_X;
out[1] = NEG_Z;
break;
case NEG_Y:
out[0] = POS_Z;
out[1] = POS_X;
break;
case POS_Z:
out[0] = NEG_Y;
out[1] = NEG_X;
break;
case NEG_Z:
out[0] = POS_X;
out[1] = POS_Y;
break;
}
}
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