Beispiel #1
0
        public void RotateComponent()
        {
            var d1 = SpaceEngineersApi.GetCubeDefinition(new MyObjectBuilderType(typeof(MyObjectBuilder_Thrust)), MyCubeSize.Large, "LargeBlockLargeThrust");
            Assert.AreEqual("DisplayName_Block_LargeThrust", d1.DisplayName, "Must match");
            Assert.AreEqual(MyCubeSize.Large, d1.CubeSize, "Must match");

            Assert.AreEqual(3, d1.Size.X, "Must match");
            Assert.AreEqual(2, d1.Size.Y, "Must match");
            Assert.AreEqual(4, d1.Size.Z, "Must match");

            //======//

            var orient = new SerializableBlockOrientation(Base6Directions.Direction.Forward, Base6Directions.Direction.Up);

            var f = Base6Directions.GetVector(orient.Forward);
            var u = Base6Directions.GetVector(orient.Up);

            var m = Matrix.CreateFromDir(f, u);
            var q = Quaternion.CreateFromRotationMatrix(m);

            var nf = Base6Directions.GetForward(q);
            var nu = Base6Directions.GetUp(q);

            // Test that Space Engineers orientation methods are working as expected. Forward is still Forward, Up is still Up.
            Assert.AreEqual(nf, orient.Forward, "Initial Orientation Forward must match.");
            Assert.AreEqual(nu, orient.Up, "Initial Orientation Forward must match.");

            //======//

            var v = d1.Size.ToVector3();
            var fV1 = Vector3.Transform(v, m);

            // Orientation of Forward/Up should provide the exact same dimentions as the original Component above.
            Assert.AreEqual(3, fV1.X, "Must match");
            Assert.AreEqual(2, fV1.Y, "Must match");
            Assert.AreEqual(4, fV1.Z, "Must match");

            //======//

            var newOrient = new SerializableBlockOrientation(Base6Directions.Direction.Down, Base6Directions.Direction.Right);

            var newM = Matrix.CreateFromDir(Base6Directions.GetVector(newOrient.Forward), Base6Directions.GetVector(newOrient.Up));

            var fV2 = Vector3.Transform(v, newM);

            // The reoriented Component size should now have changed.
            Assert.AreEqual(2, fV2.X, "Must match");
            Assert.AreEqual(4, fV2.Y, "Must match");
            Assert.AreEqual(3, fV2.Z, "Must match");

            //======//

            // Reducing complexity of code with Extension.
            var direction = new SerializableBlockOrientation(Base6Directions.Direction.Down, Base6Directions.Direction.Right);
            var fV3 = d1.Size.Transform(direction);

            // The reoriented Component size should now have changed.
            Assert.AreEqual(2, fV3.X, "Must match");
            Assert.AreEqual(4, fV3.Y, "Must match");
            Assert.AreEqual(3, fV3.Z, "Must match");
        }
 public static Vector3I Transform(this SerializableVector3I size, SerializableBlockOrientation orientation)
 {
     var matrix = Matrix.CreateFromDir(Base6Directions.GetVector(orientation.Forward), Base6Directions.GetVector(orientation.Up));
     var rotation = Quaternion.CreateFromRotationMatrix(matrix);
     return Vector3I.Transform(size.ToVector3I(), rotation);
 }
        private static SerializableBlockOrientation MirrorCubeOrientation(string subtypeName, SerializableBlockOrientation orientation, Mirror xMirror, Mirror yMirror, Mirror zMirror)
        {
            if (xMirror != Mirror.None)
            {
                #region X Symmetry mapping

                if (CornerRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Forward_Right];
                    }
                }
                else if (WindowFlatRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Down_Left];
                    }
                }
                else if (WindowCornerRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Up_Forward];
                    }
                }
                else if (WindowEdgeRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Left_Up];
                    }
                }
                else if (TubeCurvedRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Down_Left];
                        default: return orientation;
                    }
                }
                else
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Up_Left];
                    }
                }

                #endregion
            }
            else if (yMirror != Mirror.None)
            {
                #region Y Symmetry mapping

                if (CornerRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Up_Backward];
                    }
                }
                else if (WindowFlatRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Down_Left];
                    }
                }
                else if (WindowCornerRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Down_Forward];
                    }
                }
                else if (WindowEdgeRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Right_Down];
                    }
                }
                else if (TubeCurvedRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Left_Down];
                        default: return orientation;
                    }
                }
                else
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Down_Right];
                    }
                }

                #endregion
            }
            else if (zMirror != Mirror.None)
            {
                #region Z Symmetry mapping

                if (CornerRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Down_Forward];
                    }
                }
                else if (WindowFlatRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Right_Up]; //U
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Up_Left];
                    }
                }
                else if (WindowCornerRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Up_Backward];
                    }
                }
                else if (WindowEdgeRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Right_Up];
                    }
                }
                else if (TubeCurvedRotationBlocks.Contains(subtypeName))
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Up_Right];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Down_Right];
                        default: return orientation;
                    }
                }
                else
                {
                    var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                    switch (cubeType.Key)
                    {
                        case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Forward_Down];
                        case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Forward_Left];
                        case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Forward_Right];
                        case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Forward_Up];
                        case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                        case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                        case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Down_Left];
                        case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Down_Right];
                        case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Backward_Down];
                        case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Backward_Left];
                        case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Backward_Right];
                        case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Backward_Up];
                        case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                        case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Left_Down];
                        case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                        case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Left_Up];
                        case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                        case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Right_Down];
                        case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                        case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Right_Up];
                        case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                        case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                        case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Up_Left];
                        case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Up_Right];
                    }
                }

                //var cubeType = BaseOrientations.FirstOrDefault(x => x.Value.Forward == orientation.Forward && x.Value.Up == orientation.Up);
                //switch (cubeType.Key)
                //{
                //    case OrientType.Axis24_Backward_Down: return BaseOrientations[OrientType.Axis24_Backward_Down];
                //    case OrientType.Axis24_Backward_Left: return BaseOrientations[OrientType.Axis24_Backward_Left];
                //    case OrientType.Axis24_Backward_Right: return BaseOrientations[OrientType.Axis24_Backward_Right];
                //    case OrientType.Axis24_Backward_Up: return BaseOrientations[OrientType.Axis24_Backward_Up];
                //    case OrientType.Axis24_Down_Backward: return BaseOrientations[OrientType.Axis24_Down_Backward];
                //    case OrientType.Axis24_Down_Forward: return BaseOrientations[OrientType.Axis24_Down_Forward];
                //    case OrientType.Axis24_Down_Left: return BaseOrientations[OrientType.Axis24_Down_Left];
                //    case OrientType.Axis24_Down_Right: return BaseOrientations[OrientType.Axis24_Down_Right];
                //    case OrientType.Axis24_Forward_Down: return BaseOrientations[OrientType.Axis24_Forward_Down];
                //    case OrientType.Axis24_Forward_Left: return BaseOrientations[OrientType.Axis24_Forward_Left];
                //    case OrientType.Axis24_Forward_Right: return BaseOrientations[OrientType.Axis24_Forward_Right];
                //    case OrientType.Axis24_Forward_Up: return BaseOrientations[OrientType.Axis24_Forward_Up];
                //    case OrientType.Axis24_Left_Backward: return BaseOrientations[OrientType.Axis24_Left_Backward];
                //    case OrientType.Axis24_Left_Down: return BaseOrientations[OrientType.Axis24_Left_Down];
                //    case OrientType.Axis24_Left_Forward: return BaseOrientations[OrientType.Axis24_Left_Forward];
                //    case OrientType.Axis24_Left_Up: return BaseOrientations[OrientType.Axis24_Left_Up];
                //    case OrientType.Axis24_Right_Backward: return BaseOrientations[OrientType.Axis24_Right_Backward];
                //    case OrientType.Axis24_Right_Down: return BaseOrientations[OrientType.Axis24_Right_Down];
                //    case OrientType.Axis24_Right_Forward: return BaseOrientations[OrientType.Axis24_Right_Forward];
                //    case OrientType.Axis24_Right_Up: return BaseOrientations[OrientType.Axis24_Right_Up];
                //    case OrientType.Axis24_Up_Backward: return BaseOrientations[OrientType.Axis24_Up_Backward];
                //    case OrientType.Axis24_Up_Forward: return BaseOrientations[OrientType.Axis24_Up_Forward];
                //    case OrientType.Axis24_Up_Left: return BaseOrientations[OrientType.Axis24_Up_Left];
                //    case OrientType.Axis24_Up_Right: return BaseOrientations[OrientType.Axis24_Up_Right];
                //}

                #endregion
            }

            return orientation;
        }
 public static Vector3D Transform(this Vector3D vector, SerializableBlockOrientation orientation)
 {
     var matrix = MatrixD.CreateFromDir(Base6Directions.GetVector(orientation.Forward), Base6Directions.GetVector(orientation.Up));
     return Vector3D.Transform(vector, matrix);
 }