public static FaceOrientation OrientationFromPhi(float phi) { phi = FezMath.WrapAngle(phi); if (FezMath.AlmostEqual(phi, 0.0f)) { return(FaceOrientation.Front); } if (FezMath.AlmostEqual(phi, 1.570796f)) { return(FaceOrientation.Right); } if (FezMath.AlmostEqual(phi, -3.141593f)) { return(FaceOrientation.Back); } if (FezMath.AlmostEqual(phi, -1.570796f)) { return(FaceOrientation.Left); } else { return(FezMath.OrientationFromPhi(FezMath.SnapPhi(phi))); } }