WIP: refactoring into Less
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a3646ca385
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261e1a8ac0
3 changed files with 105 additions and 60 deletions
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@ -17,12 +17,49 @@ type drawList struct {
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}
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func (d drawList) Less(i, j int) bool {
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// Deal with tombstones first, in case anything else thinks it
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// needs to go last.
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if d.list[i] == (tombstone{}) {
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return false
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}
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if d.list[j] == (tombstone{}) {
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return true
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}
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// Common logic for known interfaces (BoundingBoxer, ZPositioner), to
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// simplify Draw{Before,After} implementations.
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switch x := d.list[i].(type) {
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case BoundingBoxer:
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xb := x.BoundingBox()
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switch y := d.list[j].(type) {
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case BoundingBoxer:
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yb := y.BoundingBox()
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if xb.Min.Z >= yb.Max.Z { // x is in front of y
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return false
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}
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if xb.Max.Z <= yb.Min.Z { // x is behind y
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return true
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}
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if xb.Max.Y <= yb.Min.Y { // x is above y
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return false
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}
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if xb.Min.Y >= yb.Max.Y { // x is below y
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return true
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}
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case ZPositioner:
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return xb.Max.Z < y.ZPos() // x is before y
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}
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case ZPositioner:
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switch y := d.list[j].(type) {
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case BoundingBoxer:
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return x.ZPos() < y.BoundingBox().Min.Z
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case ZPositioner:
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return x.ZPos() < y.ZPos()
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}
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}
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// Fallback case: ask the components themselves
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return d.list[i].DrawBefore(d.list[j]) || d.list[j].DrawAfter(d.list[i])
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}
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@ -158,17 +158,19 @@ func (p *Prism) DrawAfter(x Drawer) bool {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if pb.Max.Z <= xb.Min.Z { // p is behind x
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return false
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}
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if pb.Min.Z >= xb.Max.Z { // p is in front of x
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return true
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}
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if pb.Min.Y >= xb.Max.Y { // p is below x
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return false
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}
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if pb.Max.Y <= xb.Min.Y { // p is above x
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return true
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if false {
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if pb.Max.Z <= xb.Min.Z { // p is behind x
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return false
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}
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if pb.Min.Z >= xb.Max.Z { // p is in front of x
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return true
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}
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if pb.Min.Y >= xb.Max.Y { // p is below x
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return false
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}
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if pb.Max.Y <= xb.Min.Y { // p is above x
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return true
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}
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}
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// The prism special
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split := p.m.topext[geom.North].X
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@ -183,8 +185,8 @@ func (p *Prism) DrawAfter(x Drawer) bool {
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return true
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}
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case ZPositioner:
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return pb.Min.Z > int(x.ZPos()) // p is after x
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//case ZPositioner:
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// return pb.Min.Z > x.ZPos() // p is after x
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}
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return false
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}
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@ -202,17 +204,19 @@ func (p *Prism) DrawBefore(x Drawer) bool {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if pb.Min.Z >= xb.Max.Z { // p is in front of x
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return false
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}
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if pb.Max.Z <= xb.Min.Z { // p is behind x
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return true
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}
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if pb.Max.Y <= xb.Min.Y { // p is above x
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return false
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}
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if pb.Min.Y >= xb.Max.Y { // p is below x
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return true
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if false {
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if pb.Min.Z >= xb.Max.Z { // p is in front of x
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return false
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}
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if pb.Max.Z <= xb.Min.Z { // p is behind x
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return true
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}
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if pb.Max.Y <= xb.Min.Y { // p is above x
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return false
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}
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if pb.Min.Y >= xb.Max.Y { // p is below x
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return true
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}
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}
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// The prism special
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split := p.m.topext[geom.North].X
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@ -227,8 +231,8 @@ func (p *Prism) DrawBefore(x Drawer) bool {
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return true
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}
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case ZPositioner:
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return pb.Max.Z < int(x.ZPos()) // p is before x
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//case ZPositioner:
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// return pb.Max.Z < x.ZPos() // p is before x
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}
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return false
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}
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@ -41,48 +41,52 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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// DrawAfter reports if the sprite should be drawn after x.
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func (s *Sprite) DrawAfter(x Drawer) bool {
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sb := s.BoundingBox()
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switch x := x.(type) {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if sb.Max.Z <= xb.Min.Z { // s is behind x
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return false
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if false {
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sb := s.BoundingBox()
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switch x := x.(type) {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if sb.Max.Z <= xb.Min.Z { // s is behind x
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return false
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}
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if sb.Min.Z >= xb.Max.Z { // s is in front of x
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return true
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}
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if sb.Min.Y >= xb.Max.Y { // s is below x
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return false
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}
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if sb.Max.Y <= xb.Min.Y { // s is above x
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return true
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}
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case ZPositioner:
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return sb.Min.Z > x.ZPos() // s is after
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}
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if sb.Min.Z >= xb.Max.Z { // s is in front of x
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return true
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}
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if sb.Min.Y >= xb.Max.Y { // s is below x
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return false
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}
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if sb.Max.Y <= xb.Min.Y { // s is above x
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return true
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}
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case ZPositioner:
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return sb.Min.Z > int(x.ZPos()) // s is after
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}
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return false
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}
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// DrawBefore reports if the sprite should be drawn before x.
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func (s *Sprite) DrawBefore(x Drawer) bool {
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sb := s.BoundingBox()
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switch x := x.(type) {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if sb.Min.Z >= xb.Max.Z { // s is in front of x
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return false
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if false {
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sb := s.BoundingBox()
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switch x := x.(type) {
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case BoundingBoxer:
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xb := x.BoundingBox()
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if sb.Min.Z >= xb.Max.Z { // s is in front of x
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return false
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}
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if sb.Max.Z <= xb.Min.Z { // s is behind x
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return true
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}
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if sb.Max.Y <= xb.Min.Y { // s is above x
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return false
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}
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if sb.Min.Y >= xb.Max.Y { // s is below x
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return true
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}
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case ZPositioner:
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return sb.Max.Z < x.ZPos() // s is before
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}
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if sb.Max.Z <= xb.Min.Z { // s is behind x
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return true
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}
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if sb.Max.Y <= xb.Min.Y { // s is above x
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return false
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}
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if sb.Min.Y >= xb.Max.Y { // s is below x
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return true
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}
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case ZPositioner:
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return sb.Max.Z < int(x.ZPos()) // s is before
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}
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return false
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}
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