tidyups and exporting ZPositioner
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7c16de018d
commit
dd889e17a0
4 changed files with 41 additions and 36 deletions
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@ -127,3 +127,11 @@ type Transformer interface {
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type Updater interface {
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Update() error
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}
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// ZPositioner components opt into a simpler method of determining draw order
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// than DrawAfter/DrawBefore. Drawer implementations should handle the
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// ZPositioner case as though the component were a flat infinite plane given by
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// z = ZPos().
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type ZPositioner interface {
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ZPos() int
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}
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@ -40,33 +40,30 @@ func (h *Hidden) Hide() { *h = true }
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// Show sets h to false.
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func (h *Hidden) Show() { *h = false }
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// ZPosition implements DrawAfter and DrawPosition as a simple Z coordinate.
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// ZPosition implements DrawAfter and DrawBefore using only Z information.
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type ZPosition int
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// DrawAfter reports if z >= x.Max.Z.
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func (z ZPosition) DrawAfter(x Drawer) bool {
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switch d := x.(type) {
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switch x := x.(type) {
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case BoundingBoxer:
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return int(z) >= d.BoundingBox().Max.Z
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case zpositioner:
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return z.zposition() > d.zposition()
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return int(z) >= x.BoundingBox().Max.Z
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case ZPositioner:
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return z.ZPos() > x.ZPos()
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}
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return false
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}
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// DrawBefore reports if z < x.Min.Z.
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func (z ZPosition) DrawBefore(x Drawer) bool {
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switch d := x.(type) {
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switch x := x.(type) {
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case BoundingBoxer:
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return int(z) < d.BoundingBox().Min.Z
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case zpositioner:
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return z.zposition() < d.zposition()
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return int(z) < x.BoundingBox().Min.Z
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case ZPositioner:
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return z.ZPos() < x.ZPos()
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}
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return false
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}
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func (z ZPosition) zposition() int { return int(z) }
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type zpositioner interface {
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zposition() int
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}
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// ZPos returns itself.
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func (z ZPosition) ZPos() int { return int(z) }
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@ -148,15 +148,15 @@ func (p *Prism) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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// DrawAfter reports if the prism should be drawn after x.
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func (p *Prism) DrawAfter(x Drawer) bool {
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pb := p.BoundingBox()
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switch d := x.(type) {
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switch x := x.(type) {
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case *Prism:
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// Fast path for other prisms
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if p.pos.Z == d.pos.Z {
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return p.pos.Y < d.pos.Y
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if p.pos.Z == x.pos.Z {
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return p.pos.Y < x.pos.Y
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}
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return p.pos.Z > d.pos.Z
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return p.pos.Z > x.pos.Z
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case BoundingBoxer:
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xb := d.BoundingBox()
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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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@ -183,8 +183,8 @@ 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(d.zposition()) // p is after x
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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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}
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return false
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}
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@ -192,15 +192,15 @@ func (p *Prism) DrawAfter(x Drawer) bool {
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// DrawBefore reports if the prism should be drawn before x.
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func (p *Prism) DrawBefore(x Drawer) bool {
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pb := p.BoundingBox()
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switch d := x.(type) {
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switch x := x.(type) {
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case *Prism:
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// Fast path for other prisms
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if p.pos.Z == d.pos.Z {
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return p.pos.Y > d.pos.Y
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if p.pos.Z == x.pos.Z {
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return p.pos.Y > x.pos.Y
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}
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return p.pos.Z < d.pos.Z
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return p.pos.Z < x.pos.Z
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case BoundingBoxer:
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xb := d.BoundingBox()
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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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@ -225,8 +225,8 @@ func (p *Prism) DrawBefore(x Drawer) bool {
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if pb.Min.Z+threshold <= xb.Min.Z { // x is in front of the front half of p
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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(d.zposition()) // p is before x
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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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}
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return false
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}
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@ -42,9 +42,9 @@ 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 d := x.(type) {
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switch x := x.(type) {
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case BoundingBoxer:
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xb := d.BoundingBox()
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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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@ -57,8 +57,8 @@ func (s *Sprite) DrawAfter(x Drawer) bool {
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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(d.zposition()) // s is after
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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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@ -66,9 +66,9 @@ func (s *Sprite) DrawAfter(x Drawer) bool {
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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 d := x.(type) {
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switch x := x.(type) {
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case BoundingBoxer:
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xb := d.BoundingBox()
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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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@ -81,8 +81,8 @@ func (s *Sprite) DrawBefore(x Drawer) bool {
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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(d.zposition()) // s is before
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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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