Cleanup
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+7
-16
@@ -831,7 +831,8 @@ updateGas w c
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newVel@(V3 _ _ nvz) = (0.95 *^ springVels) + V3 0 0 (0.01 * vertVel)
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newVel2 = stripZ newVel
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vertVel = min 5 $ 20 - opz
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springVels = foldl' (gasGasSpringVel c) (_gsVel c) (gassesNearPoint oldPos2 w)
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springVels = c ^. gsPos
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+ alaf Sum foldMap (radiusSpring 10 oldPos . _gsPos) (gassesNearPoint oldPos2 w)
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oldPos@(V3 _ _ opz) = _gsPos c
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oldPos2 = stripZ oldPos
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newPos@(V3 _ _ npz) = oldPos + newVel
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@@ -846,35 +847,25 @@ updateDust w c
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| otherwise =
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Just $
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c
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& dsPos .~ finalpos
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& dsPos +~ newvel
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& dsPos . _z %~ max 1
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& dsVel .~ newvel
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& dsTimer -~ 1
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where
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v@(V3 _ _ vz) = c ^. dsVel + sum (map (radiusSpring 10 oldPos . _dsPos)
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(dssNearPoint oldPos2 w))
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v@(V3 _ _ vz) = c ^. dsVel
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+ alaf Sum foldMap (radiusSpring 10 oldPos . _dsPos) (dssNearPoint oldPos2 w)
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newvel = 0.95 * (maybe v (addZ vz . snd) hitWl - V3 0 0 0.05)
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oldPos = _dsPos c
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oldPos2 = stripZ oldPos
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newPos@(V3 _ _ npz) = oldPos + v
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newPos = oldPos + v
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newPos2 = stripZ newPos
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hitWl = bouncePoint (const True) 1 oldPos2 newPos2 w
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--finalpos = addZ (max 1 npz) $ maybe newPos2 fst hitWl
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finalpos = oldPos + newvel & _z %~ max 1
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radiusSpring :: Float -> Point3 -> Point3 -> Point3
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radiusSpring r a b
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| dist3 a b < r = 0.1 *^ normalizeV3 (a - b)
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| otherwise = 0
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gasGasSpringVel :: Gas -> Point3 -> Gas -> Point3
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gasGasSpringVel a v b
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| dist3 pa pb < radDist = v + 0.1 *^ normalizeV3 (pa - pb)
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| otherwise = v
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where
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pa = _gsPos a
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pb = _gsPos b
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radDist = 10
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simpleCrSprings :: World -> World
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simpleCrSprings w =
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IM.foldl' (flip crSpring) w $
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