Simplify clouds
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+4
-4
@@ -808,10 +808,10 @@ updateCloud w c
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springVels = foldl' (clClSpringVel c) (_clVel c) (clsNearPoint oldPos2 w)
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springVels = foldl' (clClSpringVel c) (_clVel c) (clsNearPoint oldPos2 w)
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oldPos@(V3 _ _ opz) = _clPos c
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oldPos@(V3 _ _ opz) = _clPos c
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oldPos2 = stripZ oldPos
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oldPos2 = stripZ oldPos
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newPos@(V3 _ _ npz) = oldPos +.+.+ newVel
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newPos@(V3 _ _ npz) = oldPos + newVel
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newPos2 = stripZ newPos
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newPos2 = stripZ newPos
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hitWl = bouncePoint (const True) 1 oldPos2 newPos2 w
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hitWl = bouncePoint (const True) 1 oldPos2 newPos2 w
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finalPos = addZ (max 1 $ min 90 npz) $ maybe newPos2 fst hitWl
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finalPos = addZ (min 90 npz) $ maybe newPos2 fst hitWl
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finalVel = addZ nvz $ maybe newVel2 snd hitWl
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finalVel = addZ nvz $ maybe newVel2 snd hitWl
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updateDust :: World -> Dust -> Maybe Dust
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updateDust :: World -> Dust -> Maybe Dust
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@@ -831,11 +831,11 @@ updateDust w c
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newPos@(V3 _ _ npz) = oldPos + v
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newPos@(V3 _ _ npz) = oldPos + v
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newPos2 = stripZ newPos
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newPos2 = stripZ newPos
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hitWl = bouncePoint (const True) 1 oldPos2 newPos2 w
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hitWl = bouncePoint (const True) 1 oldPos2 newPos2 w
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finalpos = addZ (max 1 $ min 90 npz) $ maybe newPos2 fst hitWl
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finalpos = addZ (max 1 npz) $ maybe newPos2 fst hitWl
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clClSpringVel :: Cloud -> Point3 -> Cloud -> Point3
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clClSpringVel :: Cloud -> Point3 -> Cloud -> Point3
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clClSpringVel a v b
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clClSpringVel a v b
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| dist3 pa pb < radDist = v +.+.+ 0.1 *.*.* normalizeV3 (pa -.-.- pb)
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| dist3 pa pb < radDist = v + 0.1 *^ normalizeV3 (pa - pb)
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| otherwise = v
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| otherwise = v
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where
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where
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pa = _clPos a
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pa = _clPos a
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