Separate out concrete part of world
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@@ -68,7 +68,7 @@ addGibsAtDir dir minh maxh col p w = foldl' (flip $ addGib4 p col) w (zip4 vels
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addGib4 :: Point2 -> Color -> (Point2, Float, Q.Quaternion Float, Float)
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-> World -> World
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addGib4 p col (v,zs,q,h) = plNew props prID (aGib & prPos .~ p +.+ (5 *.* normalizeV v)
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addGib4 p col (v,zs,q,h) = plNew (cWorld . props) prID (aGib & prPos .~ p +.+ (5 *.* normalizeV v)
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& prColor .~ col
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& prVel .~ v
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& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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@@ -79,7 +79,7 @@ addGib4 p col (v,zs,q,h) = plNew props prID (aGib & prPos .~ p +.+ (5 *.* normal
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addGibAt :: Float -> Color -> Point2 -> World -> World
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addGibAt h col p w = w
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& plNew props prID gib
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& plNew (cWorld . props) prID gib
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& randGen .~ newg
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where
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(gib,newg) = runState f $ _randGen w
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@@ -100,7 +100,7 @@ addGibAt h col p w = w
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addGibAtDir :: Float -> Float -> Color -> Point2 -> World -> World
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addGibAtDir dir h col p w = w
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& plNew props prID gib
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& plNew (cWorld . props) prID gib
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& randGen .~ newg
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where
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(gib,newg) = runState f $ _randGen w
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