Simplify dust update
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+2
-2
@@ -852,14 +852,14 @@ updateDust w c
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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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-- foldl' (dustSpringVel c) (_dsVel c) (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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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 = 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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