molekül bug gefixxt
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@@ -83,15 +83,15 @@ func obstacleReflect(particlePos rl.Vector2, particleSpeed *rl.Vector2, obstacle
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func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleListKey *sync.Mutex, obstacles *([MAXOBSTACLES](*quad)), particleRadius *float32, obstacleCount *int) {
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var particleSpeed = [MAXPOINTS]rl.Vector2{{0, -300}} //pixel pro Sekunde
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var timeIncrement float64 = 0.01
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var gravity rl.Vector2 = rl.Vector2{0, 300}
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var timeIncrement float64 = 0.03
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var gravity rl.Vector2 = rl.Vector2{0, 0 * 300}
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var newParticleList [MAXPOINTS]rl.Vector2
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var newParticleSpeed [MAXPOINTS]rl.Vector2
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var particleFriction float32 = 0.85
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var particleLadung int = -1
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var masse float32 = 0.1
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var electrostaticRange float32 = 50 //range wiie weit die kraftwirkung ist
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var electroStrength float32 = 5000
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var electroStrength float32 = 4000
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for j := float64(0); j < 50; {
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var startTime time.Time = time.Now()
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@@ -125,10 +125,10 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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overlap := minDist - dist
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currentPositions[i] = rl.Vector2Add(currentPositions[i], rl.Vector2Scale(colNormal, overlap*0.5))
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particleSpeed[i] = rl.Vector2Scale(rl.Vector2Reflect(particleSpeed[i], colNormal), particleFriction)
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particleSpeed[i] = rl.Vector2Add(rl.Vector2Scale(rl.Vector2Reflect(particleSpeed[i], colNormal), particleFriction), rl.Vector2Scale(colNormal, 12))
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}
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if dist < electrostaticRange {
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var tempForce rl.Vector2 = rl.Vector2Scale(diff, float32(particleLadung)*(electroStrength/(dist*dist*dist)))
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var tempForce rl.Vector2 = rl.Vector2Scale(diff, -float32(particleLadung)*(electroStrength/(dist*dist*dist)))
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electroForce = rl.Vector2Add(electroForce, tempForce)
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}
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newParticleSpeed[i] = rl.Vector2Add(
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