weird glitches durch den boden beim versuch bounces zu machen

This commit is contained in:
any
2026-05-10 19:01:57 +02:00
parent a64ba74e38
commit 7bde48730d
+59 -11
View File
@@ -9,6 +9,13 @@ import (
const MAXPOINTS = 100000
type quad struct {
lu rl.Vector2
ru rl.Vector2
rd rl.Vector2
ld rl.Vector2
}
func spawnParticlesAsGrid(particleWidth float32, particleHeight float32, particleColumnCount int, particleRowCount int, particleList *[MAXPOINTS]rl.Vector2) {
var particleLeftCornerPos rl.Vector2 = rl.Vector2{500, 300}
@@ -20,9 +27,37 @@ func spawnParticlesAsGrid(particleWidth float32, particleHeight float32, particl
}
}
func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleListKey *sync.Mutex) {
var particleSpeed rl.Vector2 = rl.Vector2{0, -300} //pixel pro Sekunde
var timeIncrement float64 = 0.0001
func createRectangle(centerPoint rl.Vector2, width float32, height float32, rotation float32) quad {
rectangle := quad{}
rectangle.lu = rl.Vector2Add(
centerPoint,
rl.Vector2Rotate(rl.Vector2{-0.5 * width, -0.5 * height},
rotation))
rectangle.ru = rl.Vector2Add(
centerPoint,
rl.Vector2Rotate(rl.Vector2{0.5 * width, -0.5 * height},
rotation))
rectangle.rd = rl.Vector2Add(
centerPoint,
rl.Vector2Rotate(rl.Vector2{0.5 * width, 0.5 * height},
rotation))
rectangle.ld = rl.Vector2Add(
centerPoint,
rl.Vector2Rotate(rl.Vector2{-0.5 * width, 0.5 * height},
rotation))
return rectangle
}
func drawRec(rectangle *quad) {
rl.DrawLineV((*rectangle).lu, (*rectangle).ru, rl.Black)
rl.DrawLineV((*rectangle).ru, (*rectangle).rd, rl.Black)
rl.DrawLineV((*rectangle).rd, (*rectangle).ld, rl.Black)
rl.DrawLineV((*rectangle).ld, (*rectangle).lu, rl.Black)
}
func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleListKey *sync.Mutex, floor *quad, particleRadius *float32) {
var particleSpeed = [MAXPOINTS]rl.Vector2{{0, -300}} //pixel pro Sekunde
var timeIncrement float64 = 0.01
var gravity rl.Vector2 = rl.Vector2{0, 150}
for j := float64(0); j < 5; {
@@ -31,25 +66,35 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
particleListKey.Lock()
for i := 0; i < particleCount; i++ {
if rl.CheckCollisionCircleLine(particleList[i], *particleRadius, floor.lu, floor.ru) {
var floorVector rl.Vector2 = rl.Vector2Subtract(floor.ru, floor.lu)
var normalFloor rl.Vector2 = rl.Vector2Rotate(floorVector, -90)
var collisionAngle float32 = 2 * rl.Vector2Angle(particleSpeed[i], normalFloor)
particleSpeed[i] = rl.Vector2Rotate(
particleSpeed[i],
collisionAngle)
}
particleList[i] =
rl.Vector2Add(
particleList[i],
rl.Vector2Scale(particleSpeed, float32(timeIncrement)))
rl.Vector2Scale(particleSpeed[i], float32(timeIncrement)))
particleSpeed[i] =
rl.Vector2Add(
particleSpeed[i],
rl.Vector2Scale(gravity, float32(timeIncrement)))
}
particleListKey.Unlock()
//fmt.Println(particleList)
particleSpeed =
rl.Vector2Add(
particleSpeed,
rl.Vector2Scale(gravity, float32(timeIncrement)))
j += timeIncrement
var endTime time.Time = time.Now()
var elapsed time.Duration = endTime.Sub(startTime)
var waitTime float64 = timeIncrement - elapsed.Seconds()
rl.WaitTime(waitTime)
println((waitTime / timeIncrement))
rl.ClearBackground(rl.RayWhite)
//rl.ClearBackground(rl.RayWhite)
}
}
@@ -80,7 +125,10 @@ func main() {
var particleList = [MAXPOINTS]rl.Vector2{}
spawnParticlesAsGrid(particleWidth, particleHeight, particleColumnCount, particleRowCount, &particleList)
go physics(&particleList, particleCount, &particleListKey)
var floor quad = createRectangle(rl.Vector2{600, 700}, 600, 100, 0)
go physics(&particleList, particleCount, &particleListKey, &floor, &particleRadius)
for !rl.WindowShouldClose() {
rl.ClearBackground(rl.RayWhite)
@@ -93,7 +141,7 @@ func main() {
}
particleListKey.Unlock()
drawRec(&floor)
rl.EndDrawing()
}