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