Parallelisierung von der kollision
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@@ -85,29 +85,47 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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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 newParticleList [MAXPOINTS]rl.Vector2
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var newParticleSpeed [MAXPOINTS]rl.Vector2
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for j := float64(0); j < 50; {
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var startTime time.Time = time.Now()
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(*particleListKey).Lock()
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// Snapshot der aktuellen Positionen für den parallelen Block (read-only)
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particleListKey.Lock()
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currentPositions := *particleList
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particleListKey.Unlock()
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for i := 0; i < particleCount; i++ {
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var wg sync.WaitGroup
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obstacleReflect((*particleList)[i], &(particleSpeed[i]), obstacles, particleRadius, obstacleCount)
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particleList[i] =
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rl.Vector2Add(
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particleList[i],
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for k := 0; k < particleCount; k++ {
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wg.Add(1)
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go func(i int) {
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defer wg.Done()
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// Jede Goroutine arbeitet nur auf Index i → kein Datenkonflikt
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obstacleReflect(currentPositions[i], &particleSpeed[i], obstacles, particleRadius, obstacleCount)
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newParticleList[i] = rl.Vector2Add(
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currentPositions[i],
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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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newParticleSpeed[i] = rl.Vector2Add(
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particleSpeed[i],
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rl.Vector2Scale(gravity, float32(timeIncrement)))
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}(k)
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}
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(*particleListKey).Unlock()
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wg.Wait()
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// Ergebnisse zurückschreiben — nur dieser Block muss gelockt sein
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particleListKey.Lock()
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*particleList = newParticleList
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particleListKey.Unlock()
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//fmt.Println(particleList)
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particleSpeed = newParticleSpeed
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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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