Partikel reflexion auf alle vier seiten verallgemeinert und in eine Funktion ausgelagert die durch alle obstacles durch geht und das übergebene partikel davon reflektiert

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any
2026-05-10 20:29:42 +02:00
parent fab91f3246
commit b9bfb11224
+40 -13
View File
@@ -8,6 +8,7 @@ import (
)
const MAXPOINTS = 100000
const MAXOBSTACLES = 20
const PI = 3.141592653589793
type quad struct {
@@ -56,23 +57,45 @@ func drawRec(rectangle *quad) {
rl.DrawLineV((*rectangle).ld, (*rectangle).lu, rl.Black)
}
func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleListKey *sync.Mutex, floor *quad, particleRadius *float32) {
func obstacleReflect(particlePos rl.Vector2, particleSpeed *rl.Vector2, obstacles *([MAXOBSTACLES](*quad)), particleRadius *float32, obstacleCount *int) {
for k := 0; k < *obstacleCount; k++ {
if rl.CheckCollisionCircleLine(particlePos, *particleRadius, (*((*obstacles)[k])).lu, (*((*obstacles)[k])).ru) {
var floorVector rl.Vector2 = rl.Vector2Subtract((*((*obstacles)[k])).ru, (*((*obstacles)[k])).lu)
var normalFloor rl.Vector2 = rl.Vector2Normalize(rl.Vector2Rotate(floorVector, -PI/2))
//var collisionAngle float32 = 2 * rl.Vector2Angle(rl.Vector2Negate(particleSpeed[i]), normalFloor)
*particleSpeed = rl.Vector2Reflect(*particleSpeed, normalFloor)
} else if rl.CheckCollisionCircleLine(particlePos, *particleRadius, (*((*obstacles)[k])).ru, (*((*obstacles)[k])).rd) {
var floorVector rl.Vector2 = rl.Vector2Subtract((*((*obstacles)[k])).rd, (*((*obstacles)[k])).ru)
var normalFloor rl.Vector2 = rl.Vector2Normalize(rl.Vector2Rotate(floorVector, -PI/2))
//var collisionAngle float32 = 2 * rl.Vector2Angle(rl.Vector2Negate(particleSpeed[i]), normalFloor)
*particleSpeed = rl.Vector2Reflect(*particleSpeed, normalFloor)
} else if rl.CheckCollisionCircleLine(particlePos, *particleRadius, (*((*obstacles)[k])).rd, (*((*obstacles)[k])).ld) {
var floorVector rl.Vector2 = rl.Vector2Subtract((*((*obstacles)[k])).ld, (*((*obstacles)[k])).rd)
var normalFloor rl.Vector2 = rl.Vector2Normalize(rl.Vector2Rotate(floorVector, -PI/2))
//var collisionAngle float32 = 2 * rl.Vector2Angle(rl.Vector2Negate(particleSpeed[i]), normalFloor)
*particleSpeed = rl.Vector2Reflect(*particleSpeed, normalFloor)
} else if rl.CheckCollisionCircleLine(particlePos, *particleRadius, (*((*obstacles)[k])).ld, (*((*obstacles)[k])).lu) {
var floorVector rl.Vector2 = rl.Vector2Subtract((*((*obstacles)[k])).lu, (*((*obstacles)[k])).ld)
var normalFloor rl.Vector2 = rl.Vector2Normalize(rl.Vector2Rotate(floorVector, -PI/2))
//var collisionAngle float32 = 2 * rl.Vector2Angle(rl.Vector2Negate(particleSpeed[i]), normalFloor)
*particleSpeed = rl.Vector2Reflect(*particleSpeed, normalFloor)
}
}
}
func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleListKey *sync.Mutex, obstacles *([MAXOBSTACLES](*quad)), particleRadius *float32, obstacleCount *int) {
var particleSpeed = [MAXPOINTS]rl.Vector2{{0, -300}} //pixel pro Sekunde
var timeIncrement float64 = 0.01
var gravity rl.Vector2 = rl.Vector2{0, 150}
var gravity rl.Vector2 = rl.Vector2{0, 300}
for j := float64(0); j < 50; {
var startTime time.Time = time.Now()
particleListKey.Lock()
(*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.Vector2Normalize(rl.Vector2Rotate(floorVector, -PI/2))
//var collisionAngle float32 = 2 * rl.Vector2Angle(rl.Vector2Negate(particleSpeed[i]), normalFloor)
particleSpeed[i] = rl.Vector2Reflect(particleSpeed[i], normalFloor)
}
obstacleReflect((*particleList)[i], &(particleSpeed[i]), obstacles, particleRadius, obstacleCount)
particleList[i] =
rl.Vector2Add(
particleList[i],
@@ -84,7 +107,7 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
rl.Vector2Scale(gravity, float32(timeIncrement)))
}
particleListKey.Unlock()
(*particleListKey).Unlock()
//fmt.Println(particleList)
j += timeIncrement
@@ -110,14 +133,15 @@ func main() {
rl.EndDrawing()
var particleWidth float32 = 300
var particleWidth float32 = 600
var particleHeight float32 = 200
var particleColumnCount int = 20
var particleRowCount int = 20
var particleRowCount int = 100
var particleCount int = particleRowCount * particleColumnCount
var particleRadius float32 = 5
var particleColor rl.Color = rl.Black
var particleListKey sync.Mutex
var obstacleCount int = 0
//var stepSize float32 = 10
@@ -126,8 +150,11 @@ func main() {
spawnParticlesAsGrid(particleWidth, particleHeight, particleColumnCount, particleRowCount, &particleList)
var floor quad = createRectangle(rl.Vector2{600, 700}, 1200, 100, 0*PI/8)
var obstacles = [MAXOBSTACLES]*quad{}
obstacles[0] = &floor
obstacleCount++
go physics(&particleList, particleCount, &particleListKey, &floor, &particleRadius)
go physics(&particleList, particleCount, &particleListKey, &obstacles, &particleRadius, &obstacleCount)
for !rl.WindowShouldClose() {
rl.ClearBackground(rl.RayWhite)