Partikel reflektieren vom boden ab

This commit is contained in:
any
2026-05-10 19:20:08 +02:00
parent d015d0e930
commit fab91f3246
+5 -4
View File
@@ -8,6 +8,7 @@ import (
)
const MAXPOINTS = 100000
const PI = 3.141592653589793
type quad struct {
lu rl.Vector2
@@ -60,7 +61,7 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
var timeIncrement float64 = 0.01
var gravity rl.Vector2 = rl.Vector2{0, 150}
for j := float64(0); j < 5; {
for j := float64(0); j < 50; {
var startTime time.Time = time.Now()
particleListKey.Lock()
@@ -68,9 +69,9 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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 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(rl.Vector2Negate(particleSpeed[i]), normalFloor)
particleSpeed[i] = rl.Vector2Reflect(particleSpeed[i], normalFloor)
}
particleList[i] =
rl.Vector2Add(
@@ -124,7 +125,7 @@ func main() {
spawnParticlesAsGrid(particleWidth, particleHeight, particleColumnCount, particleRowCount, &particleList)
var floor quad = createRectangle(rl.Vector2{600, 700}, 600, 100, 0.5)
var floor quad = createRectangle(rl.Vector2{600, 700}, 1200, 100, 0*PI/8)
go physics(&particleList, particleCount, &particleListKey, &floor, &particleRadius)