Files
PartikelSim/main.go
T

101 lines
2.7 KiB
Go

package main
import (
"sync"
"time"
rl "github.com/gen2brain/raylib-go/raylib"
)
const MAXPOINTS = 100000
func spawnParticlesAsGrid(particleWidth float32, particleHeight float32, particleColumnCount int, particleRowCount int, particleList *[MAXPOINTS]rl.Vector2) {
var particleLeftCornerPos rl.Vector2 = rl.Vector2{500, 300}
for y := 0; y < (particleColumnCount); y++ {
for x := 0; x < particleRowCount; x++ {
newParticle := rl.NewVector2(particleWidth*(float32(x)/float32(particleRowCount))+particleLeftCornerPos.X, particleHeight*(float32(y)/float32(particleColumnCount))+particleLeftCornerPos.Y)
particleList[y*particleRowCount+x] = newParticle
}
}
}
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
var gravity rl.Vector2 = rl.Vector2{0, 150}
for j := float64(0); j < 5; {
var startTime time.Time = time.Now()
particleListKey.Lock()
for i := 0; i < particleCount; i++ {
particleList[i] =
rl.Vector2Add(
particleList[i],
rl.Vector2Scale(particleSpeed, 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)
}
}
func main() {
rl.InitWindow(1200, 800, "raylib [core] example - basic window")
defer rl.CloseWindow()
rl.SetTargetFPS(120)
rl.BeginDrawing()
rl.WaitTime(1)
rl.ClearBackground(rl.RayWhite)
rl.DrawText("Congrats! You created your first window!", 190, 200, 20, rl.LightGray)
rl.EndDrawing()
var particleWidth float32 = 300
var particleHeight float32 = 200
var particleColumnCount int = 20
var particleRowCount int = 20
var particleCount int = particleRowCount * particleColumnCount
var particleRadius float32 = 5
var particleColor rl.Color = rl.Black
var particleListKey sync.Mutex
//var stepSize float32 = 10
var particleList = [MAXPOINTS]rl.Vector2{}
spawnParticlesAsGrid(particleWidth, particleHeight, particleColumnCount, particleRowCount, &particleList)
go physics(&particleList, particleCount, &particleListKey)
for !rl.WindowShouldClose() {
rl.ClearBackground(rl.RayWhite)
particleListKey.Lock()
rl.BeginDrawing()
for i := 0; i < particleCount; i++ {
rl.DrawCircleV(particleList[i], particleRadius, particleColor)
}
particleListKey.Unlock()
rl.EndDrawing()
}
}