Implementar figura WAVE_GRID (malla ondeante 3D) - Tecla W
- Nueva clase WaveGridShape con ecuaciones de onda 2D - Grid adaptativo según número de pelotas (1-N puntos) - Ecuación: z = A*sin(kx*x + phase)*cos(ky*y + phase) - Rotación lenta en Y + animación de fase rápida - Compatible con física spring-damper y z-sorting - Escalable con Numpad +/- 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -23,9 +23,10 @@
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#include "ball.h" // for Ball
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#include "external/dbgtxt.h" // for dbg_init, dbg_print
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#include "external/texture.h" // for Texture
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#include "shapes/sphere_shape.h" // for SphereShape
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#include "shapes/cube_shape.h" // for CubeShape
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#include "shapes/helix_shape.h" // for HelixShape
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#include "shapes/sphere_shape.h" // for SphereShape
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#include "shapes/cube_shape.h" // for CubeShape
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#include "shapes/helix_shape.h" // for HelixShape
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#include "shapes/wave_grid_shape.h" // for WaveGridShape
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// Función auxiliar para obtener la ruta del directorio del ejecutable
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std::string getExecutableDirectory() {
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@@ -1072,6 +1073,9 @@ void Engine::activateShape(ShapeType type) {
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case ShapeType::HELIX:
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active_shape_ = std::make_unique<HelixShape>();
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break;
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case ShapeType::WAVE_GRID:
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active_shape_ = std::make_unique<WaveGridShape>();
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break;
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// Futuras figuras se añadirán aquí
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default:
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active_shape_ = std::make_unique<SphereShape>(); // Fallback
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