style: aplicar fixes de clang-tidy (todo excepto uppercase-literal-suffix)

Corregidos ~2570 issues automáticamente con clang-tidy --fix-errors
más ajustes manuales posteriores:

- modernize: designated-initializers, trailing-return-type, use-auto,
  avoid-c-arrays (→ std::array<>), use-ranges, use-emplace,
  deprecated-headers, use-equals-default, pass-by-value,
  return-braced-init-list, use-default-member-init
- readability: math-missing-parentheses, implicit-bool-conversion,
  braces-around-statements, isolate-declaration, use-std-min-max,
  identifier-naming, else-after-return, redundant-casting,
  convert-member-functions-to-static, make-member-function-const,
  static-accessed-through-instance
- performance: avoid-endl, unnecessary-value-param, type-promotion,
  inefficient-vector-operation
- dead code: XOR_KEY (orphan tras eliminar encryptData/decryptData),
  dead stores en engine.cpp y png_shape.cpp
- NOLINT justificado en 10 funciones con alta complejidad cognitiva
  (initialize, render, main, processEvents, update×3, performDemoAction,
  randomizeOnDemoStart, renderDebugHUD, AppLogo::update)

Compilación: gcc -Wall sin warnings. clang-tidy: 0 issues.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-21 10:52:07 +01:00
parent 4801f287df
commit c9bcce6f9b
71 changed files with 3469 additions and 2838 deletions

View File

@@ -3,39 +3,38 @@
#include <algorithm> // for std::min, std::max
#include <cmath> // for sqrt, atan2
#include "ball.hpp" // for Ball
#include "engine.hpp" // for Engine (si se necesita)
#include "scene/scene_manager.hpp" // for SceneManager
#include "state/state_manager.hpp" // for StateManager
#include "ui/ui_manager.hpp" // for UIManager
#include "ball.hpp" // for Ball
#include "engine.hpp" // for Engine (si se necesita)
#include "scene/scene_manager.hpp" // for SceneManager
#include "state/state_manager.hpp" // for StateManager
#include "ui/ui_manager.hpp" // for UIManager
BoidManager::BoidManager()
: engine_(nullptr)
, scene_mgr_(nullptr)
, ui_mgr_(nullptr)
, state_mgr_(nullptr)
, screen_width_(0)
, screen_height_(0)
, boids_active_(false)
, spatial_grid_(800, 600, BOID_GRID_CELL_SIZE) // Tamaño por defecto, se actualiza en initialize()
, separation_radius_(BOID_SEPARATION_RADIUS)
, alignment_radius_(BOID_ALIGNMENT_RADIUS)
, cohesion_radius_(BOID_COHESION_RADIUS)
, separation_weight_(BOID_SEPARATION_WEIGHT)
, alignment_weight_(BOID_ALIGNMENT_WEIGHT)
, cohesion_weight_(BOID_COHESION_WEIGHT)
, max_speed_(BOID_MAX_SPEED)
, min_speed_(BOID_MIN_SPEED)
, max_force_(BOID_MAX_FORCE)
, boundary_margin_(BOID_BOUNDARY_MARGIN)
, boundary_weight_(BOID_BOUNDARY_WEIGHT) {
: engine_(nullptr),
scene_mgr_(nullptr),
ui_mgr_(nullptr),
state_mgr_(nullptr),
screen_width_(0),
screen_height_(0),
boids_active_(false),
spatial_grid_(800, 600, BOID_GRID_CELL_SIZE) // Tamaño por defecto, se actualiza en initialize()
,
separation_radius_(BOID_SEPARATION_RADIUS),
alignment_radius_(BOID_ALIGNMENT_RADIUS),
cohesion_radius_(BOID_COHESION_RADIUS),
separation_weight_(BOID_SEPARATION_WEIGHT),
alignment_weight_(BOID_ALIGNMENT_WEIGHT),
cohesion_weight_(BOID_COHESION_WEIGHT),
max_speed_(BOID_MAX_SPEED),
min_speed_(BOID_MIN_SPEED),
max_force_(BOID_MAX_FORCE),
boundary_margin_(BOID_BOUNDARY_MARGIN),
boundary_weight_(BOID_BOUNDARY_WEIGHT) {
}
BoidManager::~BoidManager() {
}
BoidManager::~BoidManager() = default;
void BoidManager::initialize(Engine* engine, SceneManager* scene_mgr, UIManager* ui_mgr,
StateManager* state_mgr, int screen_width, int screen_height) {
void BoidManager::initialize(Engine* engine, SceneManager* scene_mgr, UIManager* ui_mgr, StateManager* state_mgr, int screen_width, int screen_height) {
engine_ = engine;
scene_mgr_ = scene_mgr;
ui_mgr_ = ui_mgr;
@@ -65,7 +64,8 @@ void BoidManager::activateBoids() {
auto& balls = scene_mgr_->getBallsMutable();
for (auto& ball : balls) {
// Dar velocidad inicial aleatoria si está quieto
float vx, vy;
float vx;
float vy;
ball->getVelocity(vx, vy);
if (vx == 0.0f && vy == 0.0f) {
// Velocidad aleatoria entre -60 y +60 px/s (time-based)
@@ -76,13 +76,15 @@ void BoidManager::activateBoids() {
}
// Mostrar notificación (solo si NO estamos en modo demo o logo)
if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
if ((state_mgr_ != nullptr) && (ui_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification("Modo boids");
}
}
void BoidManager::deactivateBoids(bool force_gravity_on) {
if (!boids_active_) return;
if (!boids_active_) {
return;
}
boids_active_ = false;
@@ -92,7 +94,7 @@ void BoidManager::deactivateBoids(bool force_gravity_on) {
}
// Mostrar notificación (solo si NO estamos en modo demo o logo)
if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
if ((state_mgr_ != nullptr) && (ui_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification("Modo física");
}
}
@@ -106,7 +108,9 @@ void BoidManager::toggleBoidsMode(bool force_gravity_on) {
}
void BoidManager::update(float delta_time) {
if (!boids_active_) return;
if (!boids_active_) {
return;
}
auto& balls = scene_mgr_->getBallsMutable();
@@ -114,8 +118,8 @@ void BoidManager::update(float delta_time) {
spatial_grid_.clear();
for (auto& ball : balls) {
SDL_FRect pos = ball->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
float center_x = pos.x + (pos.w / 2.0f);
float center_y = pos.y + (pos.h / 2.0f);
spatial_grid_.insert(ball.get(), center_x, center_y);
}
@@ -131,7 +135,8 @@ void BoidManager::update(float delta_time) {
// Actualizar posiciones con velocidades resultantes (time-based)
for (auto& ball : balls) {
float vx, vy;
float vx;
float vy;
ball->getVelocity(vx, vy);
SDL_FRect pos = ball->getPosition();
@@ -153,22 +158,24 @@ void BoidManager::applySeparation(Ball* boid, float delta_time) {
int count = 0;
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
float center_x = pos.x + (pos.w / 2.0f);
float center_y = pos.y + (pos.h / 2.0f);
// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
auto neighbors = spatial_grid_.queryRadius(center_x, center_y, separation_radius_);
for (Ball* other : neighbors) {
if (other == boid) continue; // Ignorar a sí mismo
if (other == boid) {
continue; // Ignorar a sí mismo
}
SDL_FRect other_pos = other->getPosition();
float other_x = other_pos.x + other_pos.w / 2.0f;
float other_y = other_pos.y + other_pos.h / 2.0f;
float other_x = other_pos.x + (other_pos.w / 2.0f);
float other_y = other_pos.y + (other_pos.h / 2.0f);
float dx = center_x - other_x;
float dy = center_y - other_y;
float distance = std::sqrt(dx * dx + dy * dy);
float distance = std::sqrt((dx * dx) + (dy * dy));
if (distance > 0.0f && distance < separation_radius_) {
// FASE 1.3: Separación más fuerte cuando más cerca (inversamente proporcional a distancia)
@@ -186,7 +193,8 @@ void BoidManager::applySeparation(Ball* boid, float delta_time) {
steer_y /= count;
// Aplicar fuerza de separación
float vx, vy;
float vx;
float vy;
boid->getVelocity(vx, vy);
vx += steer_x * separation_weight_ * delta_time;
vy += steer_y * separation_weight_ * delta_time;
@@ -201,25 +209,28 @@ void BoidManager::applyAlignment(Ball* boid, float delta_time) {
int count = 0;
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
float center_x = pos.x + (pos.w / 2.0f);
float center_y = pos.y + (pos.h / 2.0f);
// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
auto neighbors = spatial_grid_.queryRadius(center_x, center_y, alignment_radius_);
for (Ball* other : neighbors) {
if (other == boid) continue;
if (other == boid) {
continue;
}
SDL_FRect other_pos = other->getPosition();
float other_x = other_pos.x + other_pos.w / 2.0f;
float other_y = other_pos.y + other_pos.h / 2.0f;
float other_x = other_pos.x + (other_pos.w / 2.0f);
float other_y = other_pos.y + (other_pos.h / 2.0f);
float dx = center_x - other_x;
float dy = center_y - other_y;
float distance = std::sqrt(dx * dx + dy * dy);
float distance = std::sqrt((dx * dx) + (dy * dy));
if (distance < alignment_radius_) {
float other_vx, other_vy;
float other_vx;
float other_vy;
other->getVelocity(other_vx, other_vy);
avg_vx += other_vx;
avg_vy += other_vy;
@@ -233,13 +244,14 @@ void BoidManager::applyAlignment(Ball* boid, float delta_time) {
avg_vy /= count;
// Steering hacia la velocidad promedio
float vx, vy;
float vx;
float vy;
boid->getVelocity(vx, vy);
float steer_x = (avg_vx - vx) * alignment_weight_ * delta_time;
float steer_y = (avg_vy - vy) * alignment_weight_ * delta_time;
// Limitar fuerza máxima de steering
float steer_mag = std::sqrt(steer_x * steer_x + steer_y * steer_y);
float steer_mag = std::sqrt((steer_x * steer_x) + (steer_y * steer_y));
if (steer_mag > max_force_) {
steer_x = (steer_x / steer_mag) * max_force_;
steer_y = (steer_y / steer_mag) * max_force_;
@@ -258,22 +270,24 @@ void BoidManager::applyCohesion(Ball* boid, float delta_time) {
int count = 0;
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
float center_x = pos.x + (pos.w / 2.0f);
float center_y = pos.y + (pos.h / 2.0f);
// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
auto neighbors = spatial_grid_.queryRadius(center_x, center_y, cohesion_radius_);
for (Ball* other : neighbors) {
if (other == boid) continue;
if (other == boid) {
continue;
}
SDL_FRect other_pos = other->getPosition();
float other_x = other_pos.x + other_pos.w / 2.0f;
float other_y = other_pos.y + other_pos.h / 2.0f;
float other_x = other_pos.x + (other_pos.w / 2.0f);
float other_y = other_pos.y + (other_pos.h / 2.0f);
float dx = center_x - other_x;
float dy = center_y - other_y;
float distance = std::sqrt(dx * dx + dy * dy);
float distance = std::sqrt((dx * dx) + (dy * dy));
if (distance < cohesion_radius_) {
center_of_mass_x += other_x;
@@ -290,7 +304,7 @@ void BoidManager::applyCohesion(Ball* boid, float delta_time) {
// FASE 1.4: Normalizar dirección hacia el centro (CRÍTICO - antes no estaba normalizado!)
float dx_to_center = center_of_mass_x - center_x;
float dy_to_center = center_of_mass_y - center_y;
float distance_to_center = std::sqrt(dx_to_center * dx_to_center + dy_to_center * dy_to_center);
float distance_to_center = std::sqrt((dx_to_center * dx_to_center) + (dy_to_center * dy_to_center));
// Solo aplicar si hay distancia al centro (evitar división por cero)
if (distance_to_center > 0.1f) {
@@ -299,13 +313,14 @@ void BoidManager::applyCohesion(Ball* boid, float delta_time) {
float steer_y = (dy_to_center / distance_to_center) * cohesion_weight_ * delta_time;
// Limitar fuerza máxima de steering
float steer_mag = std::sqrt(steer_x * steer_x + steer_y * steer_y);
float steer_mag = std::sqrt((steer_x * steer_x) + (steer_y * steer_y));
if (steer_mag > max_force_) {
steer_x = (steer_x / steer_mag) * max_force_;
steer_y = (steer_y / steer_mag) * max_force_;
}
float vx, vy;
float vx;
float vy;
boid->getVelocity(vx, vy);
vx += steer_x;
vy += steer_y;
@@ -314,12 +329,12 @@ void BoidManager::applyCohesion(Ball* boid, float delta_time) {
}
}
void BoidManager::applyBoundaries(Ball* boid) {
void BoidManager::applyBoundaries(Ball* boid) const {
// NUEVA IMPLEMENTACIÓN: Bordes como obstáculos (repulsión en lugar de wrapping)
// Cuando un boid se acerca a un borde, se aplica una fuerza alejándolo
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
float center_x = pos.x + (pos.w / 2.0f);
float center_y = pos.y + (pos.h / 2.0f);
float steer_x = 0.0f;
float steer_y = 0.0f;
@@ -363,11 +378,12 @@ void BoidManager::applyBoundaries(Ball* boid) {
// Aplicar fuerza de repulsión si hay alguna
if (steer_x != 0.0f || steer_y != 0.0f) {
float vx, vy;
float vx;
float vy;
boid->getVelocity(vx, vy);
// Normalizar fuerza de repulsión (para que todas las direcciones tengan la misma intensidad)
float steer_mag = std::sqrt(steer_x * steer_x + steer_y * steer_y);
float steer_mag = std::sqrt((steer_x * steer_x) + (steer_y * steer_y));
if (steer_mag > 0.0f) {
steer_x /= steer_mag;
steer_y /= steer_mag;
@@ -381,12 +397,13 @@ void BoidManager::applyBoundaries(Ball* boid) {
}
}
void BoidManager::limitSpeed(Ball* boid) {
void BoidManager::limitSpeed(Ball* boid) const {
// Limitar velocidad máxima del boid
float vx, vy;
float vx;
float vy;
boid->getVelocity(vx, vy);
float speed = std::sqrt(vx * vx + vy * vy);
float speed = std::sqrt((vx * vx) + (vy * vy));
// Limitar velocidad máxima
if (speed > max_speed_) {