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>
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@@ -1,7 +1,9 @@
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#include "lissajous_shape.hpp"
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#include "defines.hpp"
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#include <cmath>
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#include "defines.hpp"
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void LissajousShape::generatePoints(int num_points, float screen_width, float screen_height) {
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num_points_ = num_points;
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amplitude_ = screen_height * LISSAJOUS_SIZE_FACTOR;
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@@ -33,21 +35,21 @@ void LissajousShape::getPoint3D(int index, float& x, float& y, float& z) const {
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// x(t) = A * sin(freq_x * t + phase_x)
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// y(t) = A * sin(freq_y * t)
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// z(t) = A * sin(freq_z * t + phase_z)
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float x_local = amplitude_ * sinf(freq_x_ * t + phase_x_);
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float x_local = amplitude_ * sinf((freq_x_ * t) + phase_x_);
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float y_local = amplitude_ * sinf(freq_y_ * t);
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float z_local = amplitude_ * sinf(freq_z_ * t + phase_z_);
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float z_local = amplitude_ * sinf((freq_z_ * t) + phase_z_);
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// Aplicar rotación global en eje X
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float cos_x = cosf(rotation_x_);
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float sin_x = sinf(rotation_x_);
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float y_rot = y_local * cos_x - z_local * sin_x;
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float z_rot = y_local * sin_x + z_local * cos_x;
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float y_rot = (y_local * cos_x) - (z_local * sin_x);
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float z_rot = (y_local * sin_x) + (z_local * cos_x);
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// Aplicar rotación global en eje Y
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float cos_y = cosf(rotation_y_);
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float sin_y = sinf(rotation_y_);
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float x_final = x_local * cos_y - z_rot * sin_y;
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float z_final = x_local * sin_y + z_rot * cos_y;
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float x_final = (x_local * cos_y) - (z_rot * sin_y);
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float z_final = (x_local * sin_y) + (z_rot * cos_y);
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// Retornar coordenadas rotadas
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x = x_final;
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@@ -55,7 +57,7 @@ void LissajousShape::getPoint3D(int index, float& x, float& y, float& z) const {
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z = z_final;
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}
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float LissajousShape::getScaleFactor(float screen_height) const {
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auto LissajousShape::getScaleFactor(float screen_height) const -> float {
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// Factor de escala para física: proporcional a la amplitud de la curva
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// Amplitud base = 84px (0.35 * 240px en resolución 320x240)
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const float BASE_SIZE = 84.0f;
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