Files
vibe3_physics/source/shapes/atom_shape.cpp
Sergio c9bcce6f9b 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>
2026-03-21 10:52:07 +01:00

102 lines
3.8 KiB
C++

#include "atom_shape.hpp"
#include <algorithm>
#include <cmath>
#include "defines.hpp"
void AtomShape::generatePoints(int num_points, float screen_width, float screen_height) {
num_points_ = num_points;
nucleus_radius_ = screen_height * ATOM_NUCLEUS_RADIUS_FACTOR;
orbit_radius_ = screen_height * ATOM_ORBIT_RADIUS_FACTOR;
// Las posiciones se calculan en getPoint3D()
}
void AtomShape::update(float delta_time, float screen_width, float screen_height) {
// Recalcular dimensiones por si cambió resolución (F4)
nucleus_radius_ = screen_height * ATOM_NUCLEUS_RADIUS_FACTOR;
orbit_radius_ = screen_height * ATOM_ORBIT_RADIUS_FACTOR;
// Actualizar rotación global del átomo
angle_y_ += ATOM_ROTATION_SPEED_Y * delta_time;
// Actualizar fase de rotación de electrones en órbitas
orbit_phase_ += ATOM_ORBIT_ROTATION_SPEED * delta_time;
}
void AtomShape::getPoint3D(int index, float& x, float& y, float& z) const {
int num_orbits = static_cast<int>(ATOM_NUM_ORBITS);
// Calcular cuántos puntos para núcleo vs órbitas
int nucleus_points = (num_points_ < 10) ? 1 : (num_points_ / 10); // 10% para núcleo
nucleus_points = std::max(nucleus_points, 1);
// Si estamos en el núcleo
if (index < nucleus_points) {
// Distribuir puntos en esfera pequeña (núcleo)
float t = static_cast<float>(index) / static_cast<float>(nucleus_points);
float phi = acosf(1.0f - (2.0f * t));
float theta = PI * 2.0f * t * 3.61803398875f; // Golden ratio
float x_nuc = nucleus_radius_ * cosf(theta) * sinf(phi);
float y_nuc = nucleus_radius_ * sinf(theta) * sinf(phi);
float z_nuc = nucleus_radius_ * cosf(phi);
// Aplicar rotación global
float cos_y = cosf(angle_y_);
float sin_y = sinf(angle_y_);
x = x_nuc * cos_y - z_nuc * sin_y;
y = y_nuc;
z = x_nuc * sin_y + z_nuc * cos_y;
return;
}
// Puntos restantes: distribuir en órbitas
int orbit_points = num_points_ - nucleus_points;
int points_per_orbit = orbit_points / num_orbits;
points_per_orbit = std::max(points_per_orbit, 1);
int orbit_index = (index - nucleus_points) / points_per_orbit;
if (orbit_index >= num_orbits) {
orbit_index = num_orbits - 1;
}
int point_in_orbit = (index - nucleus_points) % points_per_orbit;
// Ángulo del electrón en su órbita
float electron_angle = (static_cast<float>(point_in_orbit) / static_cast<float>(points_per_orbit)) * 2.0f * PI;
electron_angle += orbit_phase_; // Añadir rotación animada
// Inclinación del plano orbital (cada órbita en ángulo diferente)
float orbit_tilt = (static_cast<float>(orbit_index) / static_cast<float>(num_orbits)) * PI;
// Posición del electrón en su órbita (plano XY local)
float x_local = orbit_radius_ * cosf(electron_angle);
float y_local = orbit_radius_ * sinf(electron_angle);
float z_local = 0.0f;
// Inclinar el plano orbital (rotación en eje X local)
float cos_tilt = cosf(orbit_tilt);
float sin_tilt = sinf(orbit_tilt);
float y_tilted = (y_local * cos_tilt) - (z_local * sin_tilt);
float z_tilted = (y_local * sin_tilt) + (z_local * cos_tilt);
// Aplicar rotación global del átomo (eje Y)
float cos_y = cosf(angle_y_);
float sin_y = sinf(angle_y_);
float x_rot = (x_local * cos_y) - (z_tilted * sin_y);
float z_rot = (x_local * sin_y) + (z_tilted * cos_y);
x = x_rot;
y = y_tilted;
z = z_rot;
}
auto AtomShape::getScaleFactor(float screen_height) const -> float {
// Factor de escala para física: proporcional al radio de órbita
// Radio órbita base = 72px (0.30 * 240px en resolución 320x240)
const float BASE_RADIUS = 72.0f;
float current_radius = screen_height * ATOM_ORBIT_RADIUS_FACTOR;
return current_radius / BASE_RADIUS;
}