Files
vibe3_physics/source/shapes/helix_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

62 lines
2.3 KiB
C++

#include "helix_shape.hpp"
#include <cmath>
#include "defines.hpp"
void HelixShape::generatePoints(int num_points, float screen_width, float screen_height) {
num_points_ = num_points;
radius_ = screen_height * HELIX_RADIUS_FACTOR;
pitch_ = screen_height * HELIX_PITCH_FACTOR;
total_height_ = pitch_ * HELIX_NUM_TURNS;
// Las posiciones 3D se calculan en getPoint3D() usando ecuaciones paramétricas
}
void HelixShape::update(float delta_time, float screen_width, float screen_height) {
// Recalcular dimensiones por si cambió resolución (F4)
radius_ = screen_height * HELIX_RADIUS_FACTOR;
pitch_ = screen_height * HELIX_PITCH_FACTOR;
total_height_ = pitch_ * HELIX_NUM_TURNS;
// Actualizar rotación en eje Y (horizontal)
angle_y_ += HELIX_ROTATION_SPEED_Y * delta_time;
// Actualizar fase para animación vertical (efecto "subiendo/bajando")
phase_offset_ += HELIX_PHASE_SPEED * delta_time;
}
void HelixShape::getPoint3D(int index, float& x, float& y, float& z) const {
// Parámetro t: distribuir uniformemente de 0 a (2π * num_turns)
float t = (static_cast<float>(index) / static_cast<float>(num_points_)) * (2.0f * PI * HELIX_NUM_TURNS);
// Ecuaciones paramétricas de hélice
// x = radius * cos(t)
// y = pitch * (t / 2π) + phase_offset (altura proporcional al ángulo)
// z = radius * sin(t)
float x_base = radius_ * cosf(t);
float y_base = (pitch_ * (t / (2.0f * PI))) + (sinf(phase_offset_) * pitch_ * 0.3f);
float z_base = radius_ * sinf(t);
// Centrar verticalmente: restar mitad de altura total
y_base -= total_height_ * 0.5f;
// Aplicar rotación en eje Y (horizontal)
float cos_y = cosf(angle_y_);
float sin_y = sinf(angle_y_);
float x_rot = (x_base * cos_y) - (z_base * sin_y);
float z_rot = (x_base * sin_y) + (z_base * cos_y);
// Retornar coordenadas finales
x = x_rot;
y = y_base;
z = z_rot;
}
auto HelixShape::getScaleFactor(float screen_height) const -> float {
// Factor de escala para física: proporcional a la dimensión mayor (altura total)
// Altura base = 180px para 3 vueltas con pitch=0.25 en 240px de altura (180 = 240 * 0.25 * 3)
const float BASE_HEIGHT = 180.0f;
float current_height = screen_height * HELIX_PITCH_FACTOR * HELIX_NUM_TURNS;
return current_height / BASE_HEIGHT;
}