Files
vibe3_physics/source/shapes/lissajous_shape.hpp
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

27 lines
1.3 KiB
C++

#pragma once
#include "shape.hpp"
// Figura: Curva de Lissajous 3D
// Comportamiento: Curva paramétrica 3D con rotación global y animación de fase
// Ecuaciones: x(t) = A*sin(freq_x*t + phase_x), y(t) = A*sin(freq_y*t), z(t) = A*sin(freq_z*t + phase_z)
class LissajousShape : public Shape {
private:
float freq_x_ = 0.0f; // Frecuencia en eje X
float freq_y_ = 0.0f; // Frecuencia en eje Y
float freq_z_ = 0.0f; // Frecuencia en eje Z
float phase_x_ = 0.0f; // Desfase X (animado)
float phase_z_ = 0.0f; // Desfase Z (animado)
float rotation_x_ = 0.0f; // Rotación global en eje X (rad)
float rotation_y_ = 0.0f; // Rotación global en eje Y (rad)
float amplitude_ = 0.0f; // Amplitud de la curva (píxeles)
int num_points_ = 0; // Cantidad total de puntos
public:
void generatePoints(int num_points, float screen_width, float screen_height) override;
void update(float delta_time, float screen_width, float screen_height) override;
void getPoint3D(int index, float& x, float& y, float& z) const override;
const char* getName() const override { return "LISSAJOUS"; }
float getScaleFactor(float screen_height) const override;
};