Files
vibe3_physics/source/shapes/sphere_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

61 lines
2.2 KiB
C++

#include "sphere_shape.hpp"
#include <cmath>
#include "defines.hpp"
void SphereShape::generatePoints(int num_points, float screen_width, float screen_height) {
num_points_ = num_points;
radius_ = screen_height * ROTOBALL_RADIUS_FACTOR;
// Las posiciones 3D se calculan en getPoint3D() usando Fibonacci Sphere
}
void SphereShape::update(float delta_time, float screen_width, float screen_height) {
// Recalcular radio por si cambió resolución (F4)
radius_ = screen_height * ROTOBALL_RADIUS_FACTOR;
// Actualizar ángulos de rotación
angle_y_ += ROTOBALL_ROTATION_SPEED_Y * delta_time;
angle_x_ += ROTOBALL_ROTATION_SPEED_X * delta_time;
}
void SphereShape::getPoint3D(int index, float& x, float& y, float& z) const {
// Algoritmo Fibonacci Sphere para distribución uniforme
const float GOLDEN_RATIO = (1.0f + sqrtf(5.0f)) / 2.0f;
const float ANGLE_INCREMENT = PI * 2.0f * GOLDEN_RATIO;
float t = static_cast<float>(index) / static_cast<float>(num_points_);
float phi = acosf(1.0f - (2.0f * t)); // Latitud
float theta = ANGLE_INCREMENT * static_cast<float>(index); // Longitud
// Convertir coordenadas esféricas a cartesianas
float x_base = cosf(theta) * sinf(phi) * radius_;
float y_base = sinf(theta) * sinf(phi) * radius_;
float z_base = cosf(phi) * radius_;
// Aplicar rotación en eje Y
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);
// Aplicar rotación en eje X
float cos_x = cosf(angle_x_);
float sin_x = sinf(angle_x_);
float y_rot = (y_base * cos_x) - (z_rot * sin_x);
float z_final = (y_base * sin_x) + (z_rot * cos_x);
// Retornar coordenadas finales rotadas
x = x_rot;
y = y_rot;
z = z_final;
}
auto SphereShape::getScaleFactor(float screen_height) const -> float {
// Factor de escala para física: proporcional al radio
// Radio base = 80px (resolución 320x240)
const float BASE_RADIUS = 80.0f;
float current_radius = screen_height * ROTOBALL_RADIUS_FACTOR;
return current_radius / BASE_RADIUS;
}