Files
vibe3_physics/source/boids_mgr/boid_manager.cpp
Sergio Valor 9909d4c12d feat: Convertir BOIDS a sistema time-based (independiente de framerate)
- Conversión completa de físicas BOIDS de frame-based a time-based
- Velocidades: ×60 (px/frame → px/s)
- Aceleraciones (Separation, Cohesion): ×3600 (px/frame² → px/s²)
- Steering proporcional (Alignment): ×60
- Límites de velocidad: ×60

Constantes actualizadas en defines.h:
- BOID_SEPARATION_WEIGHT: 1.5 → 5400.0 (aceleración)
- BOID_COHESION_WEIGHT: 0.001 → 3.6 (aceleración)
- BOID_ALIGNMENT_WEIGHT: 1.0 → 60.0 (steering)
- BOID_MAX_SPEED: 2.5 → 150.0 px/s
- BOID_MIN_SPEED: 0.3 → 18.0 px/s
- BOID_MAX_FORCE: 0.05 → 3.0 px/s

Física ahora consistente en 60Hz, 144Hz, 240Hz screens.
Transiciones BOIDS↔PHYSICS preservan velocidad correctamente.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 20:05:49 +02:00

357 lines
12 KiB
C++

#include "boid_manager.h"
#include <algorithm> // for std::min, std::max
#include <cmath> // for sqrt, atan2
#include "../ball.h" // for Ball
#include "../engine.h" // for Engine (si se necesita)
#include "../scene/scene_manager.h" // for SceneManager
#include "../state/state_manager.h" // for StateManager
#include "../ui/ui_manager.h" // for UIManager
BoidManager::BoidManager()
: engine_(nullptr)
, scene_mgr_(nullptr)
, ui_mgr_(nullptr)
, state_mgr_(nullptr)
, screen_width_(0)
, screen_height_(0)
, boids_active_(false)
, spatial_grid_(800, 600, BOID_GRID_CELL_SIZE) { // Tamaño por defecto, se actualiza en initialize()
}
BoidManager::~BoidManager() {
}
void BoidManager::initialize(Engine* engine, SceneManager* scene_mgr, UIManager* ui_mgr,
StateManager* state_mgr, int screen_width, int screen_height) {
engine_ = engine;
scene_mgr_ = scene_mgr;
ui_mgr_ = ui_mgr;
state_mgr_ = state_mgr;
screen_width_ = screen_width;
screen_height_ = screen_height;
// Actualizar dimensiones del spatial grid
spatial_grid_.updateWorldSize(screen_width, screen_height);
}
void BoidManager::updateScreenSize(int width, int height) {
screen_width_ = width;
screen_height_ = height;
// Actualizar dimensiones del spatial grid (FASE 2)
spatial_grid_.updateWorldSize(width, height);
}
void BoidManager::activateBoids() {
boids_active_ = true;
// Desactivar gravedad al entrar en modo boids
scene_mgr_->forceBallsGravityOff();
// Inicializar velocidades aleatorias para los boids
auto& balls = scene_mgr_->getBallsMutable();
for (auto& ball : balls) {
// Dar velocidad inicial aleatoria si está quieto
float vx, vy;
ball->getVelocity(vx, vy);
if (vx == 0.0f && vy == 0.0f) {
// Velocidad aleatoria entre -60 y +60 px/s (time-based)
vx = ((rand() % 200 - 100) / 100.0f) * 60.0f;
vy = ((rand() % 200 - 100) / 100.0f) * 60.0f;
ball->setVelocity(vx, vy);
}
}
// Mostrar notificación (solo si NO estamos en modo demo o logo)
if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification("Modo Boids");
}
}
void BoidManager::deactivateBoids(bool force_gravity_on) {
if (!boids_active_) return;
boids_active_ = false;
// Activar gravedad al salir (si se especifica)
if (force_gravity_on) {
scene_mgr_->forceBallsGravityOn();
}
// Mostrar notificación (solo si NO estamos en modo demo o logo)
if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification("Modo Física");
}
}
void BoidManager::toggleBoidsMode(bool force_gravity_on) {
if (boids_active_) {
deactivateBoids(force_gravity_on);
} else {
activateBoids();
}
}
void BoidManager::update(float delta_time) {
if (!boids_active_) return;
auto& balls = scene_mgr_->getBallsMutable();
// FASE 2: Poblar spatial grid al inicio de cada frame (O(n))
spatial_grid_.clear();
for (auto& ball : balls) {
SDL_FRect pos = ball->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
spatial_grid_.insert(ball.get(), center_x, center_y);
}
// Aplicar las tres reglas de Reynolds a cada boid
// FASE 2: Ahora usa spatial grid para búsquedas O(1) en lugar de O(n)
for (auto& ball : balls) {
applySeparation(ball.get(), delta_time);
applyAlignment(ball.get(), delta_time);
applyCohesion(ball.get(), delta_time);
applyBoundaries(ball.get());
limitSpeed(ball.get());
}
// Actualizar posiciones con velocidades resultantes (time-based)
for (auto& ball : balls) {
float vx, vy;
ball->getVelocity(vx, vy);
SDL_FRect pos = ball->getPosition();
pos.x += vx * delta_time; // time-based
pos.y += vy * delta_time;
ball->setPosition(pos.x, pos.y);
}
}
// ============================================================================
// REGLAS DE REYNOLDS (1987)
// ============================================================================
void BoidManager::applySeparation(Ball* boid, float delta_time) {
// Regla 1: Separación - Evitar colisiones con vecinos cercanos
float steer_x = 0.0f;
float steer_y = 0.0f;
int count = 0;
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
auto neighbors = spatial_grid_.queryRadius(center_x, center_y, BOID_SEPARATION_RADIUS);
for (Ball* other : neighbors) {
if (other == boid) continue; // Ignorar a sí mismo
SDL_FRect other_pos = other->getPosition();
float other_x = other_pos.x + other_pos.w / 2.0f;
float other_y = other_pos.y + other_pos.h / 2.0f;
float dx = center_x - other_x;
float dy = center_y - other_y;
float distance = std::sqrt(dx * dx + dy * dy);
if (distance > 0.0f && distance < BOID_SEPARATION_RADIUS) {
// FASE 1.3: Separación más fuerte cuando más cerca (inversamente proporcional a distancia)
// Fuerza proporcional a cercanía: 0% en radio máximo, 100% en colisión
float separation_strength = (BOID_SEPARATION_RADIUS - distance) / BOID_SEPARATION_RADIUS;
steer_x += (dx / distance) * separation_strength;
steer_y += (dy / distance) * separation_strength;
count++;
}
}
if (count > 0) {
// Promedio
steer_x /= count;
steer_y /= count;
// Aplicar fuerza de separación
float vx, vy;
boid->getVelocity(vx, vy);
vx += steer_x * BOID_SEPARATION_WEIGHT * delta_time;
vy += steer_y * BOID_SEPARATION_WEIGHT * delta_time;
boid->setVelocity(vx, vy);
}
}
void BoidManager::applyAlignment(Ball* boid, float delta_time) {
// Regla 2: Alineación - Seguir dirección promedio del grupo
float avg_vx = 0.0f;
float avg_vy = 0.0f;
int count = 0;
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
auto neighbors = spatial_grid_.queryRadius(center_x, center_y, BOID_ALIGNMENT_RADIUS);
for (Ball* other : neighbors) {
if (other == boid) continue;
SDL_FRect other_pos = other->getPosition();
float other_x = other_pos.x + other_pos.w / 2.0f;
float other_y = other_pos.y + other_pos.h / 2.0f;
float dx = center_x - other_x;
float dy = center_y - other_y;
float distance = std::sqrt(dx * dx + dy * dy);
if (distance < BOID_ALIGNMENT_RADIUS) {
float other_vx, other_vy;
other->getVelocity(other_vx, other_vy);
avg_vx += other_vx;
avg_vy += other_vy;
count++;
}
}
if (count > 0) {
// Velocidad promedio del grupo
avg_vx /= count;
avg_vy /= count;
// Steering hacia la velocidad promedio
float vx, vy;
boid->getVelocity(vx, vy);
float steer_x = (avg_vx - vx) * BOID_ALIGNMENT_WEIGHT * delta_time;
float steer_y = (avg_vy - vy) * BOID_ALIGNMENT_WEIGHT * delta_time;
// Limitar fuerza máxima de steering
float steer_mag = std::sqrt(steer_x * steer_x + steer_y * steer_y);
if (steer_mag > BOID_MAX_FORCE) {
steer_x = (steer_x / steer_mag) * BOID_MAX_FORCE;
steer_y = (steer_y / steer_mag) * BOID_MAX_FORCE;
}
vx += steer_x;
vy += steer_y;
boid->setVelocity(vx, vy);
}
}
void BoidManager::applyCohesion(Ball* boid, float delta_time) {
// Regla 3: Cohesión - Moverse hacia el centro de masa del grupo
float center_of_mass_x = 0.0f;
float center_of_mass_y = 0.0f;
int count = 0;
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
auto neighbors = spatial_grid_.queryRadius(center_x, center_y, BOID_COHESION_RADIUS);
for (Ball* other : neighbors) {
if (other == boid) continue;
SDL_FRect other_pos = other->getPosition();
float other_x = other_pos.x + other_pos.w / 2.0f;
float other_y = other_pos.y + other_pos.h / 2.0f;
float dx = center_x - other_x;
float dy = center_y - other_y;
float distance = std::sqrt(dx * dx + dy * dy);
if (distance < BOID_COHESION_RADIUS) {
center_of_mass_x += other_x;
center_of_mass_y += other_y;
count++;
}
}
if (count > 0) {
// Centro de masa del grupo
center_of_mass_x /= count;
center_of_mass_y /= count;
// FASE 1.4: Normalizar dirección hacia el centro (CRÍTICO - antes no estaba normalizado!)
float dx_to_center = center_of_mass_x - center_x;
float dy_to_center = center_of_mass_y - center_y;
float distance_to_center = std::sqrt(dx_to_center * dx_to_center + dy_to_center * dy_to_center);
// Solo aplicar si hay distancia al centro (evitar división por cero)
if (distance_to_center > 0.1f) {
// Normalizar vector dirección (fuerza independiente de distancia)
float steer_x = (dx_to_center / distance_to_center) * BOID_COHESION_WEIGHT * delta_time;
float steer_y = (dy_to_center / distance_to_center) * BOID_COHESION_WEIGHT * delta_time;
// Limitar fuerza máxima de steering
float steer_mag = std::sqrt(steer_x * steer_x + steer_y * steer_y);
if (steer_mag > BOID_MAX_FORCE) {
steer_x = (steer_x / steer_mag) * BOID_MAX_FORCE;
steer_y = (steer_y / steer_mag) * BOID_MAX_FORCE;
}
float vx, vy;
boid->getVelocity(vx, vy);
vx += steer_x;
vy += steer_y;
boid->setVelocity(vx, vy);
}
}
}
void BoidManager::applyBoundaries(Ball* boid) {
// Mantener boids dentro de los límites de la pantalla
// Comportamiento "wrapping" (teletransporte al otro lado)
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + pos.w / 2.0f;
float center_y = pos.y + pos.h / 2.0f;
bool wrapped = false;
if (center_x < 0) {
pos.x = screen_width_ - pos.w / 2.0f;
wrapped = true;
} else if (center_x > screen_width_) {
pos.x = -pos.w / 2.0f;
wrapped = true;
}
if (center_y < 0) {
pos.y = screen_height_ - pos.h / 2.0f;
wrapped = true;
} else if (center_y > screen_height_) {
pos.y = -pos.h / 2.0f;
wrapped = true;
}
if (wrapped) {
boid->setPosition(pos.x, pos.y);
}
}
void BoidManager::limitSpeed(Ball* boid) {
// Limitar velocidad máxima del boid
float vx, vy;
boid->getVelocity(vx, vy);
float speed = std::sqrt(vx * vx + vy * vy);
// Limitar velocidad máxima
if (speed > BOID_MAX_SPEED) {
vx = (vx / speed) * BOID_MAX_SPEED;
vy = (vy / speed) * BOID_MAX_SPEED;
boid->setVelocity(vx, vy);
}
// FASE 1.2: Aplicar velocidad mínima (evitar boids estáticos)
if (speed > 0.0f && speed < BOID_MIN_SPEED) {
vx = (vx / speed) * BOID_MIN_SPEED;
vy = (vy / speed) * BOID_MIN_SPEED;
boid->setVelocity(vx, vy);
}
}