Implementado sistema genérico de particionamiento espacial reutilizable que reduce drásticamente la complejidad del algoritmo de boids. **MEJORA DE RENDIMIENTO ESPERADA:** - Sin grid: 1000 boids = 1M comparaciones (1000²) - Con grid: 1000 boids ≈ 9K comparaciones (~9 vecinos/celda) - **Speedup teórico: ~100x en casos típicos** **COMPONENTES IMPLEMENTADOS:** 1. **SpatialGrid genérico (spatial_grid.h/.cpp):** - Divide espacio 2D en celdas de 100x100px - Hash map para O(1) lookup de celdas - queryRadius(): Busca solo en celdas adyacentes (máx 9 celdas) - Reutilizable para colisiones ball-to-ball en física (futuro) 2. **Integración en BoidManager:** - Grid poblado al inicio de cada frame (O(n)) - 3 reglas de Reynolds ahora usan queryRadius() en lugar de iterar TODOS - Separación/Alineación/Cohesión: O(n) total en lugar de O(n²) 3. **Configuración (defines.h):** - BOID_GRID_CELL_SIZE = 100.0f (≥ BOID_COHESION_RADIUS) **CAMBIOS TÉCNICOS:** - boid_manager.h: Añadido miembro spatial_grid_ - boid_manager.cpp: update() poblа grid, 3 reglas usan queryRadius() - spatial_grid.cpp: 89 líneas de implementación genérica - spatial_grid.h: 74 líneas con documentación exhaustiva **PRÓXIMOS PASOS:** - Medir rendimiento real con 1K, 5K, 10K boids - Comparar FPS antes/después - Validar que comportamiento es idéntico 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
357 lines
12 KiB
C++
357 lines
12 KiB
C++
#include "boid_manager.h"
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#include <algorithm> // for std::min, std::max
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#include <cmath> // for sqrt, atan2
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#include "../ball.h" // for Ball
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#include "../engine.h" // for Engine (si se necesita)
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#include "../scene/scene_manager.h" // for SceneManager
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#include "../state/state_manager.h" // for StateManager
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#include "../ui/ui_manager.h" // for UIManager
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BoidManager::BoidManager()
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: engine_(nullptr)
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, scene_mgr_(nullptr)
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, ui_mgr_(nullptr)
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, state_mgr_(nullptr)
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, screen_width_(0)
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, screen_height_(0)
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, boids_active_(false)
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, spatial_grid_(800, 600, BOID_GRID_CELL_SIZE) { // Tamaño por defecto, se actualiza en initialize()
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}
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BoidManager::~BoidManager() {
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}
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void BoidManager::initialize(Engine* engine, SceneManager* scene_mgr, UIManager* ui_mgr,
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StateManager* state_mgr, int screen_width, int screen_height) {
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engine_ = engine;
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scene_mgr_ = scene_mgr;
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ui_mgr_ = ui_mgr;
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state_mgr_ = state_mgr;
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screen_width_ = screen_width;
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screen_height_ = screen_height;
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// Actualizar dimensiones del spatial grid
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spatial_grid_.updateWorldSize(screen_width, screen_height);
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}
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void BoidManager::updateScreenSize(int width, int height) {
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screen_width_ = width;
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screen_height_ = height;
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// Actualizar dimensiones del spatial grid (FASE 2)
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spatial_grid_.updateWorldSize(width, height);
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}
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void BoidManager::activateBoids() {
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boids_active_ = true;
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// Desactivar gravedad al entrar en modo boids
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scene_mgr_->forceBallsGravityOff();
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// Inicializar velocidades aleatorias para los boids
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auto& balls = scene_mgr_->getBallsMutable();
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for (auto& ball : balls) {
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// Dar velocidad inicial aleatoria si está quieto
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float vx, vy;
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ball->getVelocity(vx, vy);
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if (vx == 0.0f && vy == 0.0f) {
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// Velocidad aleatoria entre -1 y 1
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vx = (rand() % 200 - 100) / 100.0f;
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vy = (rand() % 200 - 100) / 100.0f;
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ball->setVelocity(vx, vy);
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}
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}
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// Mostrar notificación (solo si NO estamos en modo demo o logo)
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if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
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ui_mgr_->showNotification("Modo Boids");
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}
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}
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void BoidManager::deactivateBoids(bool force_gravity_on) {
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if (!boids_active_) return;
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boids_active_ = false;
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// Activar gravedad al salir (si se especifica)
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if (force_gravity_on) {
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scene_mgr_->forceBallsGravityOn();
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}
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// Mostrar notificación (solo si NO estamos en modo demo o logo)
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if (state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
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ui_mgr_->showNotification("Modo Física");
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}
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}
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void BoidManager::toggleBoidsMode(bool force_gravity_on) {
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if (boids_active_) {
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deactivateBoids(force_gravity_on);
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} else {
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activateBoids();
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}
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}
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void BoidManager::update(float delta_time) {
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if (!boids_active_) return;
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auto& balls = scene_mgr_->getBallsMutable();
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// FASE 2: Poblar spatial grid al inicio de cada frame (O(n))
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spatial_grid_.clear();
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for (auto& ball : balls) {
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SDL_FRect pos = ball->getPosition();
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float center_x = pos.x + pos.w / 2.0f;
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float center_y = pos.y + pos.h / 2.0f;
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spatial_grid_.insert(ball.get(), center_x, center_y);
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}
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// Aplicar las tres reglas de Reynolds a cada boid
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// FASE 2: Ahora usa spatial grid para búsquedas O(1) en lugar de O(n)
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for (auto& ball : balls) {
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applySeparation(ball.get(), delta_time);
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applyAlignment(ball.get(), delta_time);
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applyCohesion(ball.get(), delta_time);
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applyBoundaries(ball.get());
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limitSpeed(ball.get());
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}
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// Actualizar posiciones con velocidades resultantes
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for (auto& ball : balls) {
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float vx, vy;
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ball->getVelocity(vx, vy);
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SDL_FRect pos = ball->getPosition();
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pos.x += vx;
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pos.y += vy;
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ball->setPosition(pos.x, pos.y);
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}
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}
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// ============================================================================
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// REGLAS DE REYNOLDS (1987)
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// ============================================================================
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void BoidManager::applySeparation(Ball* boid, float delta_time) {
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// Regla 1: Separación - Evitar colisiones con vecinos cercanos
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float steer_x = 0.0f;
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float steer_y = 0.0f;
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int count = 0;
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SDL_FRect pos = boid->getPosition();
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float center_x = pos.x + pos.w / 2.0f;
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float center_y = pos.y + pos.h / 2.0f;
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// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
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auto neighbors = spatial_grid_.queryRadius(center_x, center_y, BOID_SEPARATION_RADIUS);
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for (Ball* other : neighbors) {
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if (other == boid) continue; // Ignorar a sí mismo
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SDL_FRect other_pos = other->getPosition();
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float other_x = other_pos.x + other_pos.w / 2.0f;
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float other_y = other_pos.y + other_pos.h / 2.0f;
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float dx = center_x - other_x;
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float dy = center_y - other_y;
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float distance = std::sqrt(dx * dx + dy * dy);
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if (distance > 0.0f && distance < BOID_SEPARATION_RADIUS) {
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// FASE 1.3: Separación más fuerte cuando más cerca (inversamente proporcional a distancia)
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// Fuerza proporcional a cercanía: 0% en radio máximo, 100% en colisión
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float separation_strength = (BOID_SEPARATION_RADIUS - distance) / BOID_SEPARATION_RADIUS;
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steer_x += (dx / distance) * separation_strength;
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steer_y += (dy / distance) * separation_strength;
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count++;
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}
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}
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if (count > 0) {
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// Promedio
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steer_x /= count;
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steer_y /= count;
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// Aplicar fuerza de separación
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float vx, vy;
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boid->getVelocity(vx, vy);
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vx += steer_x * BOID_SEPARATION_WEIGHT * delta_time;
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vy += steer_y * BOID_SEPARATION_WEIGHT * delta_time;
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boid->setVelocity(vx, vy);
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}
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}
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void BoidManager::applyAlignment(Ball* boid, float delta_time) {
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// Regla 2: Alineación - Seguir dirección promedio del grupo
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float avg_vx = 0.0f;
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float avg_vy = 0.0f;
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int count = 0;
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SDL_FRect pos = boid->getPosition();
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float center_x = pos.x + pos.w / 2.0f;
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float center_y = pos.y + pos.h / 2.0f;
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// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
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auto neighbors = spatial_grid_.queryRadius(center_x, center_y, BOID_ALIGNMENT_RADIUS);
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for (Ball* other : neighbors) {
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if (other == boid) continue;
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SDL_FRect other_pos = other->getPosition();
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float other_x = other_pos.x + other_pos.w / 2.0f;
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float other_y = other_pos.y + other_pos.h / 2.0f;
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float dx = center_x - other_x;
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float dy = center_y - other_y;
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float distance = std::sqrt(dx * dx + dy * dy);
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if (distance < BOID_ALIGNMENT_RADIUS) {
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float other_vx, other_vy;
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other->getVelocity(other_vx, other_vy);
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avg_vx += other_vx;
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avg_vy += other_vy;
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count++;
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}
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}
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if (count > 0) {
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// Velocidad promedio del grupo
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avg_vx /= count;
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avg_vy /= count;
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// Steering hacia la velocidad promedio
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float vx, vy;
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boid->getVelocity(vx, vy);
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float steer_x = (avg_vx - vx) * BOID_ALIGNMENT_WEIGHT * delta_time;
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float steer_y = (avg_vy - vy) * BOID_ALIGNMENT_WEIGHT * delta_time;
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// Limitar fuerza máxima de steering
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float steer_mag = std::sqrt(steer_x * steer_x + steer_y * steer_y);
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if (steer_mag > BOID_MAX_FORCE) {
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steer_x = (steer_x / steer_mag) * BOID_MAX_FORCE;
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steer_y = (steer_y / steer_mag) * BOID_MAX_FORCE;
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}
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vx += steer_x;
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vy += steer_y;
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boid->setVelocity(vx, vy);
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}
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}
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void BoidManager::applyCohesion(Ball* boid, float delta_time) {
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// Regla 3: Cohesión - Moverse hacia el centro de masa del grupo
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float center_of_mass_x = 0.0f;
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float center_of_mass_y = 0.0f;
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int count = 0;
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SDL_FRect pos = boid->getPosition();
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float center_x = pos.x + pos.w / 2.0f;
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float center_y = pos.y + pos.h / 2.0f;
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// FASE 2: Usar spatial grid para buscar solo vecinos cercanos (O(1) en lugar de O(n))
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auto neighbors = spatial_grid_.queryRadius(center_x, center_y, BOID_COHESION_RADIUS);
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for (Ball* other : neighbors) {
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if (other == boid) continue;
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SDL_FRect other_pos = other->getPosition();
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float other_x = other_pos.x + other_pos.w / 2.0f;
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float other_y = other_pos.y + other_pos.h / 2.0f;
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float dx = center_x - other_x;
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float dy = center_y - other_y;
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float distance = std::sqrt(dx * dx + dy * dy);
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if (distance < BOID_COHESION_RADIUS) {
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center_of_mass_x += other_x;
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center_of_mass_y += other_y;
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count++;
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}
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}
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if (count > 0) {
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// Centro de masa del grupo
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center_of_mass_x /= count;
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center_of_mass_y /= count;
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// FASE 1.4: Normalizar dirección hacia el centro (CRÍTICO - antes no estaba normalizado!)
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float dx_to_center = center_of_mass_x - center_x;
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float dy_to_center = center_of_mass_y - center_y;
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float distance_to_center = std::sqrt(dx_to_center * dx_to_center + dy_to_center * dy_to_center);
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// Solo aplicar si hay distancia al centro (evitar división por cero)
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if (distance_to_center > 0.1f) {
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// Normalizar vector dirección (fuerza independiente de distancia)
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float steer_x = (dx_to_center / distance_to_center) * BOID_COHESION_WEIGHT * delta_time;
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float steer_y = (dy_to_center / distance_to_center) * BOID_COHESION_WEIGHT * delta_time;
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// Limitar fuerza máxima de steering
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float steer_mag = std::sqrt(steer_x * steer_x + steer_y * steer_y);
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if (steer_mag > BOID_MAX_FORCE) {
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steer_x = (steer_x / steer_mag) * BOID_MAX_FORCE;
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steer_y = (steer_y / steer_mag) * BOID_MAX_FORCE;
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}
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float vx, vy;
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boid->getVelocity(vx, vy);
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vx += steer_x;
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vy += steer_y;
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boid->setVelocity(vx, vy);
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}
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}
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}
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void BoidManager::applyBoundaries(Ball* boid) {
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// Mantener boids dentro de los límites de la pantalla
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// Comportamiento "wrapping" (teletransporte al otro lado)
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SDL_FRect pos = boid->getPosition();
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float center_x = pos.x + pos.w / 2.0f;
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float center_y = pos.y + pos.h / 2.0f;
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bool wrapped = false;
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if (center_x < 0) {
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pos.x = screen_width_ - pos.w / 2.0f;
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wrapped = true;
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} else if (center_x > screen_width_) {
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pos.x = -pos.w / 2.0f;
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wrapped = true;
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}
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if (center_y < 0) {
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pos.y = screen_height_ - pos.h / 2.0f;
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wrapped = true;
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} else if (center_y > screen_height_) {
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pos.y = -pos.h / 2.0f;
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wrapped = true;
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}
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if (wrapped) {
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boid->setPosition(pos.x, pos.y);
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}
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}
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void BoidManager::limitSpeed(Ball* boid) {
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// Limitar velocidad máxima del boid
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float vx, vy;
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boid->getVelocity(vx, vy);
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float speed = std::sqrt(vx * vx + vy * vy);
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// Limitar velocidad máxima
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if (speed > BOID_MAX_SPEED) {
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vx = (vx / speed) * BOID_MAX_SPEED;
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vy = (vy / speed) * BOID_MAX_SPEED;
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boid->setVelocity(vx, vy);
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}
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// FASE 1.2: Aplicar velocidad mínima (evitar boids estáticos)
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if (speed > 0.0f && speed < BOID_MIN_SPEED) {
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vx = (vx / speed) * BOID_MIN_SPEED;
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vy = (vy / speed) * BOID_MIN_SPEED;
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boid->setVelocity(vx, vy);
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}
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}
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