Implementación de deformación elástica con vértices para el logo: FADE IN (0.5s): - Scale: 120% → 100% con easing elástico (bounce) - Squash Y: 0.6 → 1.0 con easing back (aplastamiento) - Stretch X: compensación automática - Efecto: logo se "pega" aplastándose y rebotando FADE OUT (0.5s): - Scale: 100% → 120% (aceleración cuadrática) - Squash Y: 1.0 → 1.3 (estiramiento vertical) - Stretch X: 1.0 → 0.8 (compresión horizontal) - Rotación: 0° → ~5.7° (torsión sutil) - Efecto: logo se "despega" estirándose y girando Características técnicas: - Enum AppLogoAnimationType (ZOOM_ONLY / ELASTIC_STICK) - Renderizado con SDL_RenderGeometry para deformaciones - Funciones de easing: easeOutElastic() y easeOutBack() - Transformación de vértices con rotación y escala 2D - Actualmente fijo en ELASTIC_STICK para testing Limpieza adicional: - Eliminado dbgtxt.h (no utilizado) - Removidos SDL_Log de debug en HelpOverlay - Comentada variable no usada en ShapeManager 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
307 lines
12 KiB
C++
307 lines
12 KiB
C++
#include "shape_manager.h"
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#include <algorithm> // for std::min, std::max
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#include <cstdlib> // for rand
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#include <string> // for std::string
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#include "../ball.h" // for Ball
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#include "../defines.h" // for constantes
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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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// Includes de todas las shapes (necesario para creación polimórfica)
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#include "../shapes/atom_shape.h"
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#include "../shapes/cube_shape.h"
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#include "../shapes/cylinder_shape.h"
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#include "../shapes/helix_shape.h"
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#include "../shapes/icosahedron_shape.h"
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#include "../shapes/lissajous_shape.h"
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#include "../shapes/png_shape.h"
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#include "../shapes/sphere_shape.h"
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#include "../shapes/torus_shape.h"
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ShapeManager::ShapeManager()
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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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, current_mode_(SimulationMode::PHYSICS)
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, current_shape_type_(ShapeType::SPHERE)
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, last_shape_type_(ShapeType::SPHERE)
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, active_shape_(nullptr)
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, shape_scale_factor_(1.0f)
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, depth_zoom_enabled_(true)
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, screen_width_(0)
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, screen_height_(0)
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, shape_convergence_(0.0f) {
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}
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ShapeManager::~ShapeManager() {
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}
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void ShapeManager::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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}
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void ShapeManager::updateScreenSize(int width, int height) {
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screen_width_ = width;
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screen_height_ = height;
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}
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// ============================================================================
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// IMPLEMENTACIÓN COMPLETA - Migrado desde Engine
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// ============================================================================
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void ShapeManager::toggleShapeMode(bool force_gravity_on_exit) {
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if (current_mode_ == SimulationMode::PHYSICS) {
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// Cambiar a modo figura (usar última figura seleccionada)
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activateShapeInternal(last_shape_type_);
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// Si estamos en modo LOGO y la figura es PNG_SHAPE, restaurar configuración LOGO
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if (state_mgr_ && state_mgr_->getCurrentMode() == AppMode::LOGO && last_shape_type_ == ShapeType::PNG_SHAPE) {
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if (active_shape_) {
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PNGShape* png_shape = dynamic_cast<PNGShape*>(active_shape_.get());
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if (png_shape) {
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png_shape->setLogoMode(true);
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}
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}
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}
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// Si estamos en LOGO MODE, generar threshold aleatorio de convergencia (75-100%)
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if (state_mgr_ && state_mgr_->getCurrentMode() == AppMode::LOGO) {
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/*
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float logo_convergence_threshold = LOGO_CONVERGENCE_MIN +
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(rand() % 1000) / 1000.0f * (LOGO_CONVERGENCE_MAX - LOGO_CONVERGENCE_MIN);
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*/
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shape_convergence_ = 0.0f; // Reset convergencia al entrar
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}
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} else {
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// Volver a modo física normal
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current_mode_ = SimulationMode::PHYSICS;
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// Desactivar atracción y resetear escala de profundidad
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auto& balls = scene_mgr_->getBallsMutable();
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for (auto& ball : balls) {
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ball->enableShapeAttraction(false);
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ball->setDepthScale(1.0f); // Reset escala a 100% (evita "pop" visual)
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}
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// Activar gravedad al salir (solo si se especifica)
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if (force_gravity_on_exit) {
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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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}
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void ShapeManager::activateShape(ShapeType type) {
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activateShapeInternal(type);
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}
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void ShapeManager::handleShapeScaleChange(bool increase) {
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if (current_mode_ == SimulationMode::SHAPE) {
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if (increase) {
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shape_scale_factor_ += SHAPE_SCALE_STEP;
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} else {
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shape_scale_factor_ -= SHAPE_SCALE_STEP;
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}
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clampShapeScale();
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// Mostrar notificación si está en modo SANDBOX
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if (ui_mgr_ && state_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
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std::string notification = "Escala " + std::to_string(static_cast<int>(shape_scale_factor_ * 100.0f + 0.5f)) + "%";
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ui_mgr_->showNotification(notification);
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}
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}
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}
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void ShapeManager::resetShapeScale() {
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if (current_mode_ == SimulationMode::SHAPE) {
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shape_scale_factor_ = SHAPE_SCALE_DEFAULT;
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// Mostrar notificación si está en modo SANDBOX
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if (ui_mgr_ && state_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
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ui_mgr_->showNotification("Escala 100%");
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}
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}
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}
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void ShapeManager::toggleDepthZoom() {
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if (current_mode_ == SimulationMode::SHAPE) {
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depth_zoom_enabled_ = !depth_zoom_enabled_;
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// Mostrar notificación si está en modo SANDBOX
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if (ui_mgr_ && state_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
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ui_mgr_->showNotification(depth_zoom_enabled_ ? "Profundidad On" : "Profundidad Off");
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}
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}
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}
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void ShapeManager::update(float delta_time) {
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if (!active_shape_ || current_mode_ != SimulationMode::SHAPE) return;
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// Actualizar animación de la figura
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active_shape_->update(delta_time, static_cast<float>(screen_width_), static_cast<float>(screen_height_));
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// Obtener factor de escala para física (base de figura + escala manual)
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float scale_factor = active_shape_->getScaleFactor(static_cast<float>(screen_height_)) * shape_scale_factor_;
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// Centro de la pantalla
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float center_x = screen_width_ / 2.0f;
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float center_y = screen_height_ / 2.0f;
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// Obtener referencia mutable a las bolas desde SceneManager
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auto& balls = scene_mgr_->getBallsMutable();
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// Actualizar cada pelota con física de atracción
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for (size_t i = 0; i < balls.size(); i++) {
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// Obtener posición 3D rotada del punto i
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float x_3d, y_3d, z_3d;
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active_shape_->getPoint3D(static_cast<int>(i), x_3d, y_3d, z_3d);
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// Aplicar escala manual a las coordenadas 3D
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x_3d *= shape_scale_factor_;
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y_3d *= shape_scale_factor_;
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z_3d *= shape_scale_factor_;
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// Proyección 2D ortográfica (punto objetivo móvil)
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float target_x = center_x + x_3d;
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float target_y = center_y + y_3d;
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// Actualizar target de la pelota para cálculo de convergencia
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balls[i]->setShapeTarget2D(target_x, target_y);
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// Aplicar fuerza de atracción física hacia el punto rotado
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// Usar constantes SHAPE (mayor pegajosidad que ROTOBALL)
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float shape_size = scale_factor * 80.0f; // 80px = radio base
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balls[i]->applyShapeForce(target_x, target_y, shape_size, delta_time,
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SHAPE_SPRING_K, SHAPE_DAMPING_BASE, SHAPE_DAMPING_NEAR,
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SHAPE_NEAR_THRESHOLD, SHAPE_MAX_FORCE);
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// Calcular brillo según profundidad Z para renderizado
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// Normalizar Z al rango de la figura (asumiendo simetría ±shape_size)
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float z_normalized = (z_3d + shape_size) / (2.0f * shape_size);
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z_normalized = std::max(0.0f, std::min(1.0f, z_normalized));
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balls[i]->setDepthBrightness(z_normalized);
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// Calcular escala según profundidad Z (perspectiva) - solo si está activado
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// 0.0 (fondo) → 0.5x, 0.5 (medio) → 1.0x, 1.0 (frente) → 1.5x
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float depth_scale = depth_zoom_enabled_ ? (0.5f + z_normalized * 1.0f) : 1.0f;
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balls[i]->setDepthScale(depth_scale);
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}
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// Calcular convergencia en LOGO MODE (% de pelotas cerca de su objetivo)
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if (state_mgr_ && state_mgr_->getCurrentMode() == AppMode::LOGO && current_mode_ == SimulationMode::SHAPE) {
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int balls_near = 0;
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float distance_threshold = LOGO_CONVERGENCE_DISTANCE; // 20px fijo (más permisivo)
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for (const auto& ball : balls) {
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if (ball->getDistanceToTarget() < distance_threshold) {
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balls_near++;
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}
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}
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shape_convergence_ = static_cast<float>(balls_near) / scene_mgr_->getBallCount();
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// Notificar a la figura sobre el porcentaje de convergencia
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// Esto permite que PNGShape decida cuándo empezar a contar para flips
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active_shape_->setConvergence(shape_convergence_);
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}
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}
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void ShapeManager::generateShape() {
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if (!active_shape_) return;
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int num_points = static_cast<int>(scene_mgr_->getBallCount());
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active_shape_->generatePoints(num_points, static_cast<float>(screen_width_), static_cast<float>(screen_height_));
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}
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// ============================================================================
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// MÉTODOS PRIVADOS
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// ============================================================================
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void ShapeManager::activateShapeInternal(ShapeType type) {
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// Guardar como última figura seleccionada
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last_shape_type_ = type;
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current_shape_type_ = type;
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// Cambiar a modo figura
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current_mode_ = SimulationMode::SHAPE;
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// Desactivar gravedad al entrar en modo figura
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scene_mgr_->forceBallsGravityOff();
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// Crear instancia polimórfica de la figura correspondiente
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switch (type) {
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case ShapeType::SPHERE:
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active_shape_ = std::make_unique<SphereShape>();
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break;
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case ShapeType::CUBE:
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active_shape_ = std::make_unique<CubeShape>();
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break;
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case ShapeType::HELIX:
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active_shape_ = std::make_unique<HelixShape>();
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break;
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case ShapeType::TORUS:
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active_shape_ = std::make_unique<TorusShape>();
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break;
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case ShapeType::LISSAJOUS:
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active_shape_ = std::make_unique<LissajousShape>();
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break;
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case ShapeType::CYLINDER:
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active_shape_ = std::make_unique<CylinderShape>();
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break;
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case ShapeType::ICOSAHEDRON:
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active_shape_ = std::make_unique<IcosahedronShape>();
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break;
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case ShapeType::ATOM:
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active_shape_ = std::make_unique<AtomShape>();
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break;
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case ShapeType::PNG_SHAPE:
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active_shape_ = std::make_unique<PNGShape>("data/shapes/jailgames.png");
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break;
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default:
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active_shape_ = std::make_unique<SphereShape>(); // Fallback
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break;
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}
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// Generar puntos de la figura
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generateShape();
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// Activar atracción física en todas las pelotas
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auto& balls = scene_mgr_->getBallsMutable();
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for (auto& ball : balls) {
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ball->enableShapeAttraction(true);
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}
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// Mostrar notificación con nombre de figura (solo si NO estamos en modo demo o logo)
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if (active_shape_ && state_mgr_ && ui_mgr_ && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
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std::string notification = std::string("Modo ") + active_shape_->getName();
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ui_mgr_->showNotification(notification);
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}
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}
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void ShapeManager::clampShapeScale() {
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// Calcular tamaño máximo permitido según resolución actual
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// La figura más grande (esfera/cubo) usa ~33% de altura por defecto
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// Permitir hasta que la figura ocupe 90% de la dimensión más pequeña
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float max_dimension = std::min(screen_width_, screen_height_);
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float base_size_factor = 0.333f; // ROTOBALL_RADIUS_FACTOR o similar
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float max_scale_for_screen = (max_dimension * 0.9f) / (max_dimension * base_size_factor);
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// Limitar entre SHAPE_SCALE_MIN y el mínimo de (SHAPE_SCALE_MAX, max_scale_for_screen)
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float max_allowed = std::min(SHAPE_SCALE_MAX, max_scale_for_screen);
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shape_scale_factor_ = std::max(SHAPE_SCALE_MIN, std::min(max_allowed, shape_scale_factor_));
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}
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