Files
vibe3_physics/source/boids_mgr/boid_manager.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

422 lines
14 KiB
C++

#include "boid_manager.hpp"
#include <algorithm> // for std::min, std::max
#include <cmath> // for sqrt, atan2
#include "ball.hpp" // for Ball
#include "engine.hpp" // for Engine (si se necesita)
#include "scene/scene_manager.hpp" // for SceneManager
#include "state/state_manager.hpp" // for StateManager
#include "ui/ui_manager.hpp" // 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()
,
separation_radius_(BOID_SEPARATION_RADIUS),
alignment_radius_(BOID_ALIGNMENT_RADIUS),
cohesion_radius_(BOID_COHESION_RADIUS),
separation_weight_(BOID_SEPARATION_WEIGHT),
alignment_weight_(BOID_ALIGNMENT_WEIGHT),
cohesion_weight_(BOID_COHESION_WEIGHT),
max_speed_(BOID_MAX_SPEED),
min_speed_(BOID_MIN_SPEED),
max_force_(BOID_MAX_FORCE),
boundary_margin_(BOID_BOUNDARY_MARGIN),
boundary_weight_(BOID_BOUNDARY_WEIGHT) {
}
BoidManager::~BoidManager() = default;
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;
float 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_ != nullptr) && (ui_mgr_ != nullptr) && 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_ != nullptr) && (ui_mgr_ != nullptr) && 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;
float 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, 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 < 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 = (separation_radius_ - distance) / 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;
float vy;
boid->getVelocity(vx, vy);
vx += steer_x * separation_weight_ * delta_time;
vy += steer_y * 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, 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 < alignment_radius_) {
float other_vx;
float 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;
float vy;
boid->getVelocity(vx, vy);
float steer_x = (avg_vx - vx) * alignment_weight_ * delta_time;
float steer_y = (avg_vy - vy) * 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 > max_force_) {
steer_x = (steer_x / steer_mag) * max_force_;
steer_y = (steer_y / steer_mag) * 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, 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 < 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) * cohesion_weight_ * delta_time;
float steer_y = (dy_to_center / distance_to_center) * 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 > max_force_) {
steer_x = (steer_x / steer_mag) * max_force_;
steer_y = (steer_y / steer_mag) * max_force_;
}
float vx;
float vy;
boid->getVelocity(vx, vy);
vx += steer_x;
vy += steer_y;
boid->setVelocity(vx, vy);
}
}
}
void BoidManager::applyBoundaries(Ball* boid) const {
// NUEVA IMPLEMENTACIÓN: Bordes como obstáculos (repulsión en lugar de wrapping)
// Cuando un boid se acerca a un borde, se aplica una fuerza alejándolo
SDL_FRect pos = boid->getPosition();
float center_x = pos.x + (pos.w / 2.0f);
float center_y = pos.y + (pos.h / 2.0f);
float steer_x = 0.0f;
float steer_y = 0.0f;
// Borde izquierdo (x < boundary_margin_)
if (center_x < boundary_margin_) {
float distance = center_x; // Distancia al borde (0 = colisión)
if (distance < boundary_margin_) {
// Fuerza proporcional a cercanía: 0% en margen, 100% en colisión
float repulsion_strength = (boundary_margin_ - distance) / boundary_margin_;
steer_x += repulsion_strength; // Empujar hacia la derecha
}
}
// Borde derecho (x > screen_width_ - boundary_margin_)
if (center_x > screen_width_ - boundary_margin_) {
float distance = screen_width_ - center_x;
if (distance < boundary_margin_) {
float repulsion_strength = (boundary_margin_ - distance) / boundary_margin_;
steer_x -= repulsion_strength; // Empujar hacia la izquierda
}
}
// Borde superior (y < boundary_margin_)
if (center_y < boundary_margin_) {
float distance = center_y;
if (distance < boundary_margin_) {
float repulsion_strength = (boundary_margin_ - distance) / boundary_margin_;
steer_y += repulsion_strength; // Empujar hacia abajo
}
}
// Borde inferior (y > screen_height_ - boundary_margin_)
if (center_y > screen_height_ - boundary_margin_) {
float distance = screen_height_ - center_y;
if (distance < boundary_margin_) {
float repulsion_strength = (boundary_margin_ - distance) / boundary_margin_;
steer_y -= repulsion_strength; // Empujar hacia arriba
}
}
// Aplicar fuerza de repulsión si hay alguna
if (steer_x != 0.0f || steer_y != 0.0f) {
float vx;
float vy;
boid->getVelocity(vx, vy);
// Normalizar fuerza de repulsión (para que todas las direcciones tengan la misma intensidad)
float steer_mag = std::sqrt((steer_x * steer_x) + (steer_y * steer_y));
if (steer_mag > 0.0f) {
steer_x /= steer_mag;
steer_y /= steer_mag;
}
// Aplicar aceleración de repulsión (time-based)
// boundary_weight_ es más fuerte que separation para garantizar que no escapen
vx += steer_x * boundary_weight_ * (1.0f / 60.0f); // Simular delta_time fijo para independencia
vy += steer_y * boundary_weight_ * (1.0f / 60.0f);
boid->setVelocity(vx, vy);
}
}
void BoidManager::limitSpeed(Ball* boid) const {
// Limitar velocidad máxima del boid
float vx;
float vy;
boid->getVelocity(vx, vy);
float speed = std::sqrt((vx * vx) + (vy * vy));
// Limitar velocidad máxima
if (speed > max_speed_) {
vx = (vx / speed) * max_speed_;
vy = (vy / speed) * max_speed_;
boid->setVelocity(vx, vy);
}
// FASE 1.2: Aplicar velocidad mínima (evitar boids estáticos)
if (speed > 0.0f && speed < min_speed_) {
vx = (vx / speed) * min_speed_;
vy = (vy / speed) * min_speed_;
boid->setVelocity(vx, vy);
}
}