Files
vibe3_physics/source/boids_mgr/spatial_grid.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

94 lines
3.2 KiB
C++

#include "spatial_grid.hpp"
#include <algorithm> // for std::max, std::min
#include <cmath> // for std::floor, std::ceil
#include "ball.hpp" // for Ball
SpatialGrid::SpatialGrid(int world_width, int world_height, float cell_size)
: world_width_(world_width),
world_height_(world_height),
cell_size_(cell_size) {
// Calcular número de celdas en cada dimensión
grid_cols_ = static_cast<int>(std::ceil(world_width / cell_size));
grid_rows_ = static_cast<int>(std::ceil(world_height / cell_size));
}
void SpatialGrid::clear() {
// Limpiar todos los vectores de celdas (O(n) donde n = número de celdas ocupadas)
cells_.clear();
}
void SpatialGrid::insert(Ball* ball, float x, float y) {
// Obtener coordenadas de celda
int cell_x;
int cell_y;
getCellCoords(x, y, cell_x, cell_y);
// Generar hash key y añadir a la celda
int key = getCellKey(cell_x, cell_y);
cells_[key].push_back(ball);
}
auto SpatialGrid::queryRadius(float x, float y, float radius) -> std::vector<Ball*> {
std::vector<Ball*> results;
// Calcular rango de celdas a revisar (AABB del círculo de búsqueda)
int min_cell_x;
int min_cell_y;
int max_cell_x;
int max_cell_y;
getCellCoords(x - radius, y - radius, min_cell_x, min_cell_y);
getCellCoords(x + radius, y + radius, max_cell_x, max_cell_y);
// Iterar sobre todas las celdas dentro del AABB
for (int cy = min_cell_y; cy <= max_cell_y; cy++) {
for (int cx = min_cell_x; cx <= max_cell_x; cx++) {
// Verificar que la celda está dentro del grid
if (cx < 0 || cx >= grid_cols_ || cy < 0 || cy >= grid_rows_) {
continue;
}
// Obtener key de la celda
int key = getCellKey(cx, cy);
// Si la celda existe en el mapa, añadir todos sus objetos
auto it = cells_.find(key);
if (it != cells_.end()) {
// Añadir todos los objetos de esta celda al resultado
results.insert(results.end(), it->second.begin(), it->second.end());
}
}
}
return results;
}
void SpatialGrid::updateWorldSize(int world_width, int world_height) {
world_width_ = world_width;
world_height_ = world_height;
// Recalcular dimensiones del grid
grid_cols_ = static_cast<int>(std::ceil(world_width / cell_size_));
grid_rows_ = static_cast<int>(std::ceil(world_height / cell_size_));
// Limpiar grid (las posiciones anteriores ya no son válidas)
clear();
}
// ============================================================================
// MÉTODOS PRIVADOS
// ============================================================================
void SpatialGrid::getCellCoords(float x, float y, int& cell_x, int& cell_y) const {
// Convertir coordenadas del mundo a coordenadas de celda
cell_x = static_cast<int>(std::floor(x / cell_size_));
cell_y = static_cast<int>(std::floor(y / cell_size_));
}
auto SpatialGrid::getCellKey(int cell_x, int cell_y) const -> int {
// Hash espacial 2D → 1D usando codificación por filas
// Formula: key = y * ancho + x (similar a array 2D aplanado)
return (cell_y * grid_cols_) + cell_x;
}