Files
vibe3_physics/source/shapes_mgr/shape_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

307 lines
12 KiB
C++

#include "shape_manager.hpp"
#include <algorithm> // for std::min, std::max, std::transform
#include <cctype> // for ::tolower
#include <cstdlib> // for rand
#include <string> // for std::string
#include "ball.hpp" // for Ball
#include "defines.hpp" // for constantes
#include "scene/scene_manager.hpp" // for SceneManager
#include "state/state_manager.hpp" // for StateManager
#include "ui/ui_manager.hpp" // for UIManager
// Includes de todas las shapes (necesario para creación polimórfica)
#include "shapes/atom_shape.hpp"
#include "shapes/cube_shape.hpp"
#include "shapes/cylinder_shape.hpp"
#include "shapes/helix_shape.hpp"
#include "shapes/icosahedron_shape.hpp"
#include "shapes/lissajous_shape.hpp"
#include "shapes/png_shape.hpp"
#include "shapes/sphere_shape.hpp"
#include "shapes/torus_shape.hpp"
ShapeManager::ShapeManager()
: engine_(nullptr),
scene_mgr_(nullptr),
ui_mgr_(nullptr),
state_mgr_(nullptr),
current_mode_(SimulationMode::PHYSICS),
current_shape_type_(ShapeType::SPHERE),
last_shape_type_(ShapeType::SPHERE),
active_shape_(nullptr),
shape_scale_factor_(1.0f),
depth_zoom_enabled_(true),
screen_width_(0),
screen_height_(0),
shape_convergence_(0.0f) {
}
ShapeManager::~ShapeManager() = default;
void ShapeManager::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;
}
void ShapeManager::updateScreenSize(int width, int height) {
screen_width_ = width;
screen_height_ = height;
}
// ============================================================================
// IMPLEMENTACIÓN COMPLETA - Migrado desde Engine
// ============================================================================
void ShapeManager::toggleShapeMode(bool force_gravity_on_exit) {
if (current_mode_ == SimulationMode::PHYSICS) {
// Cambiar a modo figura (usar última figura seleccionada)
activateShapeInternal(last_shape_type_);
// Si estamos en modo LOGO y la figura es PNG_SHAPE, restaurar configuración LOGO
if ((state_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::LOGO && last_shape_type_ == ShapeType::PNG_SHAPE) {
if (active_shape_) {
auto* png_shape = dynamic_cast<PNGShape*>(active_shape_.get());
if (png_shape != nullptr) {
png_shape->setLogoMode(true);
}
}
}
// Si estamos en LOGO MODE, resetear convergencia al entrar
if ((state_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::LOGO) {
shape_convergence_ = 0.0f;
}
} else {
// Volver a modo física normal
current_mode_ = SimulationMode::PHYSICS;
// Desactivar atracción y resetear escala de profundidad
scene_mgr_->enableShapeAttractionAll(false);
scene_mgr_->resetDepthScalesAll(); // Reset escala a 100% (evita "pop" visual)
// Activar gravedad al salir (solo si se especifica)
if (force_gravity_on_exit) {
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 ShapeManager::activateShape(ShapeType type) {
activateShapeInternal(type);
}
void ShapeManager::handleShapeScaleChange(bool increase) {
if (current_mode_ == SimulationMode::SHAPE) {
if (increase) {
shape_scale_factor_ += SHAPE_SCALE_STEP;
} else {
shape_scale_factor_ -= SHAPE_SCALE_STEP;
}
clampShapeScale();
// Mostrar notificación si está en modo SANDBOX
if ((ui_mgr_ != nullptr) && (state_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
std::string notification = "Escala " + std::to_string(static_cast<int>((shape_scale_factor_ * 100.0f) + 0.5f)) + "%";
ui_mgr_->showNotification(notification);
}
}
}
void ShapeManager::resetShapeScale() {
if (current_mode_ == SimulationMode::SHAPE) {
shape_scale_factor_ = SHAPE_SCALE_DEFAULT;
// Mostrar notificación si está en modo SANDBOX
if ((ui_mgr_ != nullptr) && (state_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification("Escala 100%");
}
}
}
void ShapeManager::toggleDepthZoom() {
if (current_mode_ == SimulationMode::SHAPE) {
depth_zoom_enabled_ = !depth_zoom_enabled_;
// Mostrar notificación si está en modo SANDBOX
if ((ui_mgr_ != nullptr) && (state_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
ui_mgr_->showNotification(depth_zoom_enabled_ ? "Profundidad on" : "Profundidad off");
}
}
}
void ShapeManager::update(float delta_time) {
if (!active_shape_ || current_mode_ != SimulationMode::SHAPE) {
return;
}
// Actualizar animación de la figura
active_shape_->update(delta_time, static_cast<float>(screen_width_), static_cast<float>(screen_height_));
// Obtener factor de escala para física (base de figura + escala manual)
float scale_factor = active_shape_->getScaleFactor(static_cast<float>(screen_height_)) * shape_scale_factor_;
// Centro de la pantalla
float center_x = screen_width_ / 2.0f;
float center_y = screen_height_ / 2.0f;
// Obtener referencia mutable a las bolas desde SceneManager
auto& balls = scene_mgr_->getBallsMutable();
// Actualizar cada pelota con física de atracción
for (size_t i = 0; i < balls.size(); i++) {
// Obtener posición 3D rotada del punto i
float x_3d;
float y_3d;
float z_3d;
active_shape_->getPoint3D(static_cast<int>(i), x_3d, y_3d, z_3d);
// Aplicar escala manual a las coordenadas 3D
x_3d *= shape_scale_factor_;
y_3d *= shape_scale_factor_;
z_3d *= shape_scale_factor_;
// Proyección 2D ortográfica (punto objetivo móvil)
float target_x = center_x + x_3d;
float target_y = center_y + y_3d;
// Actualizar target de la pelota para cálculo de convergencia
balls[i]->setShapeTarget2D(target_x, target_y);
// Aplicar fuerza de atracción física hacia el punto rotado
// Usar constantes SHAPE (mayor pegajosidad que ROTOBALL)
float shape_size = scale_factor * 80.0f; // 80px = radio base
balls[i]->applyShapeForce(target_x, target_y, shape_size, delta_time, SHAPE_SPRING_K, SHAPE_DAMPING_BASE, SHAPE_DAMPING_NEAR, SHAPE_NEAR_THRESHOLD, SHAPE_MAX_FORCE);
// Calcular brillo según profundidad Z para renderizado
// Normalizar Z al rango de la figura (asumiendo simetría ±shape_size)
float z_normalized = (z_3d + shape_size) / (2.0f * shape_size);
z_normalized = std::max(0.0f, std::min(1.0f, z_normalized));
balls[i]->setDepthBrightness(z_normalized);
// Calcular escala según profundidad Z (perspectiva) - solo si está activado
// 0.0 (fondo) → 0.5x, 0.5 (medio) → 1.0x, 1.0 (frente) → 1.5x
float depth_scale = depth_zoom_enabled_ ? (0.5f + (z_normalized * 1.0f)) : 1.0f;
balls[i]->setDepthScale(depth_scale);
}
// Calcular convergencia en LOGO MODE (% de pelotas cerca de su objetivo)
if ((state_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::LOGO && current_mode_ == SimulationMode::SHAPE) {
int balls_near = 0;
float distance_threshold = LOGO_CONVERGENCE_DISTANCE; // 20px fijo (más permisivo)
for (const auto& ball : balls) {
if (ball->getDistanceToTarget() < distance_threshold) {
balls_near++;
}
}
shape_convergence_ = static_cast<float>(balls_near) / scene_mgr_->getBallCount();
// Notificar a la figura sobre el porcentaje de convergencia
// Esto permite que PNGShape decida cuándo empezar a contar para flips
active_shape_->setConvergence(shape_convergence_);
}
}
void ShapeManager::generateShape() {
if (!active_shape_) {
return;
}
int num_points = static_cast<int>(scene_mgr_->getBallCount());
active_shape_->generatePoints(num_points, static_cast<float>(screen_width_), static_cast<float>(screen_height_));
}
// ============================================================================
// MÉTODOS PRIVADOS
// ============================================================================
void ShapeManager::activateShapeInternal(ShapeType type) {
// Guardar como última figura seleccionada
last_shape_type_ = type;
current_shape_type_ = type;
// Cambiar a modo figura
current_mode_ = SimulationMode::SHAPE;
// Desactivar gravedad al entrar en modo figura
scene_mgr_->forceBallsGravityOff();
// Crear instancia polimórfica de la figura correspondiente
switch (type) {
case ShapeType::SPHERE:
active_shape_ = std::make_unique<SphereShape>();
break;
case ShapeType::CUBE:
active_shape_ = std::make_unique<CubeShape>();
break;
case ShapeType::HELIX:
active_shape_ = std::make_unique<HelixShape>();
break;
case ShapeType::TORUS:
active_shape_ = std::make_unique<TorusShape>();
break;
case ShapeType::LISSAJOUS:
active_shape_ = std::make_unique<LissajousShape>();
break;
case ShapeType::CYLINDER:
active_shape_ = std::make_unique<CylinderShape>();
break;
case ShapeType::ICOSAHEDRON:
active_shape_ = std::make_unique<IcosahedronShape>();
break;
case ShapeType::ATOM:
active_shape_ = std::make_unique<AtomShape>();
break;
case ShapeType::PNG_SHAPE:
active_shape_ = std::make_unique<PNGShape>("shapes/jailgames.png");
break;
default:
active_shape_ = std::make_unique<SphereShape>(); // Fallback
break;
}
// Generar puntos de la figura
generateShape();
// Activar atracción física en todas las pelotas
scene_mgr_->enableShapeAttractionAll(true);
// Mostrar notificación con nombre de figura (solo si NO estamos en modo demo o logo)
if (active_shape_ && (state_mgr_ != nullptr) && (ui_mgr_ != nullptr) && state_mgr_->getCurrentMode() == AppMode::SANDBOX) {
std::string shape_name = active_shape_->getName();
std::ranges::transform(shape_name, shape_name.begin(), ::tolower);
std::string notification = std::string("Modo ") + shape_name;
ui_mgr_->showNotification(notification);
}
}
void ShapeManager::setShapeScaleFactor(float scale) {
shape_scale_factor_ = scale;
clampShapeScale();
}
void ShapeManager::clampShapeScale() {
// Calcular tamaño máximo permitido según resolución actual
// La figura más grande (esfera/cubo) usa ~33% de altura por defecto
// Permitir hasta que la figura ocupe 90% de la dimensión más pequeña
float max_dimension = std::min(screen_width_, screen_height_);
float base_size_factor = 0.333f; // ROTOBALL_RADIUS_FACTOR o similar
float max_scale_for_screen = (max_dimension * 0.9f) / (max_dimension * base_size_factor);
// Limitar entre SHAPE_SCALE_MIN y el mínimo de (SHAPE_SCALE_MAX, max_scale_for_screen)
float max_allowed = std::min(SHAPE_SCALE_MAX, max_scale_for_screen);
shape_scale_factor_ = std::max(SHAPE_SCALE_MIN, std::min(max_allowed, shape_scale_factor_));
}