- Nueva clase HelixShape con ecuaciones paramétricas - Distribución uniforme en 3 vueltas completas - Rotación en eje Y + animación de fase vertical - Pitch ajustado a 0.25 para evitar clipping (180px altura total) - Compatible con física spring-damper y z-sorting - Escalable con Numpad +/- 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
60 lines
2.3 KiB
C++
60 lines
2.3 KiB
C++
#include "helix_shape.h"
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#include "../defines.h"
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#include <cmath>
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void HelixShape::generatePoints(int num_points, float screen_width, float screen_height) {
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num_points_ = num_points;
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radius_ = screen_height * HELIX_RADIUS_FACTOR;
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pitch_ = screen_height * HELIX_PITCH_FACTOR;
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total_height_ = pitch_ * HELIX_NUM_TURNS;
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// Las posiciones 3D se calculan en getPoint3D() usando ecuaciones paramétricas
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}
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void HelixShape::update(float delta_time, float screen_width, float screen_height) {
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// Recalcular dimensiones por si cambió resolución (F4)
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radius_ = screen_height * HELIX_RADIUS_FACTOR;
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pitch_ = screen_height * HELIX_PITCH_FACTOR;
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total_height_ = pitch_ * HELIX_NUM_TURNS;
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// Actualizar rotación en eje Y (horizontal)
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angle_y_ += HELIX_ROTATION_SPEED_Y * delta_time;
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// Actualizar fase para animación vertical (efecto "subiendo/bajando")
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phase_offset_ += HELIX_PHASE_SPEED * delta_time;
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}
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void HelixShape::getPoint3D(int index, float& x, float& y, float& z) const {
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// Parámetro t: distribuir uniformemente de 0 a (2π * num_turns)
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float t = (static_cast<float>(index) / static_cast<float>(num_points_)) * (2.0f * PI * HELIX_NUM_TURNS);
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// Ecuaciones paramétricas de hélice
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// x = radius * cos(t)
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// y = pitch * (t / 2π) + phase_offset (altura proporcional al ángulo)
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// z = radius * sin(t)
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float x_base = radius_ * cosf(t);
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float y_base = (pitch_ * (t / (2.0f * PI))) + (sinf(phase_offset_) * pitch_ * 0.3f);
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float z_base = radius_ * sinf(t);
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// Centrar verticalmente: restar mitad de altura total
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y_base -= total_height_ * 0.5f;
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// Aplicar rotación en eje Y (horizontal)
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float cos_y = cosf(angle_y_);
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float sin_y = sinf(angle_y_);
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float x_rot = x_base * cos_y - z_base * sin_y;
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float z_rot = x_base * sin_y + z_base * cos_y;
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// Retornar coordenadas finales
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x = x_rot;
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y = y_base;
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z = z_rot;
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}
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float HelixShape::getScaleFactor(float screen_height) const {
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// Factor de escala para física: proporcional a la dimensión mayor (altura total)
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// Altura base = 180px para 3 vueltas con pitch=0.25 en 240px de altura (180 = 240 * 0.25 * 3)
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const float BASE_HEIGHT = 180.0f;
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float current_height = screen_height * HELIX_PITCH_FACTOR * HELIX_NUM_TURNS;
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return current_height / BASE_HEIGHT;
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}
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