treball en curs: correccions de tidy

This commit is contained in:
2026-05-16 15:49:21 +02:00
parent 18cd287808
commit 3421f34a84
18 changed files with 658 additions and 651 deletions
+59 -81
View File
@@ -7,47 +7,47 @@
// Calcula el cuadrado de la distancia entre dos puntos
auto distanceSquared(int x1, int y1, int x2, int y2) -> double {
const int deltaX = x2 - x1;
const int deltaY = y2 - y1;
return (deltaX * deltaX) + (deltaY * deltaY);
const int DELTA_X = x2 - x1;
const int DELTA_Y = y2 - y1;
return (DELTA_X * DELTA_X) + (DELTA_Y * DELTA_Y);
}
// Detector de colisiones entre dos circulos
auto checkCollision(const Circle &a, const Circle &b) -> bool {
// Calcula el radio total al cuadrado
int totalRadiusSquared = a.r + b.r;
totalRadiusSquared = totalRadiusSquared * totalRadiusSquared;
int total_radius_squared = a.r + b.r;
total_radius_squared = total_radius_squared * total_radius_squared;
// Han colisionat si la distancia entre centres és inferior a la suma de radis
return distanceSquared(a.x, a.y, b.x, b.y) < totalRadiusSquared;
return distanceSquared(a.x, a.y, b.x, b.y) < total_radius_squared;
}
// Detector de colisiones entre un circulo y un rectangulo
auto checkCollision(const Circle &a, const SDL_Rect &b) -> bool {
// Closest point on collision box
int cX;
int cY;
int c_x;
int c_y;
// Find closest x offset
if (a.x < b.x) {
cX = b.x;
c_x = b.x;
} else if (a.x > b.x + b.w) {
cX = b.x + b.w;
c_x = b.x + b.w;
} else {
cX = a.x;
c_x = a.x;
}
// Find closest y offset
if (a.y < b.y) {
cY = b.y;
c_y = b.y;
} else if (a.y > b.y + b.h) {
cY = b.y + b.h;
c_y = b.y + b.h;
} else {
cY = a.y;
c_y = a.y;
}
// If the closest point is inside the Circle
if (distanceSquared(a.x, a.y, cX, cY) < a.r * a.r) {
if (distanceSquared(a.x, a.y, c_x, c_y) < a.r * a.r) {
// This box and the Circle have collided
return true;
}
@@ -59,31 +59,31 @@ auto checkCollision(const Circle &a, const SDL_Rect &b) -> bool {
// Detector de colisiones entre dos rectangulos
auto checkCollision(const SDL_Rect &a, const SDL_Rect &b) -> bool {
// Calcula las caras del rectangulo a
const int leftA = a.x;
const int rightA = a.x + a.w;
const int topA = a.y;
const int bottomA = a.y + a.h;
const int LEFT_A = a.x;
const int RIGHT_A = a.x + a.w;
const int TOP_A = a.y;
const int BOTTOM_A = a.y + a.h;
// Calcula las caras del rectangulo b
const int leftB = b.x;
const int rightB = b.x + b.w;
const int topB = b.y;
const int bottomB = b.y + b.h;
const int LEFT_B = b.x;
const int RIGHT_B = b.x + b.w;
const int TOP_B = b.y;
const int BOTTOM_B = b.y + b.h;
// Si cualquiera de las caras de a está fuera de b
if (bottomA <= topB) {
if (BOTTOM_A <= TOP_B) {
return false;
}
if (topA >= bottomB) {
if (TOP_A >= BOTTOM_B) {
return false;
}
if (rightA <= leftB) {
if (RIGHT_A <= LEFT_B) {
return false;
}
if (leftA >= rightB) {
if (LEFT_A >= RIGHT_B) {
return false;
}
@@ -197,91 +197,69 @@ auto checkCollision(const HorizontalLine &l, const SDL_Point &p) -> bool {
// Detector de colisiones entre dos lineas
auto checkCollision(const Line &l1, const Line &l2) -> SDL_Point {
const float x1 = l1.x1;
const float y1 = l1.y1;
const float x2 = l1.x2;
const float y2 = l1.y2;
const float X1 = l1.x1;
const float Y1 = l1.y1;
const float X2 = l1.x2;
const float Y2 = l1.y2;
const float x3 = l2.x1;
const float y3 = l2.y1;
const float x4 = l2.x2;
const float y4 = l2.y2;
const float X3 = l2.x1;
const float Y3 = l2.y1;
const float X4 = l2.x2;
const float Y4 = l2.y2;
// calculate the direction of the lines
float uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
float uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
float u_a = ((X4 - X3) * (Y1 - Y3) - (Y4 - Y3) * (X1 - X3)) / ((Y4 - Y3) * (X2 - X1) - (X4 - X3) * (Y2 - Y1));
float u_b = ((X2 - X1) * (Y1 - Y3) - (Y2 - Y1) * (X1 - X3)) / ((Y4 - Y3) * (X2 - X1) - (X4 - X3) * (Y2 - Y1));
// if uA and uB are between 0-1, lines are colliding
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
if (u_a >= 0 && u_a <= 1 && u_b >= 0 && u_b <= 1) {
// Calcula la intersección
const float x = x1 + (uA * (x2 - x1));
const float y = y1 + (uA * (y2 - y1));
const float X = X1 + (u_a * (X2 - X1));
const float Y = Y1 + (u_a * (Y2 - Y1));
return {(int)std::round(x), (int)std::round(y)};
return {(int)std::round(X), (int)std::round(Y)};
}
return {-1, -1};
}
// Detector de colisiones entre dos lineas
auto checkCollision(const DiagonalLine &l1, const VerticalLine &l2) -> SDL_Point {
const float x1 = l1.x1;
const float y1 = l1.y1;
const float x2 = l1.x2;
const float y2 = l1.y2;
const float X1 = l1.x1;
const float Y1 = l1.y1;
const float X2 = l1.x2;
const float Y2 = l1.y2;
const float x3 = l2.x;
const float y3 = l2.y1;
const float x4 = l2.x;
const float y4 = l2.y2;
const float X3 = l2.x;
const float Y3 = l2.y1;
const float X4 = l2.x;
const float Y4 = l2.y2;
// calculate the direction of the lines
float uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
float uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
float u_a = ((X4 - X3) * (Y1 - Y3) - (Y4 - Y3) * (X1 - X3)) / ((Y4 - Y3) * (X2 - X1) - (X4 - X3) * (Y2 - Y1));
float u_b = ((X2 - X1) * (Y1 - Y3) - (Y2 - Y1) * (X1 - X3)) / ((Y4 - Y3) * (X2 - X1) - (X4 - X3) * (Y2 - Y1));
// if uA and uB are between 0-1, lines are colliding
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
if (u_a >= 0 && u_a <= 1 && u_b >= 0 && u_b <= 1) {
// Calcula la intersección
const float x = x1 + (uA * (x2 - x1));
const float y = y1 + (uA * (y2 - y1));
const float X = X1 + (u_a * (X2 - X1));
const float Y = Y1 + (u_a * (Y2 - Y1));
return {(int)x, (int)y};
return {(int)X, (int)Y};
}
return {-1, -1};
}
// Detector de colisiones entre una linea diagonal y una vertical
/*bool checkCollision(DiagonalLine &l1, VerticalLine &l2)
{
// Normaliza la linea diagonal
normalizeLine(l1);
// Comprueba si la linea vertical esta a la izquierda de la linea diagonal
if (l2.x < l1.x1)
{
return false;
}
// Comprueba si la linea vertical esta a la derecha de la linea diagonal
if (l2.x > l1.x2)
{
return false;
}
// Inacabada
return true;
}*/
// Normaliza una linea diagonal
void normalizeLine(DiagonalLine &l) {
// Las lineas diagonales van de izquierda a derecha
// x2 mayor que x1
if (l.x2 < l.x1) {
const int x = l.x1;
const int y = l.y1;
const int X = l.x1;
const int Y = l.y1;
l.x1 = l.x2;
l.y1 = l.y2;
l.x2 = x;
l.y2 = y;
l.x2 = X;
l.y2 = Y;
}
}