Lint: rename de helpers file-static y constexpr locales

Tanda local de identifier-naming: ningún símbolo cross-file, todo
contenido en su propio TU. De paso traduce los catalán/spanish a inglés
allá donde aplica.

- shape_renderer.cpp: apply_3d_rotation → apply3dRotation, transform_point
  → transformPoint, perspective_factor → PERSPECTIVE_FACTOR (constexpr).
- debris_manager.cpp: transform_point → transformPoint (otro file-static
  con el mismo nombre, no comparte símbolo con shape_renderer).
- logo_scene.cpp: calcular_progress_letra → computeLetterProgress.
- vector_text.cpp: char_width/char_height → BASE_CHAR_WIDTH/BASE_CHAR_HEIGHT
  (el sufijo BASE_ evita el conflicto con la macro CHAR_WIDTH de Windows
  headers que clang-tidy detectó).
- floating_score_manager.cpp::draw: constexpr scale/spacing → SCALE/SPACING.
- game_scene.cpp::dibuixar_missatge_stage: escala_base/spacing →
  BASE_SCALE/SPACING (constexpr locales).
- game_scene.cpp::dibuixar_continue: constexpr spacing → SPACING.
- game_scene.cpp en stepGameOver: constexpr scale/spacing → SCALE/SPACING.
- ship_animator.cpp::actualizar_exiting: constexpr Vec2 punt_fuga →
  VANISHING_POINT.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-20 11:45:50 +02:00
parent 424d0d2b89
commit 1214599c4c
8 changed files with 42 additions and 42 deletions
+9 -9
View File
@@ -11,7 +11,7 @@
namespace Rendering {
// Helper: aplicar rotación 3D a un point 2D (assumeix Z=0)
static auto apply_3d_rotation(float x, float y, const Rotation3D& rot) -> Vec2 {
static auto apply3dRotation(float x, float y, const Rotation3D& rot) -> Vec2 {
float z = 0.0F; // Todos los points 2D comencen a Z=0
// Pitch (rotación eix X): cabeceo arriba/baix
@@ -35,21 +35,21 @@ static auto apply_3d_rotation(float x, float y, const Rotation3D& rot) -> Vec2 {
// Proyecció perspectiva (Z-divide simple)
// Naves quieren hacia el point de fuga (320, 240) a "infinit" (Z → +∞)
// Z més grande = més lluny = més pequeño a pantalla
constexpr float perspective_factor = 500.0F;
float scale_factor = perspective_factor / (perspective_factor + z2);
constexpr float PERSPECTIVE_FACTOR = 500.0F;
float scale_factor = PERSPECTIVE_FACTOR / (PERSPECTIVE_FACTOR + z2);
return {.x = x3 * scale_factor, .y = y3 * scale_factor};
}
// Helper: transformar un point con rotación, scale i traslación
static auto transform_point(const Vec2& point, const Vec2& shape_centre, const Vec2& position, float angle, float scale, const Rotation3D* rotation_3d) -> Vec2 {
static auto transformPoint(const Vec2& point, const Vec2& shape_centre, const Vec2& position, float angle, float scale, const Rotation3D* rotation_3d) -> Vec2 {
// 1. Centrar el point respecte al centro de la shape
float centered_x = point.x - shape_centre.x;
float centered_y = point.y - shape_centre.y;
// 2. Aplicar rotación 3D (si es proporciona)
if ((rotation_3d != nullptr) && rotation_3d->has_rotation()) {
Vec2 rotated_3d = apply_3d_rotation(centered_x, centered_y, *rotation_3d);
Vec2 rotated_3d = apply3dRotation(centered_x, centered_y, *rotation_3d);
centered_x = rotated_3d.x;
centered_y = rotated_3d.y;
}
@@ -94,14 +94,14 @@ void render_shape(Rendering::Renderer* renderer,
if (primitive.type == Graphics::PrimitiveType::POLYLINE) {
// POLYLINE: conectar puntos consecutivos.
for (size_t i = 0; i < primitive.points.size() - 1; i++) {
const Vec2 P1 = transform_point(primitive.points[i], SHAPE_CENTRE, position, angle, scale, rotation_3d);
const Vec2 P2 = transform_point(primitive.points[i + 1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
const Vec2 P1 = transformPoint(primitive.points[i], SHAPE_CENTRE, position, angle, scale, rotation_3d);
const Vec2 P2 = transformPoint(primitive.points[i + 1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
}
} else if (primitive.points.size() >= 2) { // LINE
const Vec2 P1 = transform_point(primitive.points[0], SHAPE_CENTRE, position, angle, scale, rotation_3d);
const Vec2 P2 = transform_point(primitive.points[1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
const Vec2 P1 = transformPoint(primitive.points[0], SHAPE_CENTRE, position, angle, scale, rotation_3d);
const Vec2 P2 = transformPoint(primitive.points[1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
}