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BrainWind/app/src/components/three/Cylinder3D.tsx
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TypeScript

import { useMemo } from 'react';
import { Grid, Environment, Text } from '@react-three/drei';
import { ViewerOrbitControls as OrbitControls } from './ViewerOrbitControls';
import * as THREE from 'three';
import SceneCanvas from '../SceneCanvas';
import FallbackDiagram from '../FallbackDiagram';
import { useCanvasTheme } from '@/lib/theme';
export interface Cylinder3DInput {
diameter: number;
height: number;
/** Cpe profile ao longo da circunferência (0° a 180°) */
cpeProfile: { angle: number; cpe: number }[];
cpi: number;
}
function cylinderColor(cpe: number, cpi: number): THREE.Color {
const p = cpe - cpi;
const intensity = Math.min(1, Math.abs(p) / 1.2);
if (p > 0) {
return new THREE.Color(`hsl(${215 - intensity * 10}, ${70 + intensity * 25}%, ${Math.max(35, 65 - intensity * 25)}%)`);
}
return new THREE.Color(`hsl(0, ${70 + intensity * 25}%, ${Math.max(40, 65 - intensity * 20)}%)`);
}
function CylinderModel({ diameter, height, cpeProfile, cpi }: Cylinder3DInput) {
const theme = useCanvasTheme();
const isDark = theme === 'dark';
const segments = 64;
const radius = diameter / 2;
// Espelha o cpeProfile para cobrir de 0° a 360°
const fullCpeProfile = useMemo(() => {
if (cpeProfile.length === 0) return [];
const arr = [...cpeProfile];
const step = cpeProfile.length > 1 ? cpeProfile[1].angle - cpeProfile[0].angle : 10;
// Espelha de 180° a 360°
for (let angle = 180 + step; angle < 360; angle += step) {
const mirroredAngle = 360 - angle;
const closest = cpeProfile.find(p => Math.abs(p.angle - mirroredAngle) < 0.1) || cpeProfile[cpeProfile.length - 1];
arr.push({ angle, cpe: closest.cpe });
}
// Fecha o ciclo em 360° (igual a 0°)
arr.push({ angle: 360, cpe: cpeProfile[0].cpe });
return arr;
}, [cpeProfile]);
// Cria faces individuais com cor independente por ângulo
const faces = useMemo(() => {
const arr: { angle: number; cpe: number; color: THREE.Color }[] = [];
for (let i = 0; i < fullCpeProfile.length - 1; i++) {
const a = fullCpeProfile[i];
const b = fullCpeProfile[i + 1];
const angleMid = (a.angle + b.angle) / 2;
const cpeMid = (a.cpe + b.cpe) / 2;
arr.push({ angle: angleMid, cpe: cpeMid, color: cylinderColor(cpeMid, cpi) });
}
return arr;
}, [fullCpeProfile, cpi]);
return (
<group>
{/* Paredes Verticais do Cilindro */}
{faces.map((face, idx) => {
if (fullCpeProfile.length <= idx + 1) return null;
const stepAngle = fullCpeProfile[1].angle - fullCpeProfile[0].angle;
const a0 = (face.angle - stepAngle / 2) * Math.PI / 180;
const a1 = (face.angle + stepAngle / 2) * Math.PI / 180;
const x0 = Math.cos(a0) * radius;
const z0 = Math.sin(a0) * radius;
const x1 = Math.cos(a1) * radius;
const z1 = Math.sin(a1) * radius;
// Normais dos vértices
const nx0 = Math.cos(a0);
const nz0 = Math.sin(a0);
const nx1 = Math.cos(a1);
const nz1 = Math.sin(a1);
// Array com os 6 vértices para formar dois triângulos (um quad completo)
const vertices = new Float32Array([
x0, 0, z0,
x1, 0, z1,
x1, height, z1,
x0, 0, z0,
x1, height, z1,
x0, height, z0,
]);
const normals = new Float32Array([
nx0, 0, nz0,
nx1, 0, nz1,
nx1, 0, nz1,
nx0, 0, nz0,
nx1, 0, nz1,
nx0, 0, nz0,
]);
return (
<mesh key={idx} castShadow receiveShadow>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
args={[vertices, 3]}
/>
<bufferAttribute
attach="attributes-normal"
args={[normals, 3]}
/>
</bufferGeometry>
<meshStandardMaterial color={face.color} opacity={0.9} transparent roughness={0.4} side={THREE.DoubleSide} />
</mesh>
);
})}
{/* Tampa superior sólida */}
<mesh position={[0, height, 0]} rotation={[-Math.PI / 2, 0, 0]} castShadow receiveShadow>
<circleGeometry args={[radius, segments]} />
<meshStandardMaterial color={cylinderColor(cpeProfile[cpeProfile.length - 1].cpe, cpi)} opacity={0.8} transparent side={THREE.DoubleSide} roughness={0.4} />
</mesh>
{/* Anéis de detalhe (bordas do cilindro) */}
<mesh position={[0, height + 0.01, 0]} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[radius - 0.03, radius + 0.03, segments]} />
<meshStandardMaterial color={isDark ? "#475569" : "#2d3748"} roughness={0.5} />
</mesh>
<mesh position={[0, 0.01, 0]} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[radius - 0.03, radius + 0.03, segments]} />
<meshStandardMaterial color={isDark ? "#475569" : "#2d3748"} roughness={0.5} />
</mesh>
{/* Seta indicativa de direção do vento */}
<group position={[-radius - 2.5, height / 2, 0]} rotation={[0, 0, -Math.PI / 2]}>
<mesh castShadow>
<coneGeometry args={[0.3, 0.8, 16]} />
<meshStandardMaterial color="#3b82f6" roughness={0.3} />
</mesh>
<mesh position={[0, -0.6, 0]} castShadow>
<cylinderGeometry args={[0.1, 0.1, 1.2, 16]} />
<meshStandardMaterial color="#3b82f6" roughness={0.3} />
</mesh>
<Text
position={[0, -1.5, 0]}
rotation={[Math.PI / 2, 0, 0]}
fontSize={0.4}
color="#3b82f6"
anchorX="center"
anchorY="middle"
>
Vento
</Text>
</group>
{/* Texto de Informação */}
<Text
position={[0, height + 0.8, 0]}
fontSize={Math.max(0.3, Math.min(0.6, diameter / 10))}
color={isDark ? "#cbd5e1" : "#1a202c"}
anchorX="center"
anchorY="bottom"
>
Alt = {height}m | Diâm = {diameter}m
</Text>
</group>
);
}
export default function Cylinder3DViewer({ diameter, height, cpeProfile, cpi }: Cylinder3DInput) {
const theme = useCanvasTheme();
const isDark = theme === 'dark';
const fallback = (
<FallbackDiagram
type="cylinder"
props={{ diameter, height, cpeProfile, cpi }}
/>
);
const maxDim = Math.max(diameter, height);
return (
<SceneCanvas moduleId="cilindro"
shadows
gl={{ preserveDrawingBuffer: true, antialias: true }}
camera={{ position: [diameter * 1.5, height * 1.2, diameter * 1.5], fov: 40 }}
fallback={fallback}
>
<ambientLight intensity={0.7} />
<directionalLight
position={[diameter * 1.5, height * 2.5, diameter * 1.5]}
intensity={1.2}
castShadow
shadow-mapSize-width={1024}
shadow-mapSize-height={1024}
shadow-camera-far={maxDim * 10}
shadow-camera-left={-maxDim}
shadow-camera-right={maxDim}
shadow-camera-top={maxDim}
shadow-camera-bottom={-maxDim}
/>
<CylinderModel diameter={diameter} height={height} cpeProfile={cpeProfile} cpi={cpi} />
<Grid
infiniteGrid
fadeDistance={maxDim * 5}
sectionColor={isDark ? "#475569" : "#94a3b8"}
cellColor={isDark ? "#1e293b" : "#cbd5e1"}
position={[0, -0.01, 0]}
/>
<OrbitControls makeDefault minPolarAngle={0} maxPolarAngle={Math.PI / 2 - 0.05} />
<Environment preset="city" />
</SceneCanvas>
);
}