Files
BrainWind/app/src/components/three/Vault3D.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 Vault3DInput {
span: number;
length: number;
rise: number;
cpi: number;
cpeProfile: Record<string, number>;
cpeParallel?: Record<string, number>;
viewDirection?: 'perpendicular' | 'parallel';
}
function vaultColor(cpe: number, cpi: number, isDark: boolean): THREE.Color {
const p = cpe - cpi;
const intensity = Math.min(1, Math.abs(p) / 1.5);
const l = isDark ? (65 - intensity * 15) : (60 - intensity * 25);
if (p > 0) {
return new THREE.Color(`hsl(${215 - intensity * 10}, ${70 + intensity * 25}%, ${Math.max(35, l)}%)`);
}
return new THREE.Color(`hsl(0, ${70 + intensity * 25}%, ${Math.max(40, l + 5)}%)`);
}
function VaultModel({ span, length, rise, cpi, cpeProfile, cpeParallel, viewDirection = 'perpendicular' }: Vault3DInput) {
const theme = useCanvasTheme();
const isDark = theme === 'dark';
const segments = 64;
const points = useMemo(() => {
const pts: THREE.Vector3[] = [];
for (let i = 0; i <= segments; i++) {
const t = i / segments;
const x = -span / 2 + t * span;
const y = rise * Math.sin(t * Math.PI);
pts.push(new THREE.Vector3(x, y, 0));
}
return pts;
}, [span, rise, segments]);
const archShape = useMemo(() => {
const s = new THREE.Shape();
s.moveTo(-span / 2, 0);
for (let i = 0; i <= segments; i++) {
const t = i / segments;
const x = -span / 2 + t * span;
const y = rise * Math.sin(t * Math.PI);
s.lineTo(x, y);
}
s.lineTo(span / 2, 0);
s.closePath();
return s;
}, [span, rise, segments]);
const renderPerpendicular = () => {
const zones = [];
const zoneSize = segments / 6;
for (let z = 0; z < 6; z++) {
const startIdx = Math.floor(z * zoneSize);
const endIdx = Math.floor((z + 1) * zoneSize);
const key = `zone${z + 1}`;
zones.push({ cpe: cpeProfile[key] ?? -0.5, startIdx, endIdx, label: `${z + 1}` });
}
return zones.map((zone, idx) => {
const color = vaultColor(zone.cpe, cpi, isDark);
const verts: number[] = [];
for (let i = zone.startIdx; i <= zone.endIdx; i++) {
verts.push(points[i].x, points[i].y, points[i].z);
verts.push(points[i].x, points[i].y, length);
}
const indices: number[] = [];
for (let i = 0; i < (zone.endIdx - zone.startIdx); i++) {
const a = i * 2;
const b = i * 2 + 1;
const c = i * 2 + 2;
const d = i * 2 + 3;
indices.push(a, b, c, b, d, c);
}
const midIdx = Math.floor((zone.startIdx + zone.endIdx) / 2);
const midPt = points[midIdx];
return (
<group key={idx}>
<mesh castShadow receiveShadow>
<bufferGeometry>
<bufferAttribute attach="attributes-position" args={[new Float32Array(verts), 3]} />
<bufferAttribute attach="index" args={[new Uint16Array(indices), 1]} />
</bufferGeometry>
<meshStandardMaterial color={color} opacity={0.92} transparent side={THREE.DoubleSide} roughness={0.4} />
</mesh>
<Text
position={[midPt.x, midPt.y + 0.5, length / 2]}
fontSize={Math.max(0.48, span / 18.75)}
color={isDark ? "#f8fafc" : "#0f172a"}
anchorX="center"
anchorY="middle"
>
{zone.label}
</Text>
</group>
);
});
};
const renderParallel = () => {
const zones = ['A', 'B', 'C', 'D'];
const zStep = length / 4;
return zones.map((label, idx) => {
const zStart = idx * zStep;
const zEnd = (idx + 1) * zStep;
const cpe = cpeParallel?.[label] ?? -0.5;
const color = vaultColor(cpe, cpi, isDark);
const verts: number[] = [];
for (let i = 0; i <= segments; i++) {
verts.push(points[i].x, points[i].y, zStart);
verts.push(points[i].x, points[i].y, zEnd);
}
const indices: number[] = [];
for (let i = 0; i < segments; i++) {
const a = i * 2;
const b = i * 2 + 1;
const c = i * 2 + 2;
const d = i * 2 + 3;
indices.push(a, b, c, b, d, c);
}
return (
<group key={idx}>
<mesh castShadow receiveShadow>
<bufferGeometry>
<bufferAttribute attach="attributes-position" args={[new Float32Array(verts), 3]} />
<bufferAttribute attach="index" args={[new Uint16Array(indices), 1]} />
</bufferGeometry>
<meshStandardMaterial color={color} opacity={0.92} transparent side={THREE.DoubleSide} roughness={0.4} />
</mesh>
<Text
position={[0, rise + 0.5, (zStart + zEnd) / 2]}
fontSize={Math.max(0.48, span / 18.75)}
color={isDark ? "#f8fafc" : "#0f172a"}
anchorX="center"
anchorY="middle"
rotation={[-Math.PI / 2, 0, 0]}
>
{label}
</Text>
</group>
);
});
};
return (
<group>
{viewDirection === 'perpendicular' ? renderPerpendicular() : renderParallel()}
{/* Tímpano Traseiro (Z = 0) */}
<mesh position={[0, 0, 0]} castShadow receiveShadow>
<shapeGeometry args={[archShape]} />
<meshStandardMaterial color={isDark ? "#334155" : "#cbd5e1"} opacity={0.7} transparent side={THREE.DoubleSide} roughness={0.5} />
</mesh>
{/* Tímpano Frontal (Z = length) */}
<mesh position={[0, 0, length]} castShadow receiveShadow>
<shapeGeometry args={[archShape]} />
<meshStandardMaterial color={isDark ? "#334155" : "#cbd5e1"} opacity={0.7} transparent side={THREE.DoubleSide} roughness={0.5} />
</mesh>
{/* Rótulo de dimensões */}
<Text
position={[0, rise + 1.5, length / 2]}
fontSize={Math.max(0.3, Math.min(0.6, span / 20))}
color={isDark ? "#cbd5e1" : "#1a202c"}
anchorX="center"
anchorY="bottom"
>
Vão = {span}m | Compr = {length}m | Flecha = {rise}m
</Text>
</group>
);
}
export default function Vault3DViewer({ span, length, rise, cpi, cpeProfile, cpeParallel, viewDirection = 'perpendicular' }: Vault3DInput) {
const theme = useCanvasTheme();
const isDark = theme === 'dark';
const fallback = (
<FallbackDiagram
type="vault"
props={{ span, length, rise, cpi, cpeProfile }}
/>
);
const maxDimension = Math.max(span, length, rise);
return (
<SceneCanvas moduleId="abobada"
shadows
gl={{ preserveDrawingBuffer: true, antialias: true }}
camera={{ position: [span * 1.2, rise * 1.5, length * 1.2], fov: 40 }}
fallback={fallback}
>
<ambientLight intensity={0.7} />
<directionalLight
position={[span, rise * 3, length * 1.5]}
intensity={1.2}
castShadow
shadow-mapSize-width={1024}
shadow-mapSize-height={1024}
/>
<VaultModel span={span} length={length} rise={rise} cpi={cpi} cpeProfile={cpeProfile} cpeParallel={cpeParallel} viewDirection={viewDirection} />
<Grid
infiniteGrid
fadeDistance={maxDimension * 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>
);
}