Files
BrainWind/app/src/components/three/Dome3D.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';
import { DomeAirflowSystem } from './DomeAirflowSystem';
export interface Dome3DInput {
diameter: number;
rise: number;
wallHeight: number;
cpi: number;
cpeBarlavento: number;
cpeTopo: number;
cpeLateral: number;
viewMode?: 'solid' | 'airflow';
}
function domeColor(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 DomeModel({ diameter, rise, wallHeight, cpi, cpeBarlavento, cpeTopo, cpeLateral, viewMode = 'solid' }: Dome3DInput) {
const theme = useCanvasTheme();
const isDark = theme === 'dark';
const isAirflow = viewMode === 'airflow';
const radius = diameter / 2;
const segments = 64;
// Cúpula (casca esférica) — gerada por segmentos de 0° a 360° para fechar o domo
const domeGeoms = useMemo(() => {
const arr: { startTheta: number; endTheta: number; color: THREE.Color }[] = [];
// Divide a circunferência completa (360°) em 6 zonas (simétricas)
const zones = [
{ fromDeg: 0, toDeg: 60, cpe: cpeBarlavento },
{ fromDeg: 60, toDeg: 120, cpe: cpeTopo },
{ fromDeg: 120, toDeg: 180, cpe: cpeLateral },
{ fromDeg: 180, toDeg: 240, cpe: cpeLateral },
{ fromDeg: 240, toDeg: 300, cpe: cpeTopo },
{ fromDeg: 300, toDeg: 360, cpe: cpeBarlavento },
];
for (const z of zones) {
arr.push({
startTheta: (z.fromDeg * Math.PI) / 180,
endTheta: (z.toDeg * Math.PI) / 180,
color: domeColor(z.cpe, cpi, isDark),
});
}
return arr;
}, [cpeBarlavento, cpeTopo, cpeLateral, cpi, isDark]);
// Raio da esfera da calota esférica baseada na flecha (rise) e raio da base (radius)
const rSphere = useMemo(() => {
return (radius * radius + rise * rise) / (2 * rise);
}, [radius, rise]);
return (
<group>
{/* Parede cilíndrica inferior */}
<mesh position={[0, wallHeight / 2, 0]} castShadow receiveShadow>
<cylinderGeometry args={[radius, radius, wallHeight, segments, 1, false]} />
<meshStandardMaterial color="#cbd5e1" opacity={isAirflow ? 0.25 : 0.8} transparent roughness={0.4} />
</mesh>
{/* Detalhes de anéis metálicos nas bordas */}
<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>
<mesh position={[0, wallHeight, 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>
{/* Cúpula de cobertura (Spherical Cap) segmentada */}
{domeGeoms.map((zone, idx) => {
const phiSteps = 16;
const segments2 = 16;
const vertices: number[] = [];
const normals: number[] = [];
const indices: number[] = [];
const phiStart = zone.startTheta;
const phiRange = zone.endTheta - zone.startTheta;
for (let i = 0; i <= phiSteps; i++) {
const phi = phiStart + (i / phiSteps) * phiRange;
for (let j = 0; j <= segments2; j++) {
const t = j / segments2;
const y = t * rise;
// Equação da esfera da calota
const yLocal = (rSphere - rise) + y;
const r = Math.sqrt(Math.max(0, rSphere * rSphere - yLocal * yLocal));
const x = r * Math.cos(phi);
const z = r * Math.sin(phi);
vertices.push(x, wallHeight + y, z);
// Normal analítica perfeita da esfera
normals.push(x / rSphere, yLocal / rSphere, z / rSphere);
}
}
for (let i = 0; i < phiSteps; i++) {
for (let j = 0; j < segments2; j++) {
const a = i * (segments2 + 1) + j;
const b = (i + 1) * (segments2 + 1) + j;
const c = (i + 1) * (segments2 + 1) + (j + 1);
const d = i * (segments2 + 1) + (j + 1);
indices.push(a, b, c, a, c, d);
}
}
return (
<mesh key={idx} castShadow receiveShadow>
<bufferGeometry>
<bufferAttribute attach="attributes-position" args={[new Float32Array(vertices), 3]} />
<bufferAttribute attach="attributes-normal" args={[new Float32Array(normals), 3]} />
<bufferAttribute attach="index" args={[new Uint16Array(indices), 1]} />
</bufferGeometry>
<meshStandardMaterial color={zone.color} opacity={isAirflow ? 0.35 : 0.92} transparent roughness={0.4} side={THREE.DoubleSide} />
</mesh>
);
})}
{/* Seta indicativa de direção do vento */}
<group position={[radius + 2.5, wallHeight / 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>
</group>
{/* Texto Vento */}
<Text
position={[radius + 2.5, wallHeight / 2 + 1.2, 0]}
rotation={[0, 0, 0]}
fontSize={1.2}
color="#3b82f6"
anchorX="center"
anchorY="bottom"
>
Vento
</Text>
{/* Texto informativo */}
<Text
position={[0, wallHeight + rise + 0.8, 0]}
fontSize={Math.max(0.35, Math.min(0.7, (diameter / 12) * 1.3))}
color={isDark ? "#cbd5e1" : "#1a202c"}
anchorX="center"
anchorY="bottom"
>
Diâm = {diameter}m | Flecha = {rise}m
</Text>
</group>
);
}
export default function Dome3DViewer(props: Dome3DInput) {
const theme = useCanvasTheme();
const isDark = theme === 'dark';
const { viewMode = 'solid' } = props;
const fallback = (
<FallbackDiagram
type="dome"
props={props}
/>
);
const maxDim = Math.max(props.diameter, props.wallHeight + props.rise);
return (
<SceneCanvas moduleId="cupula"
shadows
frameloop={viewMode === 'airflow' ? 'always' : 'demand'}
gl={{ preserveDrawingBuffer: true, antialias: true }}
camera={{ position: [props.diameter * 1.5, (props.wallHeight + props.rise) * 1.5, props.diameter * 1.5], fov: 40 }}
fallback={fallback}
>
<ambientLight intensity={0.7} />
<directionalLight
position={[props.diameter * 1.5, (props.wallHeight + props.rise) * 2.5, props.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}
/>
<DomeModel {...props} />
{viewMode === 'airflow' && (
<DomeAirflowSystem diameter={props.diameter} rise={props.rise} wallHeight={props.wallHeight} />
)}
<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>
);
}