🚀 Auto-deploy: melhoria no snap e medição AR em 04/08/2026 21:12:43
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+28
-31
@@ -38,7 +38,7 @@ const TRIGGER_DEADZONE = 0.05;
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const MOVE_SPEED = 1.5;
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const ROT_SPEED = 1.2;
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const SCALE_SPEED = 0.6;
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const CUBE_SIZE = 1;
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const CUBE_SIZE = 0.3;
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type AlignPhase = 'IDLE' | 'WAIT_SURFACE' | 'WAIT_FACE2' | 'WAIT_EDGE';
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@@ -99,19 +99,11 @@ const CubeControlado = ({
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gpDesktop = gamepads[0] || null;
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}
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if ((gpRight || gpDesktop) && !lockedRef.current && alignPhase === 'IDLE') {
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let lx = 0, ly = 0, rx = 0, ry = 0;
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let lt = 0, rt = 0;
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let resetBtn = false;
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let resetBtn = false;
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let lx = 0, ly = 0, rx = 0, ry = 0;
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if (gpRight || gpDesktop) {
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if (isWebXR) {
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// WebXR: Analógicos são os índices 2 e 3. Grips são o botão 1. Botão A/B são 4 e 5.
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lx = gpLeft?.axes[2] ?? 0;
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ly = gpLeft?.axes[3] ?? 0;
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rx = gpRight?.axes[2] ?? 0;
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ry = gpRight?.axes[3] ?? 0;
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lt = gpLeft?.buttons[1]?.value ?? 0;
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rt = gpRight?.buttons[1]?.value ?? 0;
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resetBtn =
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gpRight?.buttons[4]?.pressed ||
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gpRight?.buttons[5]?.pressed ||
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@@ -119,14 +111,32 @@ const CubeControlado = ({
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gpLeft?.buttons[5]?.pressed ||
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false;
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} else {
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// Desktop nativo
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resetBtn = gpDesktop!.buttons[0]?.pressed || false;
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}
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// Reset total (funciona a qualquer momento, cancela até os passos do alinhamento)
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if (resetBtn && !gamepadRef.current.a) {
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posRef.current = { x: 0, y: 0.5, z: 0 };
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rotRef.current = { x: 0, y: 0, z: 0 };
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scaleRef.current = 1;
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if (alignPhase !== 'IDLE') {
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setAlignPhase('IDLE');
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}
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}
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gamepadRef.current.a = resetBtn;
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}
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if ((gpRight || gpDesktop) && !lockedRef.current && alignPhase === 'IDLE') {
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if (isWebXR) {
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lx = gpLeft?.axes[2] ?? 0;
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ly = gpLeft?.axes[3] ?? 0;
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rx = gpRight?.axes[2] ?? 0;
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ry = gpRight?.axes[3] ?? 0;
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} else {
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lx = gpDesktop!.axes[0] ?? 0;
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ly = gpDesktop!.axes[1] ?? 0;
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rx = gpDesktop!.axes[2] ?? 0;
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ry = gpDesktop!.axes[3] ?? 0;
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lt = gpDesktop!.buttons[6]?.value ?? 0;
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rt = gpDesktop!.buttons[7]?.value ?? 0;
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resetBtn = gpDesktop!.buttons[0]?.pressed || false;
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}
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const ax = Math.abs(lx) > STICK_DEADZONE ? lx : 0;
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@@ -136,24 +146,11 @@ const CubeControlado = ({
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posRef.current.x -= ax * MOVE_SPEED * delta;
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posRef.current.z -= ay * MOVE_SPEED * delta;
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posRef.current.y = Math.max(0.5, posRef.current.y);
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posRef.current.y = Math.max(0.15, posRef.current.y);
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rotRef.current.x = (rotRef.current.x + ary * ROT_SPEED * delta) % (Math.PI * 2);
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rotRef.current.y = (rotRef.current.y - arx * ROT_SPEED * delta) % (Math.PI * 2);
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const scaleDelta = rt - lt;
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if (Math.abs(scaleDelta) > TRIGGER_DEADZONE) {
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scaleRef.current = Math.max(0.2, Math.min(3, scaleRef.current + scaleDelta * SCALE_SPEED * delta));
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}
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if (resetBtn && !gamepadRef.current.a) {
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posRef.current = { x: 0, y: 0.5, z: 0 };
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rotRef.current = { x: 0, y: 0, z: 0 };
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scaleRef.current = 1;
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}
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gamepadRef.current.a = resetBtn;
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} else if ((gpRight || gpDesktop) && lockedRef.current) {
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let rx = 0, ry = 0;
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if (isWebXR) {
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rx = gpRight?.axes[2] ?? 0;
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ry = gpRight?.axes[3] ?? 0;
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@@ -174,7 +171,7 @@ const CubeControlado = ({
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return (
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<XRGrabbable
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allowScale={true}
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allowScale={false}
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lockedActive={lockedRef.current}
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onSync={(deltaPos, deltaQuat, deltaScale) => {
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// Matriz atual do cubo
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