🚀 Auto-deploy: melhoria no snap e medição AR em 02/06/2026 21:25:43

This commit is contained in:
2026-06-02 21:25:43 +00:00
parent 0126d8d78c
commit 11547f7bc7
4 changed files with 310 additions and 209 deletions
+172 -120
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@@ -1,171 +1,223 @@
import { useRef, RefObject } from 'react';
import { useRef, useState } from 'react';
import { useFrame, useThree } from '@react-three/fiber';
import { useXR } from '@react-three/xr';
import * as THREE from 'three';
import { getAllModelLocalGroups } from '@/lib/modelTransforms';
import { useModelStore } from '@/stores/useModelStore';
import { toast } from 'sonner';
/**
* Quest 3 thumbstick locomotion (rig-relative).
* Mapeamento de Locomoção por Teletransporte Parabólico via Controle XR:
*
* Mapeamento (thumbstick = axes[2]/axes[3] em xr-standard):
* • Para frente (axes[1] < -0.7) → exibe mira no modelo em tempo real.
* Ao soltar (axis volta a ~0) → teletransporta para a mira.
* Se não houver modelo atingido pelo olhar, projeta mira a 0.5m.
* • Para trás (axes[1] > 0.7) → passo de 0.3 m oposto ao olhar.
* Mapeado diretamente para facilitar pequenos ajustes.
* • Lateral (|axes[0]| > 0.7) → snap-rotate ±30° no eixo Y do rig.
*
* NÃO lê grip ou trigger — esses são responsabilidade exclusiva de
* XRGrabbable e XRControllerMeasure, respectivamente.
* - Incline e segure o Thumbstick (analógico) de qualquer controle para frente.
* Um arco parabólico surgirá projetado a partir da mira física do controle.
* - Ao soltar o direcional, você se teletransporta para o local.
* - Para entrar em escala real dentro do modelo, aponte diretamente para ele. A escala
* será automaticamente definida para 1:1 ao pousar.
*/
interface Props {
/** Ref para o <group> que envolve <XROrigin/>; sua pose move o usuário. */
rigRef: RefObject<THREE.Group>;
rigRef: React.RefObject<THREE.Group>;
}
const DEAD = 0.7;
const RELEASE = 0.3;
const SNAP_DEG = 30;
const STEP_BACK = 0.3;
const STEP_FWD_NO_HIT = 0.5;
export function ControllerLocomotion({ rigRef }: Props) {
const { camera } = useThree();
const { camera, gl } = useThree();
const session = useXR((s) => s.session);
const fwdPushed = useRef(false);
const backLatched = useRef(false);
const rotLatched = useRef<0 | -1 | 1>(0);
const raycaster = useRef(new THREE.Raycaster());
// Refs visuais
const arcLineRef = useRef<THREE.Line>(null);
const lineGeomRef = useRef<THREE.BufferGeometry>(null);
const reticleRef = useRef<THREE.Mesh>(null);
useFrame(() => {
// Estados temporários do teletransporte
const lastTeleportTarget = useRef<THREE.Vector3 | null>(null);
const lastTeleportHitModel = useRef<boolean>(false);
useFrame((_state, _dt, frame: XRFrame | undefined) => {
const rig = rigRef.current;
const reticle = reticleRef.current;
if (!rig || !session) {
if (reticle && reticle.visible) reticle.visible = false;
if (!rig || !session || !frame) {
if (arcLineRef.current) arcLineRef.current.visible = false;
if (reticleRef.current) reticleRef.current.visible = false;
return;
}
let stickX = 0;
const referenceSpace = gl.xr.getReferenceSpace();
if (!referenceSpace) return;
let activeSource: XRInputSource | null = null;
let stickY = 0;
// Procura qualquer controle com analógico inclinado para a frente
for (const src of session.inputSources) {
const gp = src.gamepad;
if (!gp || gp.axes.length < 4) continue;
// Preferencia pelo stick esquerdo para locomoção
if (src.handedness === 'left') {
stickX = gp.axes[2] ?? 0;
stickY = gp.axes[3] ?? 0;
break;
}
if (src.handedness === 'right' && stickX === 0 && stickY === 0) {
stickX = gp.axes[2] ?? 0;
stickY = gp.axes[3] ?? 0;
}
}
// ── Snap-rotate (lateral) ──────────────────────────────────────
if (Math.abs(stickX) > DEAD) {
const dir: -1 | 1 = stickX > 0 ? 1 : -1;
if (rotLatched.current !== dir) {
rotLatched.current = dir;
rig.rotation.y -= (dir * SNAP_DEG * Math.PI) / 180;
}
} else if (Math.abs(stickX) < RELEASE) {
rotLatched.current = 0;
}
// ── Back step ──────────────────────────────────────────────────
if (stickY > DEAD) {
if (!backLatched.current) {
backLatched.current = true;
const headDir = new THREE.Vector3();
camera.getWorldDirection(headDir);
headDir.y = 0;
if (headDir.lengthSq() > 1e-6) {
headDir.normalize();
rig.position.addScaledVector(headDir, -STEP_BACK);
if (gp && gp.axes.length >= 4) {
const sy = gp.axes[3] ?? 0; // Eixo Y vertical do joystick
if (sy < -DEAD) {
activeSource = src;
stickY = sy;
break;
}
}
} else if (stickY < RELEASE) {
backLatched.current = false;
}
// ── Forward → teleport on release ─────────────────────────────
if (stickY < -DEAD) {
// Se encontramos um controle ativo mirando/inclinado para frente
if (activeSource && stickY < -DEAD) {
fwdPushed.current = true;
// Realiza raycast a partir da direção que o usuário está olhando (câmera)
const origin = new THREE.Vector3();
camera.getWorldPosition(origin);
const dir = new THREE.Vector3();
camera.getWorldDirection(dir);
raycaster.current.set(origin, dir);
raycaster.current.far = 30;
// Filtra o raycast para atingir exclusivamente as peças 3D carregadas
const modelsObjects = getAllModelLocalGroups();
const hits = raycaster.current.intersectObjects(modelsObjects, true);
const hit = hits.find((h) => {
const o = h.object;
if (!(o instanceof THREE.Mesh)) return false;
if (o.userData.__edgeLine) return false;
return true;
});
const target = hit ? hit.point.clone() : origin.clone().add(dir.multiplyScalar(STEP_FWD_NO_HIT));
if (reticle) {
// Converte o ponto de mundo para o espaço local do rig
const localTarget = target.clone();
rig.worldToLocal(localTarget);
reticle.position.copy(localTarget);
if (hit && hit.face) {
const normalWorld = hit.face.normal.clone();
const nm = new THREE.Matrix3().getNormalMatrix(hit.object.matrixWorld);
normalWorld.applyMatrix3(nm).normalize();
// Converte normal do mundo para o espaço local do rig para orientar o retículo
const rigWorldQuat = new THREE.Quaternion();
rig.getWorldQuaternion(rigWorldQuat);
const normalLocal = normalWorld.clone().applyQuaternion(rigWorldQuat.invert());
const quaternion = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 1, 0), normalLocal);
reticle.quaternion.copy(quaternion);
} else {
reticle.rotation.set(-Math.PI / 2, 0, 0);
}
reticle.visible = true;
// Obtém pose do controle usando o targetRaySpace (mira física do controle)
const ctrlPose = frame.getPose(activeSource.targetRaySpace, referenceSpace);
if (ctrlPose) {
const m = new THREE.Matrix4().fromArray(ctrlPose.transform.matrix);
origin.setFromMatrixPosition(m);
const q = new THREE.Quaternion().setFromRotationMatrix(m);
dir.set(0, 0, -1).applyQuaternion(q).normalize();
} else {
// Fallback para direção do olhar se pose falhar
camera.getWorldPosition(origin);
camera.getWorldDirection(dir);
}
} else if (fwdPushed.current && stickY > -RELEASE) {
fwdPushed.current = false;
if (reticle && reticle.visible) {
reticle.visible = false;
// Recupera o ponto projetado e calcula o deslocamento em relação à câmera
const localTarget = reticle.position.clone();
const targetWorld = localTarget.clone();
rig.localToWorld(targetWorld);
// Parâmetros da simulação do arco parabólico
const points: THREE.Vector3[] = [];
const currentPos = origin.clone();
const velocity = dir.clone().multiplyScalar(7.5); // velocidade do tiro do arco
const gravity = new THREE.Vector3(0, -9.8, 0);
const dt = 0.025; // passo da física
let hitPoint: THREE.Vector3 | null = null;
let hitModel = false;
const modelsObjects = getAllModelLocalGroups();
const camWorld = new THREE.Vector3();
camera.getWorldPosition(camWorld);
points.push(currentPos.clone());
const delta = new THREE.Vector3().subVectors(targetWorld, camWorld);
delta.y = 0; // preserva altura do rig do usuário
rig.position.add(delta);
// Executa a trajetória balística
for (let i = 0; i < 35; i++) {
const nextPos = currentPos.clone().addScaledVector(velocity, dt);
velocity.addScaledVector(gravity, dt);
const segDir = new THREE.Vector3().subVectors(nextPos, currentPos);
const segLen = segDir.length();
if (segLen > 0.001) {
segDir.normalize();
raycaster.current.set(currentPos, segDir);
raycaster.current.far = segLen;
// 1. Verifica colisão com modelos 3D
const hits = raycaster.current.intersectObjects(modelsObjects, true);
const firstHit = hits.find(
(h) => h.object instanceof THREE.Mesh && !h.object.userData.__edgeLine
);
if (firstHit) {
hitPoint = firstHit.point.clone();
hitModel = true;
points.push(hitPoint);
break;
}
// 2. Verifica colisão com o chão/grid de calibração plano infinito em Y = gridY
const gridY = useModelStore.getState().gridY;
if (
(currentPos.y >= gridY && nextPos.y <= gridY) ||
(currentPos.y <= gridY && nextPos.y >= gridY)
) {
const t = (gridY - currentPos.y) / (nextPos.y - currentPos.y);
hitPoint = new THREE.Vector3().lerpVectors(currentPos, nextPos, t);
points.push(hitPoint);
break;
}
}
currentPos.copy(nextPos);
points.push(currentPos.clone());
}
const finalTarget = hitPoint ?? points[points.length - 1];
lastTeleportTarget.current = finalTarget.clone();
lastTeleportHitModel.current = hitModel;
// Atualiza a geometria do arco
if (lineGeomRef.current && arcLineRef.current) {
lineGeomRef.current.setFromPoints(points);
lineGeomRef.current.attributes.position.needsUpdate = true;
lineGeomRef.current.computeBoundingSphere();
arcLineRef.current.visible = true;
}
// Atualiza o retículo
if (reticleRef.current) {
const localTarget = finalTarget.clone();
rig.worldToLocal(localTarget);
reticleRef.current.position.copy(localTarget);
reticleRef.current.visible = true;
// Visual premium: Rosa/Fúcsia para escala real (modelo), Ciano para o grid/chão
const mat = reticleRef.current.material as THREE.MeshBasicMaterial;
if (hitModel) {
mat.color.set('#d946ef');
reticleRef.current.scale.setScalar(1.2);
} else {
mat.color.set('#06b6d4');
reticleRef.current.scale.setScalar(1.0);
}
}
} else {
if (reticle && reticle.visible) {
reticle.visible = false;
// Quando soltar o analógico
if (fwdPushed.current) {
fwdPushed.current = false;
const targetWorld = lastTeleportTarget.current;
const hitModel = lastTeleportHitModel.current;
if (targetWorld) {
const camWorld = new THREE.Vector3();
camera.getWorldPosition(camWorld);
const delta = new THREE.Vector3().subVectors(targetWorld, camWorld);
if (hitModel) {
// "Para entrar em escala real dentro do modelo, aponte para ele"
useModelStore.getState().resetScale();
// Ajusta o rig para que o pé fique no Y do modelo, mantendo a altura da câmera
rig.position.y = targetWorld.y;
delta.y = 0;
toast.success("Entrando na peça em Escala Real (1:1)!");
} else {
delta.y = 0; // preserva a altura vertical do usuário
}
rig.position.add(delta);
}
}
// Oculta feixe e retículo
if (arcLineRef.current) arcLineRef.current.visible = false;
if (reticleRef.current) reticleRef.current.visible = false;
}
});
return (
<mesh ref={reticleRef} visible={false}>
<ringGeometry args={[0.07, 0.09, 32]} />
<meshBasicMaterial color="#06b6d4" transparent opacity={0.8} side={THREE.DoubleSide} depthWrite={false} />
</mesh>
<>
{/* Arco parabólico premium */}
<line ref={arcLineRef} visible={false}>
<bufferGeometry ref={lineGeomRef} />
<lineBasicMaterial color="#06b6d4" linewidth={3.5} transparent opacity={0.8} />
</line>
{/* Retículo de pouso */}
<mesh ref={reticleRef} visible={false} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.07, 0.09, 32]} />
<meshBasicMaterial color="#06b6d4" transparent opacity={0.85} side={THREE.DoubleSide} depthWrite={false} />
</mesh>
</>
);
}
+1 -19
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@@ -330,25 +330,7 @@ export function XRControllerMeasure() {
trigState.current = false;
}
// ── Button A (undo) ──────────────────────────────────────────────
const aBtn = gp?.buttons?.[4];
const aVal = aBtn ? (aBtn.value || (aBtn.pressed ? 1 : 0)) : 0;
if (!aState.current && aVal > BTN_ON) {
aState.current = true;
useModelStore.getState().undoLastMeasurement();
} else if (aState.current && aVal < TRIG_OFF) {
aState.current = false;
}
// ── Button B (clear) ─────────────────────────────────────────────
const bBtn = gp?.buttons?.[5];
const bVal = bBtn ? (bBtn.value || (bBtn.pressed ? 1 : 0)) : 0;
if (!bState.current && bVal > BTN_ON) {
bState.current = true;
useModelStore.getState().clearMeasurements();
} else if (bState.current && bVal < TRIG_OFF) {
bState.current = false;
}
// A and B physical buttons are now handled globally in XRHudInWorld.tsx for the Summon Menu.
});
// Construct the laser Line object once so we can attach via <primitive>
+65 -54
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@@ -23,7 +23,7 @@ interface SingleGrabRecord {
hand: 'left' | 'right';
/** Offset (world) = groupWorldPos - controllerWorldPos at grab start. */
offsetWorld: THREE.Vector3;
/** Altura Y de mundo da peça no momento em que o grab iniciou, para travar horizontalmente */
/** Altura Y de mundo da peça no momento em que o grab iniciou */
startWorldY: number;
}
@@ -46,14 +46,13 @@ const _tmpVecR = new THREE.Vector3();
const _tmpQuat = new THREE.Quaternion();
/**
* Touch Plus grip mapping (Meta Quest 3):
* Mapeamento Geral do Quest 3 para Manipulação do Modelo em AR:
*
* • One-hand grip → **PAN ONLY (RESTRICTED HORIZONTALLY)** (translação). A rotação e a escala
* da peça NÃO mudam — o grip simples só arrasta no plano horizontal X/Z para preservar a altura Y calibrada.
* • Two-hand grip → ORBIT (eixo entre as mãos) + ZOOM uniforme
* (distância entre os controles). O zoom está sempre ligado.
*
* Trigger não interfere aqui (reservado para seleção/medição).
* • Panorâmica (Pan) -> Segurar o botão Grip (lateral) em qualquer um dos controles
* e mover a mão na direção que deseja arrastar (movimentação livre em 3D).
* • Giro (Rotação) e Zoom (Escala) -> Apontar ambos os controles para a bounding box do modelo,
* segurar ambos os botões de Grip (L+R) e mover as mãos em direções opostas (giro) ou
* afastar/aproximar as mãos (zoom).
*/
export function XRGrabbable({ allowScale = true, lockedActive = false, onGrabStart, children }: XRGrabbableProps) {
const groupRef = useRef<THREE.Group>(null);
@@ -143,7 +142,7 @@ export function XRGrabbable({ allowScale = true, lockedActive = false, onGrabSta
useFrame((_state, dt) => {
const group = groupRef.current;
if (!group) return;
const snap: ControllerGrabSnapshot = grab.current;
const snap = grab.current;
const L = snap.left;
const R = snap.right;
@@ -157,7 +156,7 @@ export function XRGrabbable({ allowScale = true, lockedActive = false, onGrabSta
const lActive = L.isGrabbing && L.hasPose;
const rActive = R.isGrabbing && R.hasPose;
// ─── Halo intensity (visual feedback for analog grip) ────────
// Visual feedback para a pressão analógica do grip (halo)
if (haloRef.current) {
const maxGrip = Math.max(L.gripValue, R.gripValue);
const mat = haloRef.current.material as THREE.MeshBasicMaterial;
@@ -165,7 +164,7 @@ export function XRGrabbable({ allowScale = true, lockedActive = false, onGrabSta
haloRef.current.visible = maxGrip > 0.05;
}
// ─── Two-hand mode (orbit + zoom, sempre) ────────────────────
// ─── Modo de Duas Mãos: Giro (Órbita) + Zoom ────────────────────
if (lActive && rActive) {
_tmpVecL.setFromMatrixPosition(L.gripWorld);
_tmpVecR.setFromMatrixPosition(R.gripWorld);
@@ -177,45 +176,64 @@ export function XRGrabbable({ allowScale = true, lockedActive = false, onGrabSta
if (!dual.current) {
group.updateMatrixWorld();
dual.current = {
startGroupWorld: group.matrixWorld.clone(),
startMid: midNow.clone(),
startAxis: axisNow.clone(),
startDist: distNow,
startScale: group.scale.x,
// Restrição: Apontar ambos os controles para a caixa delimitadora do modelo
const box = new THREE.Box3().setFromObject(group);
const checkPointerCollision = (slot: typeof L) => {
const origin = new THREE.Vector3().setFromMatrixPosition(slot.gripWorld);
const q = new THREE.Quaternion().setFromRotationMatrix(slot.gripWorld);
const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(q).normalize();
const ray = new THREE.Ray(origin, dir);
return ray.intersectsBox(box);
};
single.current = null;
if (!everGrabbed.current) { everGrabbed.current = true; onGrabStart?.(); }
console.log('[XR][grab] ◆ TWO-HAND start (orbit+zoom)');
if (checkPointerCollision(L) && checkPointerCollision(R)) {
dual.current = {
startGroupWorld: group.matrixWorld.clone(),
startMid: midNow.clone(),
startAxis: axisNow.clone(),
startDist: distNow,
startScale: group.scale.x,
};
single.current = null;
if (!everGrabbed.current) { everGrabbed.current = true; onGrabStart?.(); }
console.log('[XR][grab] ◆ TWO-HAND start (orbit+zoom) - bounding box hit');
} else {
// Se não apontavam para o modelo, ignora e permite o pan de uma mão (da primeira mão a engajar)
return;
}
}
const d = dual.current;
const deltaQuat = new THREE.Quaternion().setFromUnitVectors(d.startAxis, axisNow);
// ZOOM só quando allowScale=true. Caso contrário, mantém escala 1× (só orbita).
const scaleRatio = allowScale
? THREE.MathUtils.clamp(distNow / d.startDist, 0.1, 10)
: 1;
if (dual.current) {
const d = dual.current;
const deltaQuat = new THREE.Quaternion().setFromUnitVectors(d.startAxis, axisNow);
const tToOrigin = new THREE.Matrix4().makeTranslation(-d.startMid.x, -d.startMid.y, -d.startMid.z);
const tBack = new THREE.Matrix4().makeTranslation(midNow.x, midNow.y, midNow.z);
const rot = new THREE.Matrix4().makeRotationFromQuaternion(deltaQuat);
const scl = new THREE.Matrix4().makeScale(scaleRatio, scaleRatio, scaleRatio);
const m = new THREE.Matrix4().identity()
.multiply(tBack)
.multiply(rot)
.multiply(scl)
.multiply(tToOrigin)
.multiply(d.startGroupWorld);
// ZOOM: afasta as mãos para zoom in, aproxima para zoom out
const scaleRatio = allowScale
? THREE.MathUtils.clamp(distNow / d.startDist, 0.1, 10)
: 1;
applyWorldMatrixToLocal(group, m);
return;
const tToOrigin = new THREE.Matrix4().makeTranslation(-d.startMid.x, -d.startMid.y, -d.startMid.z);
const tBack = new THREE.Matrix4().makeTranslation(midNow.x, midNow.y, midNow.z);
const rot = new THREE.Matrix4().makeRotationFromQuaternion(deltaQuat);
const scl = new THREE.Matrix4().makeScale(scaleRatio, scaleRatio, scaleRatio);
const m = new THREE.Matrix4().identity()
.multiply(tBack)
.multiply(rot)
.multiply(scl)
.multiply(tToOrigin)
.multiply(d.startGroupWorld);
applyWorldMatrixToLocal(group, m);
return;
}
} else if (dual.current) {
console.log('[XR][grab] ◆ TWO-HAND end');
dual.current = null;
syncGrabToStore();
}
// ─── One-hand mode (PAN ONLY - HORIZONTAL X/Z) ────────────────
// ─── Modo de Uma Mão: Panorâmica Livre (Arrastar em 3D) ────────
const activeHand: 'left' | 'right' | null = lActive ? 'left' : rActive ? 'right' : null;
if (activeHand) {
const slot = activeHand === 'left' ? L : R;
@@ -226,38 +244,32 @@ export function XRGrabbable({ allowScale = true, lockedActive = false, onGrabSta
const groupWorldPos = new THREE.Vector3().setFromMatrixPosition(group.matrixWorld);
const offsetWorld = new THREE.Vector3().subVectors(groupWorldPos, ctrlPos);
// Salva a altura Y original de mundo
const startWorldY = groupWorldPos.y;
single.current = { hand: activeHand, offsetWorld, startWorldY };
single.current = { hand: activeHand, offsetWorld, startWorldY: groupWorldPos.y };
if (!everGrabbed.current) { everGrabbed.current = true; onGrabStart?.(); }
console.log(`[XR][grab] ● ONE-HAND start (${activeHand}) — horizontal pan & rotation`);
console.log(`[XR][grab] ● ONE-HAND start (${activeHand}) — free 3D pan`);
}
// Rotação Y via analógico do controle ativo
// Função particular improvisada: rotacionar com o analógico horizontal durante o pan
const inputSource = session?.inputSources ? Array.from(session.inputSources).find(s => s.handedness === activeHand) : null;
const gp = inputSource?.gamepad;
if (gp && gp.axes.length >= 4) {
const stickX = gp.axes[2]; // horizontal do thumbstick
const stickX = gp.axes[2]; // thumbstick horizontal
const deadzone = 0.15;
if (Math.abs(stickX) > deadzone) {
const rotationSpeed = 1.5; // rad por segundo
const rotationSpeed = 1.5;
const angle = Math.sign(stickX) * (Math.abs(stickX) - deadzone) * rotationSpeed * dt;
const q = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), -angle);
group.quaternion.multiplyQuaternions(q, group.quaternion);
// Rotaciona o offset para girar ao redor da mão
// Gira o offset em torno da mão
single.current.offsetWorld.applyQuaternion(q);
}
}
// Target world position = controller + initial/rotated offset
// Calcula a nova posição no espaço de mundo (movimentação 3D livre)
const targetWorldPos = new THREE.Vector3().addVectors(ctrlPos, single.current.offsetWorld);
// Trava a translação no plano horizontal (XZ de mundo), preservando a altura Y original de calibração!
targetWorldPos.y = single.current.startWorldY;
// Convert to parent-local position (preserve current rotation/scale)
// Converte para coordenadas locais do pai
if (group.parent) {
group.parent.updateMatrixWorld();
const invParent = new THREE.Matrix4().copy(group.parent.matrixWorld).invert();
@@ -282,7 +294,6 @@ export function XRGrabbable({ allowScale = true, lockedActive = false, onGrabSta
);
}
/** Convert a desired world matrix to the group's local matrix (given its parent). */
function applyWorldMatrixToLocal(group: THREE.Group, worldMatrix: THREE.Matrix4) {
if (group.parent) {
group.parent.updateMatrixWorld();
+71 -15
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@@ -84,20 +84,72 @@ export function XRHudInWorld(props: XRHudInWorldProps) {
const headLockRef = useRef<THREE.Group>(null);
const targetPos = useRef(new THREE.Vector3());
const targetQuat = useRef(new THREE.Quaternion());
const lastABtn = useRef(false);
const lastButtonsState = useRef({
left4: false, // X
left5: false, // Y
left3: false, // Menu (☰)
right4: false, // A
right5: false, // B
});
/** Cached offset from controller to panel at drag start. */
const dragOffsetPos = useRef(new THREE.Vector3());
const dragOffsetQuat = useRef(new THREE.Quaternion());
const dragInitialized = useRef(false);
useFrame(() => {
// Toggle the head-locked 3-button group via left X button (Quest Touch buttons[4])
const gp = leftCtrl?.inputSource?.gamepad;
if (gp) {
const xBtn = gp.buttons[4];
const pressed = !!xBtn?.pressed;
if (pressed && !lastABtn.current) setHudVisible((v) => !v);
lastABtn.current = pressed;
// Escuta botões A, B, X, Y e Menu do esquerdo
const gpLeft = leftCtrl?.inputSource?.gamepad;
const gpRight = rightCtrl?.inputSource?.gamepad;
let xPressed = false;
let yPressed = false;
let menuPressed = false;
let aPressed = false;
let bPressed = false;
if (gpLeft) {
// Esquerdo: Menu (3), X (4), Y (5)
const btnMenu = gpLeft.buttons[3];
const btnX = gpLeft.buttons[4];
const btnY = gpLeft.buttons[5];
if (btnX?.pressed && !lastButtonsState.current.left4) xPressed = true;
if (btnY?.pressed && !lastButtonsState.current.left5) yPressed = true;
if (btnMenu?.pressed && !lastButtonsState.current.left3) menuPressed = true;
lastButtonsState.current.left4 = !!btnX?.pressed;
lastButtonsState.current.left5 = !!btnY?.pressed;
lastButtonsState.current.left3 = !!btnMenu?.pressed;
}
if (gpRight) {
// Direito: A (4), B (5)
const btnA = gpRight.buttons[4];
const btnB = gpRight.buttons[5];
if (btnA?.pressed && !lastButtonsState.current.right4) aPressed = true;
if (btnB?.pressed && !lastButtonsState.current.right5) bPressed = true;
lastButtonsState.current.right4 = !!btnA?.pressed;
lastButtonsState.current.right5 = !!btnB?.pressed;
}
// Se o menu estiver aberto, pressionar X físico fecha o projeto (encerra sessão AR)
if (xPressed && open) {
try { xrSession?.end(); } catch (e) { console.warn('[XR] session.end failed', e); }
setTimeout(() => navigate('/viewer'), 50);
toast.success("Projeto fechado!");
} else if (aPressed || bPressed || xPressed || yPressed) {
// Se qualquer um dos botões A, B, X, Y for pressionado, abre/traz o menu
setOpen(true);
reanchorRequested.current = true;
}
// Pressionar o botão de Menu (☰) do controle esquerdo abre o menu de ferramentas diretamente
if (menuPressed) {
setOpen(true);
setTab('tools');
reanchorRequested.current = true;
}
// Floating panel:
@@ -527,6 +579,7 @@ function ToolsTab(p: XRHudInWorldProps) {
const setScaleRatio = useModelStore((s) => s.setScaleRatio);
const resetScale = useModelStore((s) => s.resetScale);
const clearMeasurements = useModelStore((s) => s.clearMeasurements);
const undoLastMeasurement = useModelStore((s) => s.undoLastMeasurement);
return (
<group>
@@ -585,21 +638,24 @@ function ToolsTab(p: XRHudInWorldProps) {
const preset = SCALE_PRESETS.find((sp) => sp.label === lbl)!;
return (
<XR3DButton key={lbl}
position={[-0.16 + i * 0.06, -0.14, 0]} size={[0.055, 0.022]} label={lbl}
position={[-0.16 + i * 0.054, -0.14, 0]} size={[0.05, 0.022]} label={lbl}
active={scaleRatio.label === lbl}
onClick={() => setScaleRatio(preset)} />
);
})}
<XR3DButton position={[0.10, -0.14, 0]} size={[0.062, 0.022]}
<XR3DButton position={[0.076, -0.14, 0]} size={[0.046, 0.022]}
label="↺ Reset" color="#dc2626"
onClick={resetScale} fontSize={0.0085} />
<XR3DButton position={[0.17, -0.14, 0]} size={[0.062, 0.022]}
label="✕ Medidas" color="#dc2626"
onClick={clearMeasurements} fontSize={0.0085} />
onClick={resetScale} fontSize={0.0075} />
<XR3DButton position={[0.126, -0.14, 0]} size={[0.05, 0.022]}
label="⎌ Desfaz" color="#3b82f6"
onClick={undoLastMeasurement} fontSize={0.0075} />
<XR3DButton position={[0.18, -0.14, 0]} size={[0.05, 0.022]}
label="✕ Limpa" color="#dc2626"
onClick={clearMeasurements} fontSize={0.0075} />
{measureMode && (
<Text position={[-0.24, -0.17, 0]} fontSize={0.0065} color="#a3e635" anchorX="left" maxWidth={0.5}>
Gatilho D: marcar · A: desfazer · B: limpar · Gatilho E: alternar snap
Gatilho D: marcar ponto · Gatilho E: alternar snap · A/B/X/Y: abrir Menu
</Text>
)}