🚀 Auto-deploy: melhoria no snap e medição AR em 20/07/2026 20:08:44

This commit is contained in:
2026-07-20 20:08:44 +00:00
parent 7bd45e473d
commit 34ac745cc0
4 changed files with 567 additions and 0 deletions
+2
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@@ -9,6 +9,7 @@ import XRSession from "./pages/XRSession";
import Watch from "./pages/Watch"; import Watch from "./pages/Watch";
import MeetingRoom from "./pages/MeetingRoom"; import MeetingRoom from "./pages/MeetingRoom";
import NotFound from "./pages/NotFound"; import NotFound from "./pages/NotFound";
import QuestCubeLab from "./lab/QuestCubeLab";
import "@/lib/remoteLogger"; import "@/lib/remoteLogger";
const queryClient = new QueryClient(); const queryClient = new QueryClient();
@@ -26,6 +27,7 @@ const App = () => (
<Route path="/watch/:code" element={<Watch />} /> <Route path="/watch/:code" element={<Watch />} />
<Route path="/meeting" element={<MeetingRoom />} /> <Route path="/meeting" element={<MeetingRoom />} />
<Route path="/meeting/:roomId" element={<MeetingRoom />} /> <Route path="/meeting/:roomId" element={<MeetingRoom />} />
<Route path="/lab" element={<QuestCubeLab />} />
<Route path="*" element={<NotFound />} /> <Route path="*" element={<NotFound />} />
</Routes> </Routes>
</BrowserRouter> </BrowserRouter>
+42
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@@ -0,0 +1,42 @@
import { Link } from "react-router-dom";
import { FlaskConical, ArrowRight } from "lucide-react";
/**
* LabButton — Botão que aparece na Home do SteelXR.
*
* ⚠️ Importante: este componente vive em /lab/.
* Se a pasta /lab/ for deletada, o botão some.
* (E o import em Index.tsx vira linha morta que Vite descarta via tree-shaking.)
*/
const LabButton = () => {
return (
<Link
to="/lab"
className="mt-4 block rounded-lg border border-amber-500/30 bg-amber-500/5 px-4 py-3 transition-all duration-200 hover:border-amber-400/60 hover:bg-amber-500/10"
>
<div className="flex items-center justify-between">
<div className="flex items-center gap-3">
<div className="flex h-9 w-9 shrink-0 items-center justify-center rounded-md bg-amber-500/15 text-amber-300">
<FlaskConical className="h-5 w-5" />
</div>
<div className="text-left">
<div className="flex items-center gap-2">
<span className="text-sm font-semibold text-amber-100">
Laboratório de Cubos
</span>
<span className="rounded-full border border-amber-500/40 px-1.5 py-0.5 font-mono text-[10px] uppercase tracking-wider text-amber-300/80">
alpha
</span>
</div>
<p className="text-xs text-amber-200/60">
Sandbox experimental Meta Quest 3 joystick + alinhamento 3D
</p>
</div>
</div>
<ArrowRight className="h-4 w-4 text-amber-400/60" />
</div>
</Link>
);
};
export default LabButton;
+520
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@@ -0,0 +1,520 @@
import { useEffect, useRef, useState } from "react";
import { Link } from "react-router-dom";
import { Canvas, useFrame } from "@react-three/fiber";
import {
OrbitControls,
Grid,
Environment,
PerspectiveCamera,
} from "@react-three/drei";
import * as THREE from "three";
import {
Beaker,
ArrowLeft,
Lock,
Unlock,
RotateCcw,
Box,
Gamepad2,
Hand,
} from "lucide-react";
/**
* ============================================================
* QUEST CUBE LAB — Fase 2
* - Cubo 3D real (Three.js via @react-three/fiber)
* - Grid fino no plano y=0 (Drei <Grid>)
* - Toggle Travar/Destravar (upgrades decididos pelo Marcos)
* - Joystick funcional (gamepad API) — analógico esq translação, dir rotação,
* triggers LB/RB escala, A reseta cubo
* - OrbitControls pra teste em PC (amigo pode testar com mouse antes de VR)
* - WebXR entry button: suportado se browser for MetaQuest Browser
* ============================================================
*/
// Limiares analógicos (deadzone do joystick)
const STICK_DEADZONE = 0.12;
const TRIGGER_DEADZONE = 0.05;
const MOVE_SPEED = 1.5; // m/s lógico
const ROT_SPEED = 1.2; // rad/s
const SCALE_SPEED = 0.6;
// Dimensão inicial do cubo (1m x 1m x 1m)
const CUBE_SIZE = 1;
// ===================================================================
// COMPONENTE: CuboControlado
// Recebe refs compartilhadas pro estado, atualiza a cada frame.
// ===================================================================
const CubeControlado = ({
posRef,
rotRef,
scaleRef,
lockedRef,
gamepadRef,
}: {
posRef: React.MutableRefObject<{ x: number; y: number; z: number }>;
rotRef: React.MutableRefObject<{ x: number; y: number; z: number }>;
scaleRef: React.MutableRefObject<number>;
lockedRef: React.MutableRefObject<boolean>;
gamepadRef: React.MutableRefObject<{ a: boolean }>;
}) => {
const meshRef = useRef<THREE.Mesh>(null);
// Material do cubo com 6 faces coloridas (Pra identificar cada face no AR)
const materials = [
new THREE.MeshStandardMaterial({ color: "#ef4444" }), // +x - vermelho
new THREE.MeshStandardMaterial({ color: "#22c55e" }), // -x - verde
new THREE.MeshStandardMaterial({ color: "#3b82f6" }), // +y - azul
new THREE.MeshStandardMaterial({ color: "#facc15" }), // -y - amarelo
new THREE.MeshStandardMaterial({ color: "#a855f7" }), // +z - roxo
new THREE.MeshStandardMaterial({ color: "#06b6d4" }), // -z - ciano
];
useFrame((state, delta) => {
if (!meshRef.current) return;
const pad = gamepadRef.current.a ? null : null; // A=reseta handled em outro lugar
// Lê gamepad a cada frame (não usar useEffect pq só roda uma vez)
const gamepads = navigator.getGamepads ? navigator.getGamepads() : [];
const gp = gamepads[0];
if (gp && !lockedRef.current) {
// Stick esquerdo -> translação XZ (FRente/tras, esquerda/direita)
const lx = gp.axes[0] ?? 0; // esquerda(+)/direita(-)
const ly = gp.axes[1] ?? 0; // frente(-)/tras(+)
// Stick direito -> rotação yaw (Y) e pitch (X)
const rx = gp.axes[2] ?? 0;
const ry = gp.axes[3] ?? 0;
// Botões 6 e 7 tipicamente são LT/RT em controles padrão Quest 3
const lt = gp.buttons[6]?.value ?? 0;
const rt = gp.buttons[7]?.value ?? 0;
// btn 0 = A (X no controle Quest, segundo a doc), btn 1 = B
const aBtn = gp.buttons[0]?.pressed;
// Deadzone + escala
const ax = Math.abs(lx) > STICK_DEADZONE ? lx : 0;
const ay = Math.abs(ly) > STICK_DEADZONE ? ly : 0;
const arx = Math.abs(rx) > STICK_DEADZONE ? rx : 0;
const ary = Math.abs(ry) > STICK_DEADZONE ? ry : 0;
// Aplica translação
posRef.current.x -= ax * MOVE_SPEED * delta;
posRef.current.z -= ay * MOVE_SPEED * delta;
posRef.current.y = Math.max(0.5, posRef.current.y); // mantém acima do chão
// Aplica rotação
rotRef.current.x = (rotRef.current.x + ary * ROT_SPEED * delta) % (Math.PI * 2);
rotRef.current.y = (rotRef.current.y - arx * ROT_SPEED * delta) % (Math.PI * 2);
// Triggers -> escala (LT encolhe, RT cresce)
const scaleDelta = rt - lt;
if (Math.abs(scaleDelta) > TRIGGER_DEADZONE) {
scaleRef.current = Math.max(
0.2,
Math.min(3, scaleRef.current + scaleDelta * SCALE_SPEED * delta)
);
}
// Botão A -> reseta posição/rotação/escala (mantém y=0.5)
if (aBtn && !gamepadRef.current.a) {
posRef.current = { x: 0, y: 0.5, z: 0 };
rotRef.current = { x: 0, y: 0, z: 0 };
scaleRef.current = 1;
}
gamepadRef.current.a = aBtn;
} else if (gp && lockedRef.current) {
// Se travado, só rotação por joystick (yaw/pitch)
const rx = gp.axes[2] ?? 0;
const ry = gp.axes[3] ?? 0;
const arx = Math.abs(rx) > STICK_DEADZONE ? rx : 0;
const ary = Math.abs(ry) > STICK_DEADZONE ? ry : 0;
rotRef.current.x = (rotRef.current.x + ary * ROT_SPEED * delta) % (Math.PI * 2);
rotRef.current.y = (rotRef.current.y - arx * ROT_SPEED * delta) % (Math.PI * 2);
}
// Aplica ao mesh do Three.js
meshRef.current.position.set(posRef.current.x, posRef.current.y, posRef.current.z);
meshRef.current.rotation.set(rotRef.current.x, rotRef.current.y, rotRef.current.z);
meshRef.current.scale.setScalar(scaleRef.current);
});
return (
<mesh ref={meshRef} castShadow receiveShadow position={[0, 0.5, 0]}>
<boxGeometry args={[CUBE_SIZE, CUBE_SIZE, CUBE_SIZE]} />
{materials.map((m, i) => (
<primitive attach="material-0" object={m} key={i} />
))}
</mesh>
);
};
// ===================================================================
// Detector de gamepad (sinaliza status pra UI)
// ===================================================================
const useGamepadStatus = () => {
const [connected, setConnected] = useState(false);
useEffect(() => {
const handler = () => {
const pads = navigator.getGamepads?.() ?? [];
setConnected(Array.from(pads).some((p) => p !== null));
};
window.addEventListener("gamepadconnected", handler);
window.addEventListener("gamepaddisconnected", handler);
handler();
const i = window.setInterval(handler, 1000); // poll, porque alguns headsets só conectam após entrar em XR
return () => {
window.removeEventListener("gamepadconnected", handler);
window.removeEventListener("gamepaddisconnected", handler);
window.clearInterval(i);
};
}, []);
return connected;
};
// ===================================================================
// Página principal QuestCubeLab
// ===================================================================
const QuestCubeLab = () => {
const joystickConnected = useGamepadStatus();
// Estado editável via UI (ControlCards e sliders)
const [cubePos, setCubePos] = useState({ x: 0, y: 0.5, z: 0 });
const [cubeRot, setCubeRot] = useState({ x: 0, y: 0, z: 0 });
const [cubeScale, setCubeScale] = useState(1);
const [locked, setLocked] = useState(false);
const [xrSupported] = useState(() =>
typeof navigator !== "undefined" &&
"xr" in navigator &&
typeof (navigator as unknown as { xr?: { isSessionSupported?: (m: string) => Promise<boolean> } }).xr?.isSessionSupported === "function"
);
// Refs pra o gamepad loop no useFrame ler/escrever sem re-render
const posRef = useRef(cubePos);
const rotRef = useRef(cubeRot);
const scaleRef = useRef(cubeScale);
const lockedRef = useRef(locked);
const gamepadRef = useRef({ a: false });
// Sincroniza refs com state (escrita do state -> refs; leitura do gamepad -> state)
useEffect(() => {
posRef.current = cubePos;
}, [cubePos]);
useEffect(() => {
rotRef.current = cubeRot;
}, [cubeRot]);
useEffect(() => {
scaleRef.current = cubeScale;
}, [cubeScale]);
useEffect(() => {
lockedRef.current = locked;
}, [locked]);
// Loop de polling separado pra sincronizar state <- refs (porque useFrame altera refs)
useEffect(() => {
const id = window.setInterval(() => {
setCubePos({ ...posRef.current });
setCubeRot({ ...rotRef.current });
setCubeScale(scaleRef.current);
}, 100);
return () => window.clearInterval(id);
}, []);
const reset = () => {
posRef.current = { x: 0, y: 0.5, z: 0 };
rotRef.current = { x: 0, y: 0, z: 0 };
scaleRef.current = 1;
setCubePos({ x: 0, y: 0.5, z: 0 });
setCubeRot({ x: 0, y: 0, z: 0 });
setCubeScale(1);
};
// Helper pra entrar em XR (sessão imersiva-ar com Passthrough do Quest 3)
const enterXR = async () => {
try {
const xr = (navigator as unknown as { xr: { requestSession: (m: string) => Promise<XRSession> } }).xr;
const session = await xr.requestSession("immersive-ar");
// A integração XR com R3F é feita via @react-three/xr (não instalada).
// Por ora, só abre a sessão; o Canvas atualiza quando detecta.
// Importante: o Canvas precisa de <XR> wrapper pra usar sessionMode.
// Workaround mínimo: setamos a session no Canvas via gl.xr.setSession.
// Como o setup <XR> não está instalado, exibimos mensagem informativa.
void session;
alert("XR session requisitada. (Para integração completa com R3F, falta instalar @react-three/xr — Fase 2.5).");
} catch (e) {
alert("Falha ao entrar em XR: " + (e as Error).message);
}
};
return (
<div className="min-h-screen bg-gradient-to-b from-slate-950 via-slate-900 to-slate-950 text-slate-100">
<header className="border-b border-slate-800/80 bg-slate-950/80 backdrop-blur">
<div className="mx-auto flex max-w-6xl items-center justify-between gap-3 px-6 py-4">
<Link
to="/"
className="flex items-center gap-2 text-sm text-slate-400 transition hover:text-slate-100"
>
<ArrowLeft className="h-4 w-4" /> Voltar ao SteelXR
</Link>
<div className="flex items-center gap-3">
<Beaker className="h-5 w-5 text-amber-400" />
<h1 className="font-mono text-sm tracking-wider text-slate-300">
QUEST CUBE LAB <span className="text-amber-400/70">(alpha)</span>
</h1>
</div>
<div className="flex items-center gap-3">
<span
className={`inline-flex h-2 w-2 rounded-full ${
joystickConnected ? "bg-emerald-400" : "bg-slate-600"
}`}
/>
<span className="text-xs text-slate-400">
{joystickConnected ? "Joystick OK" : "Sem joystick"}
</span>
</div>
</div>
</header>
<main className="mx-auto max-w-6xl px-6 py-8">
<div className="mb-6 rounded-lg border border-amber-500/30 bg-amber-500/5 px-4 py-3 text-sm text-amber-200">
<strong>Sandbox experimental Fase 2.</strong> Cubo Three.js real (6 faces coloridas),
grid fino no chão, travar/destravar, joystick funcional.
</div>
{/* Toolbar com Travar/Destravar + Reset + XR */}
<div className="mb-4 flex flex-wrap items-center gap-2">
<button
onClick={() => setLocked((v) => !v)}
className={`flex items-center gap-2 rounded-md border px-3 py-2 text-sm font-medium transition ${
locked
? "border-amber-500 bg-amber-500/15 text-amber-200"
: "border-slate-700 bg-slate-900 text-slate-300 hover:border-slate-500"
}`}
>
{locked ? <Lock className="h-4 w-4" /> : <Unlock className="h-4 w-4" />}
{locked ? "Travado" : "Destravar"}
</button>
<button
onClick={reset}
className="flex items-center gap-2 rounded-md border border-slate-700 bg-slate-900 px-3 py-2 text-sm text-slate-300 transition hover:border-slate-500"
>
<RotateCcw className="h-4 w-4" />
Reset
</button>
<div className="ml-auto flex items-center gap-2">
<button
disabled={!xrSupported}
onClick={enterXR}
className={`flex items-center gap-2 rounded-md border px-3 py-2 text-sm transition ${
xrSupported
? "border-emerald-500/50 bg-emerald-500/10 text-emerald-200 hover:bg-emerald-500/20"
: "cursor-not-allowed border-slate-700 bg-slate-900 text-slate-500"
}`}
>
<Hand className="h-4 w-4" />
Entrar em AR (Passthrough)
</button>
</div>
</div>
{/* Viewport 3D real */}
<section className="overflow-hidden rounded-xl border border-slate-800 bg-slate-950">
<div style={{ height: 460 }}>
<Canvas shadows>
<PerspectiveCamera makeDefault position={[3, 2.5, 4]} fov={50} />
<ambientLight intensity={0.4} />
<directionalLight
position={[5, 8, 5]}
intensity={1}
castShadow
shadow-mapSize-width={1024}
shadow-mapSize-height={1024}
/>
<CubeControlado
posRef={posRef}
rotRef={rotRef}
scaleRef={scaleRef}
lockedRef={lockedRef}
gamepadRef={gamepadRef}
/>
<Grid
args={[20, 20]}
cellSize={0.25}
cellThickness={0.5}
cellColor="#475569"
sectionSize={1}
sectionThickness={1}
sectionColor="#94a3b8"
fadeDistance={18}
fadeStrength={1}
infiniteGrid={false}
position={[0, 0, 0]}
/>
<mesh receiveShadow rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.001, 0]}>
<planeGeometry args={[20, 20]} />
<shadowMaterial transparent opacity={0.35} />
</mesh>
<OrbitControls makeDefault enableDamping />
<Environment preset="city" />
</Canvas>
</div>
<div className="flex items-center justify-between border-t border-slate-800 bg-slate-950/80 px-4 py-2">
<div className="font-mono text-[11px] text-slate-400">
pos({cubePos.x.toFixed(2)}, {cubePos.y.toFixed(2)}, {cubePos.z.toFixed(2)}) · rot(
{((cubeRot.y * 180) / Math.PI).toFixed(0)}°) · scale {cubeScale.toFixed(2)}x
{locked && " · 🔒 posição fixa"}
</div>
<div className="font-mono text-[11px] uppercase tracking-wider text-slate-500">
{locked ? "modo: rotação livre" : "modo: livre"}
</div>
</div>
</section>
{/* 3 ControlCards */}
<section className="mt-6 grid grid-cols-1 gap-4 md:grid-cols-3">
<ControlCard
icon={<Box className="h-4 w-4 text-cyan-300" />}
title="Translação (stick esq)"
value={`X: ${cubePos.x.toFixed(2)} · Z: ${cubePos.z.toFixed(2)}`}
onUp={() => setCubePos((p) => ({ ...p, z: p.z - 0.1 }))}
onDown={() => setCubePos((p) => ({ ...p, z: p.z + 0.1 }))}
onLeft={() => setCubePos((p) => ({ ...p, x: p.x - 0.1 }))}
onRight={() => setCubePos((p) => ({ ...p, x: p.x + 0.1 }))}
disabled={locked}
/>
<ControlCard
icon={<Gamepad2 className="h-4 w-4 text-violet-300" />}
title="Rotação (stick dir)"
value={`Yaw: ${((cubeRot.y * 180) / Math.PI).toFixed(0)}°`}
onUp={() => setCubeRot((r) => ({ ...r, x: r.x + 0.1 }))}
onDown={() => setCubeRot((r) => ({ ...r, x: r.x - 0.1 }))}
onLeft={() => setCubeRot((r) => ({ ...r, y: r.y - 0.1 }))}
onRight={() => setCubeRot((r) => ({ ...r, y: r.y + 0.1 }))}
/>
<ControlCard
icon={<Maximize2Inline />}
title="Escala (LT/RT)"
value={`${cubeScale.toFixed(2)}x`}
onUp={() => setCubeScale((s) => Math.min(3, +(s + 0.1).toFixed(2)))}
onDown={() => setCubeScale((s) => Math.max(0.2, +(s - 0.1).toFixed(2)))}
onLeft={() => setCubeScale((s) => Math.max(0.2, +(s - 0.1).toFixed(2)))}
onRight={() => setCubeScale((s) => Math.min(3, +(s + 0.1).toFixed(2)))}
disabled={locked}
/>
</section>
<section className="mt-8 rounded-lg border border-slate-800 bg-slate-900/30 p-6">
<h2 className="mb-4 font-mono text-xs uppercase tracking-[0.2em] text-slate-400">
Próximas fases
</h2>
<ol className="space-y-2 text-sm text-slate-300">
<Phase n="1" status="done" title="Botão na Home + rota /lab" />
<Phase n="2" status="done" title="Cubo Three.js + Grid fino + Travar/Destravar + Joystick funcional" />
<Phase
n="2.5"
status="active"
title="Integração WebXR completa (@react-three/xr) — Passthrough real"
/>
<Phase n="3" title="Sistema 2-cliques (PAR CONTATO: face objeto + superfície alvo)" />
<Phase n="4" title="Sistema 2-cliques (PAR DIREÇÃO: face objeto + aresta lateral mesa)" />
<Phase n="5" title="Migração da lógica redonda pro SteelXR XR Session" />
</ol>
</section>
</main>
</div>
);
};
const Maximize2Inline = () => (
<svg className="h-4 w-4 text-amber-300" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2" strokeLinecap="round" strokeLinejoin="round">
<path d="M21 21l-4.35-4.35" />
<path d="M11 5h6v6" />
<path d="M21 5L14 12" />
<path d="M5 21l7-7" />
<path d="M5 13V5h8" />
</svg>
);
const Phase = ({ n, status, title }: { n: string; status?: "done" | "active"; title: string }) => (
<li className="flex items-start gap-3">
<span
className={`flex h-6 w-6 shrink-0 items-center justify-center rounded-full font-mono text-xs ${
status === "done"
? "bg-emerald-500/20 text-emerald-300"
: status === "active"
? "bg-amber-500/20 text-amber-300"
: "bg-slate-800 text-slate-500"
}`}
>
{n}
</span>
<span className="text-slate-200">{title}</span>
</li>
);
const ControlCard = ({
icon,
title,
value,
onUp,
onDown,
onLeft,
onRight,
disabled,
}: {
icon: React.ReactNode;
title: string;
value: string;
onUp: () => void;
onDown: () => void;
onLeft: () => void;
onRight: () => void;
disabled?: boolean;
}) => (
<div className={`rounded-lg border border-slate-800 bg-slate-900/60 p-4 ${disabled ? "opacity-50" : ""}`}>
<div className="mb-3 flex items-center gap-2">
{icon}
<span className="text-sm font-medium text-slate-200">{title}</span>
</div>
<div className="mb-3 font-mono text-xs text-slate-400">{value}</div>
<div className="grid grid-cols-3 gap-1">
<div />
<button
onClick={onUp}
disabled={disabled}
className="rounded border border-slate-700 bg-slate-950 py-1.5 text-xs hover:border-slate-500 disabled:cursor-not-allowed"
>
</button>
<div />
<button
onClick={onLeft}
disabled={disabled}
className="rounded border border-slate-700 bg-slate-950 py-1.5 text-xs hover:border-slate-500 disabled:cursor-not-allowed"
>
</button>
<button
onClick={onDown}
disabled={disabled}
className="rounded border border-slate-700 bg-slate-950 py-1.5 text-xs hover:border-slate-500 disabled:cursor-not-allowed"
>
</button>
<button
onClick={onRight}
disabled={disabled}
className="rounded border border-slate-700 bg-slate-950 py-1.5 text-xs hover:border-slate-500 disabled:cursor-not-allowed"
>
</button>
</div>
</div>
);
export default QuestCubeLab;
+3
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@@ -12,6 +12,7 @@ import { validateModelFile } from '@/lib/validateModelFile';
import { CloudLoader } from '@/components/CloudLoader'; import { CloudLoader } from '@/components/CloudLoader';
import { SceneModelList } from '@/components/SceneModelList'; import { SceneModelList } from '@/components/SceneModelList';
import { RecentFilesList } from '@/components/RecentFilesList'; import { RecentFilesList } from '@/components/RecentFilesList';
import LabButton from '@/lab/LabButton';
import { addRecentFile } from '@/lib/recentFiles'; import { addRecentFile } from '@/lib/recentFiles';
import { Switch } from '@/components/ui/switch'; import { Switch } from '@/components/ui/switch';
import { Label } from '@/components/ui/label'; import { Label } from '@/components/ui/label';
@@ -369,6 +370,8 @@ const Index = () => {
Reunião Virtual Reunião Virtual
</Button> </Button>
<LabButton />
{/* XR Status */} {/* XR Status */}
<div className="flex items-center justify-center gap-2 pt-2"> <div className="flex items-center justify-center gap-2 pt-2">
{xrSupported === null ? {xrSupported === null ?