🚀 Auto-deploy: melhoria no snap e medição AR em 04/08/2026 20:11:57
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+36
-37
@@ -7,6 +7,7 @@ import {
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Environment,
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PerspectiveCamera,
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} from "@react-three/drei";
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import { XR, createXRStore } from "@react-three/xr";
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import * as THREE from "three";
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import {
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Beaker,
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@@ -38,6 +39,10 @@ const CUBE_SIZE = 1;
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type AlignPhase = 'IDLE' | 'WAIT_SURFACE' | 'WAIT_FACE2' | 'WAIT_EDGE';
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const store = createXRStore({
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controller: { left: true, right: true },
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});
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// ===================================================================
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// COMPONENTE: CuboControlado
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// ===================================================================
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@@ -274,16 +279,8 @@ const QuestCubeLab = () => {
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setAlignPhase('IDLE');
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};
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const enterXR = async () => {
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try {
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const xr = (navigator as Navigator & { xr?: { requestSession: (mode: string) => Promise<unknown> } })?.xr;
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if (!xr) return;
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const session = await xr.requestSession("immersive-ar");
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void session;
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alert("XR session requisitada.");
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} catch (e) {
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alert("Falha ao entrar em XR: " + (e as Error).message);
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}
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const enterXR = () => {
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store.enterAR();
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};
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const handleSurfaceClick = (point: THREE.Vector3, normal: THREE.Vector3) => {
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@@ -415,34 +412,36 @@ const QuestCubeLab = () => {
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<div style={{ height: 600 }}>
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<Canvas shadows>
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<PerspectiveCamera makeDefault position={[3, 4, 6]} fov={50} />
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<ambientLight intensity={0.5} />
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<directionalLight position={[5, 8, 5]} intensity={1} castShadow shadow-mapSize-width={1024} shadow-mapSize-height={1024} />
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<CubeControlado
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posRef={posRef}
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rotRef={rotRef}
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scaleRef={scaleRef}
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lockedRef={lockedRef}
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gamepadRef={gamepadRef}
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alignPhase={alignPhase}
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setAlignPhase={setAlignPhase}
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face1Ref={face1Ref}
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face2Ref={face2Ref}
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/>
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<Table
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onSurfaceClick={handleSurfaceClick}
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onEdgeClick={handleEdgeClick}
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/>
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<XR store={store}>
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<PerspectiveCamera makeDefault position={[3, 4, 6]} fov={50} />
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<ambientLight intensity={0.5} />
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<directionalLight position={[5, 8, 5]} intensity={1} castShadow shadow-mapSize-width={1024} shadow-mapSize-height={1024} />
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<CubeControlado
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posRef={posRef}
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rotRef={rotRef}
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scaleRef={scaleRef}
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lockedRef={lockedRef}
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gamepadRef={gamepadRef}
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alignPhase={alignPhase}
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setAlignPhase={setAlignPhase}
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face1Ref={face1Ref}
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face2Ref={face2Ref}
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/>
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<Table
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onSurfaceClick={handleSurfaceClick}
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onEdgeClick={handleEdgeClick}
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/>
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<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]} />
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<mesh receiveShadow rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.001, 0]}>
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<planeGeometry args={[20, 20]} />
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<shadowMaterial transparent opacity={0.35} />
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</mesh>
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<OrbitControls makeDefault enableDamping />
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<Environment preset="city" />
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<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]} />
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<mesh receiveShadow rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.001, 0]}>
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<planeGeometry args={[20, 20]} />
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<shadowMaterial transparent opacity={0.35} />
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</mesh>
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<OrbitControls makeDefault enableDamping />
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<Environment preset="city" />
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</XR>
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</Canvas>
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</div>
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