🚀 Auto-deploy: melhoria no snap e medição AR em 24/05/2026 14:10:16

This commit is contained in:
2026-05-24 14:10:17 +00:00
parent 678d04cc95
commit febb533f5e
4 changed files with 253 additions and 12 deletions
@@ -0,0 +1,154 @@
import { useEffect, useRef } from 'react';
import { useFrame, useThree } from '@react-three/fiber';
import { PointerLockControls } from '@react-three/drei';
import * as THREE from 'three';
import { useModelStore } from '@/stores/useModelStore';
export function DesktopFirstPersonControls() {
const { camera } = useThree();
const activeMode = useModelStore((s) => s.desktopCameraMode);
const xrEnvironment = useModelStore((s) => s.xrEnvironment);
// Armazena o estado atual das teclas de locomoção
const keys = useRef({
w: false,
a: false,
s: false,
d: false,
arrowup: false,
arrowleft: false,
arrowdown: false,
arrowright: false,
q: false, // voar para baixo
e: false, // voar para cima
});
useEffect(() => {
if (activeMode !== 'walk') return;
const handleKeyDown = (e: KeyboardEvent) => {
const k = e.key.toLowerCase();
if (k in keys.current) {
keys.current[k as keyof typeof keys.current] = true;
}
};
const handleKeyUp = (e: KeyboardEvent) => {
const k = e.key.toLowerCase();
if (k in keys.current) {
keys.current[k as keyof typeof keys.current] = false;
}
};
window.addEventListener('keydown', handleKeyDown);
window.addEventListener('keyup', handleKeyUp);
return () => {
window.removeEventListener('keydown', handleKeyDown);
window.removeEventListener('keyup', handleKeyUp);
};
}, [activeMode]);
// Define posições iniciais amigáveis ao alternar para o modo passeio
const lastMode = useRef<string | null>(null);
useEffect(() => {
if (activeMode === 'walk' && lastMode.current !== 'walk') {
if (xrEnvironment === 'office') {
// Posiciona o operador em pé na ponta da mesa
camera.position.set(0, 1.4, 1.3);
camera.lookAt(0, 0.85, 0);
} else {
// Posiciona no campo aberto em escala real
camera.position.set(0, 1.65, 3);
camera.lookAt(0, 1.0, 0);
}
}
lastMode.current = activeMode;
}, [activeMode, xrEnvironment, camera]);
useFrame((state, delta) => {
if (activeMode !== 'walk') return;
const speed = 2.0 * delta; // Metros por frame adaptativo
const rotSpeed = 1.5 * delta;
const direction = new THREE.Vector3();
const side = new THREE.Vector3();
// Obtém vetor de olhar da câmera
camera.getWorldDirection(direction);
direction.y = 0; // Trava o vetor na horizontal para não voar para cima/baixo ao olhar
direction.normalize();
// Obtém vetor lateral
side.crossVectors(camera.up, direction).normalize();
// 1. Leituras do teclado
let moveFwd = 0;
let moveSide = 0;
let moveUp = 0;
if (keys.current.w || keys.current.arrowup) moveFwd += 1;
if (keys.current.s || keys.current.arrowdown) moveFwd -= 1;
if (keys.current.d || keys.current.arrowright) moveSide -= 1;
if (keys.current.a || keys.current.arrowleft) moveSide += 1;
if (keys.current.e) moveUp += 1;
if (keys.current.q) moveUp -= 1;
camera.position.addScaledVector(direction, moveFwd * speed);
camera.position.addScaledVector(side, moveSide * speed);
camera.position.y += moveUp * speed;
// 2. Leituras da Gamepad API (Xbox / PlayStation)
const gamepads = navigator.getGamepads();
const gp = gamepads[0] || gamepads[1];
if (gp) {
const deadzone = 0.15;
// Analógico Esquerdo (Locomoção)
const stickLX = gp.axes[0]; // Eixo lateral
const stickLY = gp.axes[1]; // Eixo frente/trás
if (Math.abs(stickLY) > deadzone) {
camera.position.addScaledVector(direction, -stickLY * speed);
}
if (Math.abs(stickLX) > deadzone) {
camera.position.addScaledVector(side, -stickLX * speed);
}
// Analógico Direito (Rotação da Câmera)
const stickRX = gp.axes[2]; // Rotação Y
const stickRY = gp.axes[3]; // Olhar X cima/baixo
if (Math.abs(stickRX) > deadzone) {
camera.rotation.y -= stickRX * rotSpeed * 1.6;
}
if (Math.abs(stickRY) > deadzone) {
// Rotaciona verticalmente
camera.rotation.x -= stickRY * rotSpeed * 1.6;
// Limita ângulo vertical para evitar inverter a visão (entre -80° e 80°)
camera.rotation.x = Math.max(-1.4, Math.min(1.4, camera.rotation.x));
}
// Gatilhos para controle de altura (RT sobe, LT desce)
const triggerLT = gp.buttons[6];
const triggerRT = gp.buttons[7];
if (triggerRT && triggerRT.value > 0.1) {
camera.position.y += triggerRT.value * speed;
}
if (triggerLT && triggerLT.value > 0.1) {
camera.position.y -= triggerLT.value * speed;
}
}
// Trava de colisão com o chão/mesa para manter realismo
const minHeight = xrEnvironment === 'office' ? 0.9 : 0.1;
if (camera.position.y < minHeight) {
camera.position.y = minHeight;
}
});
if (activeMode !== 'walk') return null;
return <PointerLockControls makeDefault />;
}