Files
SteelXR/src/lab/QuestCubeLab.tsx
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TypeScript

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,
Hand,
} from "lucide-react";
/**
* ============================================================
* QUEST CUBE LAB — Fase 3 e 4
* - Cubo 3D real + Mesa de dois níveis
* - Sistema de alinhamento por clique duplo:
* 1. Seleciona face do cubo
* 2. Seleciona superfície da mesa (tampo ou prateleira) -> cubo deita na superfície
* 3. Seleciona outra face do cubo (ortogonal à primeira)
* 4. Seleciona aresta (lateral/frente) da mesa -> cubo rotaciona e alinha face
* ============================================================
*/
const STICK_DEADZONE = 0.12;
const TRIGGER_DEADZONE = 0.05;
const MOVE_SPEED = 1.5;
const ROT_SPEED = 1.2;
const SCALE_SPEED = 0.6;
const CUBE_SIZE = 1;
type AlignPhase = 'IDLE' | 'WAIT_SURFACE' | 'WAIT_FACE2' | 'WAIT_EDGE';
// ===================================================================
// COMPONENTE: CuboControlado
// ===================================================================
const CubeControlado = ({
posRef,
rotRef,
scaleRef,
lockedRef,
gamepadRef,
alignPhase,
setAlignPhase,
face1Ref,
face2Ref,
}: {
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 }>;
alignPhase: AlignPhase;
setAlignPhase: (p: AlignPhase) => void;
face1Ref: React.MutableRefObject<THREE.Vector3>;
face2Ref: React.MutableRefObject<THREE.Vector3>;
}) => {
const meshRef = useRef<THREE.Mesh>(null);
const materials = [
new THREE.MeshStandardMaterial({ color: "#ef4444" }), // +x
new THREE.MeshStandardMaterial({ color: "#22c55e" }), // -x
new THREE.MeshStandardMaterial({ color: "#3b82f6" }), // +y
new THREE.MeshStandardMaterial({ color: "#facc15" }), // -y
new THREE.MeshStandardMaterial({ color: "#a855f7" }), // +z
new THREE.MeshStandardMaterial({ color: "#06b6d4" }), // -z
];
useFrame((state, delta) => {
if (!meshRef.current) return;
const gamepads = navigator.getGamepads ? navigator.getGamepads() : [];
const gp = gamepads[0];
if (gp && !lockedRef.current && alignPhase === 'IDLE') {
const lx = gp.axes[0] ?? 0;
const ly = gp.axes[1] ?? 0;
const rx = gp.axes[2] ?? 0;
const ry = gp.axes[3] ?? 0;
const lt = gp.buttons[6]?.value ?? 0;
const rt = gp.buttons[7]?.value ?? 0;
const aBtn = gp.buttons[0]?.pressed;
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;
posRef.current.x -= ax * MOVE_SPEED * delta;
posRef.current.z -= ay * MOVE_SPEED * delta;
posRef.current.y = Math.max(0.5, posRef.current.y);
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);
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));
}
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) {
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);
}
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]}
onClick={(e) => {
e.stopPropagation();
if (!e.intersections[0].face) return;
const localNormal = e.intersections[0].face.normal;
if (alignPhase === 'IDLE') {
face1Ref.current.copy(localNormal);
setAlignPhase('WAIT_SURFACE');
} else if (alignPhase === 'WAIT_FACE2') {
if (Math.abs(face1Ref.current.dot(localNormal)) < 0.1) {
face2Ref.current.copy(localNormal);
setAlignPhase('WAIT_EDGE');
} else {
alert("Por favor, selecione uma face diferente da primeira (ortogonal) para alinhar a direção.");
}
}
}}
onPointerOver={(e) => { e.stopPropagation(); document.body.style.cursor = 'pointer'; }}
onPointerOut={() => { document.body.style.cursor = 'auto'; }}
>
<boxGeometry args={[CUBE_SIZE, CUBE_SIZE, CUBE_SIZE]} />
{materials.map((m, i) => (
<primitive attach={`material-${i}`} object={m} key={i} />
))}
</mesh>
);
};
// ===================================================================
// COMPONENTE: Mesa (Table)
// ===================================================================
const Table = ({
onSurfaceClick,
onEdgeClick,
}: {
onSurfaceClick: (p: THREE.Vector3, n: THREE.Vector3) => void;
onEdgeClick: (p: THREE.Vector3, n: THREE.Vector3) => void;
}) => {
const handleClick = (e: any) => {
e.stopPropagation();
if (!e.intersections[0].face) return;
const n = e.intersections[0].face.normal;
// Identifica se clicou no topo (Y forte) ou nas laterais (X ou Z fortes)
if (Math.abs(n.y) > 0.9) {
onSurfaceClick(e.point, n);
} else {
onEdgeClick(e.point, n);
}
};
return (
<group position={[0, 0, -2]}>
{/* Tampo Superior */}
<mesh position={[0, 1, 0]} onClick={handleClick} castShadow receiveShadow>
<boxGeometry args={[2, 0.1, 1]} />
<meshStandardMaterial color="#8B4513" />
</mesh>
{/* Prateleira Inferior */}
<mesh position={[0, 0.5, 0]} onClick={handleClick} castShadow receiveShadow>
<boxGeometry args={[2, 0.1, 1]} />
<meshStandardMaterial color="#A0522D" />
</mesh>
{/* Pés */}
<mesh position={[-0.9, 0.5, 0.4]} castShadow receiveShadow><boxGeometry args={[0.1, 1, 0.1]} /><meshStandardMaterial color="#5c3a21" /></mesh>
<mesh position={[0.9, 0.5, 0.4]} castShadow receiveShadow><boxGeometry args={[0.1, 1, 0.1]} /><meshStandardMaterial color="#5c3a21" /></mesh>
<mesh position={[-0.9, 0.5, -0.4]} castShadow receiveShadow><boxGeometry args={[0.1, 1, 0.1]} /><meshStandardMaterial color="#5c3a21" /></mesh>
<mesh position={[0.9, 0.5, -0.4]} castShadow receiveShadow><boxGeometry args={[0.1, 1, 0.1]} /><meshStandardMaterial color="#5c3a21" /></mesh>
</group>
);
};
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);
return () => {
window.removeEventListener("gamepadconnected", handler);
window.removeEventListener("gamepaddisconnected", handler);
window.clearInterval(i);
};
}, []);
return connected;
};
// ===================================================================
// Página principal
// ===================================================================
const QuestCubeLab = () => {
const joystickConnected = useGamepadStatus();
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 [alignPhase, setAlignPhase] = useState<AlignPhase>('IDLE');
const face1Ref = useRef(new THREE.Vector3());
const face2Ref = useRef(new THREE.Vector3());
const surfaceNormalRef = useRef(new THREE.Vector3());
const [xrSupported] = useState(() =>
typeof navigator !== "undefined" &&
"xr" in navigator &&
typeof (navigator as any).xr?.isSessionSupported === "function"
);
const posRef = useRef(cubePos);
const rotRef = useRef(cubeRot);
const scaleRef = useRef(cubeScale);
const lockedRef = useRef(locked);
const gamepadRef = useRef({ a: false });
useEffect(() => { posRef.current = cubePos; }, [cubePos]);
useEffect(() => { rotRef.current = cubeRot; }, [cubeRot]);
useEffect(() => { scaleRef.current = cubeScale; }, [cubeScale]);
useEffect(() => { lockedRef.current = locked; }, [locked]);
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);
setAlignPhase('IDLE');
};
const enterXR = async () => {
try {
const xr = (navigator as any).xr;
const session = await xr.requestSession("immersive-ar");
void session;
alert("XR session requisitada.");
} catch (e) {
alert("Falha ao entrar em XR: " + (e as Error).message);
}
};
const handleSurfaceClick = (point: THREE.Vector3, normal: THREE.Vector3) => {
if (alignPhase === 'WAIT_SURFACE') {
surfaceNormalRef.current.copy(normal);
const t1 = normal.clone().negate();
const q1 = new THREE.Quaternion().setFromUnitVectors(face1Ref.current, t1);
const euler = new THREE.Euler().setFromQuaternion(q1, 'XYZ');
setCubeRot({ x: euler.x, y: euler.y, z: euler.z });
rotRef.current = { x: euler.x, y: euler.y, z: euler.z };
const halfSize = (CUBE_SIZE / 2) * scaleRef.current;
const newPos = point.clone().add(normal.clone().multiplyScalar(halfSize));
setCubePos({ x: newPos.x, y: newPos.y, z: newPos.z });
posRef.current = { x: newPos.x, y: newPos.y, z: newPos.z };
setAlignPhase('WAIT_FACE2');
}
};
const handleEdgeClick = (point: THREE.Vector3, edgeNormal: THREE.Vector3) => {
if (alignPhase === 'WAIT_EDGE') {
const t1 = surfaceNormalRef.current.clone().negate();
const q1 = new THREE.Quaternion().setFromUnitVectors(face1Ref.current, t1);
const w2 = face2Ref.current.clone().applyQuaternion(q1);
const t2 = edgeNormal.clone();
w2.projectOnPlane(surfaceNormalRef.current).normalize();
t2.projectOnPlane(surfaceNormalRef.current).normalize();
const angle = Math.atan2(
w2.clone().cross(t2).dot(surfaceNormalRef.current),
w2.dot(t2)
);
const q2 = new THREE.Quaternion().setFromAxisAngle(surfaceNormalRef.current, angle);
const finalQ = q2.multiply(q1);
const euler = new THREE.Euler().setFromQuaternion(finalQ, 'XYZ');
setCubeRot({ x: euler.x, y: euler.y, z: euler.z });
rotRef.current = { x: euler.x, y: euler.y, z: euler.z };
setAlignPhase('IDLE');
}
};
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 relative">
<div className="mb-6 flex gap-4">
<div className="flex-1 rounded-lg border border-amber-500/30 bg-amber-500/5 px-4 py-3 text-sm text-amber-200">
<strong>Fase 3/4 Sistema de Alinhamento:</strong>
<ul className="mt-2 list-disc pl-5">
<li>1. Clique numa face do cubo; depois, numa superfície da mesa (Tampo ou Prateleira).</li>
<li>2. Clique noutra face ortogonal do cubo; depois, numa borda/lateral da mesa.</li>
</ul>
</div>
</div>
<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>
{alignPhase !== 'IDLE' && (
<button onClick={() => setAlignPhase('IDLE')} className="flex items-center gap-2 rounded-md border border-red-500/50 bg-red-900/30 px-3 py-2 text-sm text-red-300 transition hover:border-red-500">
Cancelar Alinhamento
</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
</button>
</div>
</div>
<section className="relative overflow-hidden rounded-xl border border-slate-800 bg-slate-950">
<div className="absolute top-4 left-4 z-10 rounded bg-slate-900/90 p-4 text-sm border border-slate-700/50 backdrop-blur pointer-events-none max-w-sm">
<div className="font-bold text-amber-300 mb-1 flex items-center gap-2">
Status Alinhamento
</div>
<div className="text-slate-300">
{alignPhase === 'IDLE' && 'Livre! Clique em uma face do cubo para iniciar o contato.'}
{alignPhase === 'WAIT_SURFACE' && 'Face gravada! Agora clique em uma superfície da mesa (Tampo/Prateleira) para apoiar o cubo.'}
{alignPhase === 'WAIT_FACE2' && 'Apoiado! Agora clique em outra face do cubo para alinhamento lateral.'}
{alignPhase === 'WAIT_EDGE' && 'Último passo! Clique em uma borda ou lateral da mesa para alinhar o cubo.'}
</div>
</div>
<div style={{ height: 600 }}>
<Canvas shadows>
<PerspectiveCamera makeDefault position={[3, 4, 6]} fov={50} />
<ambientLight intensity={0.5} />
<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}
alignPhase={alignPhase}
setAlignPhase={setAlignPhase}
face1Ref={face1Ref}
face2Ref={face2Ref}
/>
<Table
onSurfaceClick={handleSurfaceClick}
onEdgeClick={handleEdgeClick}
/>
<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
</div>
</div>
</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="3" status="done" title="Sistema de Apoio (face objeto + superfície alvo) - Tampo/Prateleira" />
<Phase n="4" status="done" title="Sistema Direcional (face objeto + aresta alvo)" />
<Phase n="5" title="Integração WebXR completa (@react-three/xr) — Passthrough real" />
<Phase n="6" title="Migração da lógica redonda pro SteelXR XR Session principal" />
</ol>
</section>
</main>
</div>
);
};
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>
);
export default QuestCubeLab;