485 lines
19 KiB
TypeScript
485 lines
19 KiB
TypeScript
import { useEffect, useRef, useState } from "react";
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import { Link } from "react-router-dom";
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import { Canvas, useFrame } from "@react-three/fiber";
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import {
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OrbitControls,
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Grid,
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Environment,
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PerspectiveCamera,
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} from "@react-three/drei";
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import * as THREE from "three";
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import {
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Beaker,
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ArrowLeft,
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Lock,
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Unlock,
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RotateCcw,
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Hand,
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} from "lucide-react";
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/**
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* ============================================================
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* QUEST CUBE LAB — Fase 3 e 4
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* - Cubo 3D real + Mesa de dois níveis
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* - Sistema de alinhamento por clique duplo:
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* 1. Seleciona face do cubo
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* 2. Seleciona superfície da mesa (tampo ou prateleira) -> cubo deita na superfície
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* 3. Seleciona outra face do cubo (ortogonal à primeira)
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* 4. Seleciona aresta (lateral/frente) da mesa -> cubo rotaciona e alinha face
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* ============================================================
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*/
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const STICK_DEADZONE = 0.12;
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const TRIGGER_DEADZONE = 0.05;
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const MOVE_SPEED = 1.5;
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const ROT_SPEED = 1.2;
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const SCALE_SPEED = 0.6;
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const CUBE_SIZE = 1;
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type AlignPhase = 'IDLE' | 'WAIT_SURFACE' | 'WAIT_FACE2' | 'WAIT_EDGE';
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// ===================================================================
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// COMPONENTE: CuboControlado
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// ===================================================================
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const CubeControlado = ({
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posRef,
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rotRef,
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scaleRef,
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lockedRef,
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gamepadRef,
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alignPhase,
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setAlignPhase,
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face1Ref,
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face2Ref,
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}: {
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posRef: React.MutableRefObject<{ x: number; y: number; z: number }>;
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rotRef: React.MutableRefObject<{ x: number; y: number; z: number }>;
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scaleRef: React.MutableRefObject<number>;
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lockedRef: React.MutableRefObject<boolean>;
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gamepadRef: React.MutableRefObject<{ a: boolean }>;
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alignPhase: AlignPhase;
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setAlignPhase: (p: AlignPhase) => void;
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face1Ref: React.MutableRefObject<THREE.Vector3>;
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face2Ref: React.MutableRefObject<THREE.Vector3>;
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}) => {
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const meshRef = useRef<THREE.Mesh>(null);
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const materials = [
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new THREE.MeshStandardMaterial({ color: "#ef4444" }), // +x
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new THREE.MeshStandardMaterial({ color: "#22c55e" }), // -x
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new THREE.MeshStandardMaterial({ color: "#3b82f6" }), // +y
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new THREE.MeshStandardMaterial({ color: "#facc15" }), // -y
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new THREE.MeshStandardMaterial({ color: "#a855f7" }), // +z
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new THREE.MeshStandardMaterial({ color: "#06b6d4" }), // -z
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];
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useFrame((state, delta) => {
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if (!meshRef.current) return;
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const gamepads = navigator.getGamepads ? navigator.getGamepads() : [];
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const gp = gamepads[0];
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if (gp && !lockedRef.current && alignPhase === 'IDLE') {
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const lx = gp.axes[0] ?? 0;
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const ly = gp.axes[1] ?? 0;
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const rx = gp.axes[2] ?? 0;
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const ry = gp.axes[3] ?? 0;
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const lt = gp.buttons[6]?.value ?? 0;
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const rt = gp.buttons[7]?.value ?? 0;
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const aBtn = gp.buttons[0]?.pressed;
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const ax = Math.abs(lx) > STICK_DEADZONE ? lx : 0;
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const ay = Math.abs(ly) > STICK_DEADZONE ? ly : 0;
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const arx = Math.abs(rx) > STICK_DEADZONE ? rx : 0;
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const ary = Math.abs(ry) > STICK_DEADZONE ? ry : 0;
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posRef.current.x -= ax * MOVE_SPEED * delta;
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posRef.current.z -= ay * MOVE_SPEED * delta;
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posRef.current.y = Math.max(0.5, posRef.current.y);
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rotRef.current.x = (rotRef.current.x + ary * ROT_SPEED * delta) % (Math.PI * 2);
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rotRef.current.y = (rotRef.current.y - arx * ROT_SPEED * delta) % (Math.PI * 2);
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const scaleDelta = rt - lt;
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if (Math.abs(scaleDelta) > TRIGGER_DEADZONE) {
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scaleRef.current = Math.max(0.2, Math.min(3, scaleRef.current + scaleDelta * SCALE_SPEED * delta));
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}
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if (aBtn && !gamepadRef.current.a) {
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posRef.current = { x: 0, y: 0.5, z: 0 };
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rotRef.current = { x: 0, y: 0, z: 0 };
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scaleRef.current = 1;
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}
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gamepadRef.current.a = aBtn;
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} else if (gp && lockedRef.current) {
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const rx = gp.axes[2] ?? 0;
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const ry = gp.axes[3] ?? 0;
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const arx = Math.abs(rx) > STICK_DEADZONE ? rx : 0;
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const ary = Math.abs(ry) > STICK_DEADZONE ? ry : 0;
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rotRef.current.x = (rotRef.current.x + ary * ROT_SPEED * delta) % (Math.PI * 2);
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rotRef.current.y = (rotRef.current.y - arx * ROT_SPEED * delta) % (Math.PI * 2);
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}
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meshRef.current.position.set(posRef.current.x, posRef.current.y, posRef.current.z);
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meshRef.current.rotation.set(rotRef.current.x, rotRef.current.y, rotRef.current.z);
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meshRef.current.scale.setScalar(scaleRef.current);
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});
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return (
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<mesh
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ref={meshRef}
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castShadow
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receiveShadow
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position={[0, 0.5, 0]}
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onClick={(e) => {
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e.stopPropagation();
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if (!e.intersections[0].face) return;
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const localNormal = e.intersections[0].face.normal;
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if (alignPhase === 'IDLE') {
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face1Ref.current.copy(localNormal);
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setAlignPhase('WAIT_SURFACE');
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} else if (alignPhase === 'WAIT_FACE2') {
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if (Math.abs(face1Ref.current.dot(localNormal)) < 0.1) {
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face2Ref.current.copy(localNormal);
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setAlignPhase('WAIT_EDGE');
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} else {
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alert("Por favor, selecione uma face diferente da primeira (ortogonal) para alinhar a direção.");
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}
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}
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}}
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onPointerOver={(e) => { e.stopPropagation(); document.body.style.cursor = 'pointer'; }}
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onPointerOut={() => { document.body.style.cursor = 'auto'; }}
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>
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<boxGeometry args={[CUBE_SIZE, CUBE_SIZE, CUBE_SIZE]} />
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{materials.map((m, i) => (
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<primitive attach={`material-${i}`} object={m} key={i} />
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))}
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</mesh>
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);
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};
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// ===================================================================
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// COMPONENTE: Mesa (Table)
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// ===================================================================
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const Table = ({
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onSurfaceClick,
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onEdgeClick,
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}: {
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onSurfaceClick: (p: THREE.Vector3, n: THREE.Vector3) => void;
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onEdgeClick: (p: THREE.Vector3, n: THREE.Vector3) => void;
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}) => {
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const handleClick = (e: any) => {
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e.stopPropagation();
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if (!e.intersections[0].face) return;
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const n = e.intersections[0].face.normal;
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// Identifica se clicou no topo (Y forte) ou nas laterais (X ou Z fortes)
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if (Math.abs(n.y) > 0.9) {
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onSurfaceClick(e.point, n);
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} else {
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onEdgeClick(e.point, n);
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}
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};
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return (
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<group position={[0, 0, -2]}>
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{/* Tampo Superior */}
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<mesh position={[0, 1, 0]} onClick={handleClick} castShadow receiveShadow>
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<boxGeometry args={[2, 0.1, 1]} />
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<meshStandardMaterial color="#8B4513" />
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</mesh>
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{/* Prateleira Inferior */}
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<mesh position={[0, 0.5, 0]} onClick={handleClick} castShadow receiveShadow>
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<boxGeometry args={[2, 0.1, 1]} />
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<meshStandardMaterial color="#A0522D" />
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</mesh>
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{/* Pés */}
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<mesh position={[-0.9, 0.5, 0.4]} castShadow receiveShadow><boxGeometry args={[0.1, 1, 0.1]} /><meshStandardMaterial color="#5c3a21" /></mesh>
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<mesh position={[0.9, 0.5, 0.4]} castShadow receiveShadow><boxGeometry args={[0.1, 1, 0.1]} /><meshStandardMaterial color="#5c3a21" /></mesh>
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<mesh position={[-0.9, 0.5, -0.4]} castShadow receiveShadow><boxGeometry args={[0.1, 1, 0.1]} /><meshStandardMaterial color="#5c3a21" /></mesh>
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<mesh position={[0.9, 0.5, -0.4]} castShadow receiveShadow><boxGeometry args={[0.1, 1, 0.1]} /><meshStandardMaterial color="#5c3a21" /></mesh>
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</group>
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);
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};
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const useGamepadStatus = () => {
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const [connected, setConnected] = useState(false);
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useEffect(() => {
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const handler = () => {
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const pads = navigator.getGamepads?.() ?? [];
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setConnected(Array.from(pads).some((p) => p !== null));
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};
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window.addEventListener("gamepadconnected", handler);
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window.addEventListener("gamepaddisconnected", handler);
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handler();
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const i = window.setInterval(handler, 1000);
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return () => {
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window.removeEventListener("gamepadconnected", handler);
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window.removeEventListener("gamepaddisconnected", handler);
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window.clearInterval(i);
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};
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}, []);
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return connected;
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};
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// ===================================================================
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// Página principal
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// ===================================================================
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const QuestCubeLab = () => {
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const joystickConnected = useGamepadStatus();
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const [cubePos, setCubePos] = useState({ x: 0, y: 0.5, z: 0 });
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const [cubeRot, setCubeRot] = useState({ x: 0, y: 0, z: 0 });
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const [cubeScale, setCubeScale] = useState(1);
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const [locked, setLocked] = useState(false);
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const [alignPhase, setAlignPhase] = useState<AlignPhase>('IDLE');
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const face1Ref = useRef(new THREE.Vector3());
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const face2Ref = useRef(new THREE.Vector3());
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const surfaceNormalRef = useRef(new THREE.Vector3());
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const [xrSupported] = useState(() =>
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typeof navigator !== "undefined" &&
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"xr" in navigator &&
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typeof (navigator as any).xr?.isSessionSupported === "function"
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);
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const posRef = useRef(cubePos);
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const rotRef = useRef(cubeRot);
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const scaleRef = useRef(cubeScale);
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const lockedRef = useRef(locked);
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const gamepadRef = useRef({ a: false });
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useEffect(() => { posRef.current = cubePos; }, [cubePos]);
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useEffect(() => { rotRef.current = cubeRot; }, [cubeRot]);
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useEffect(() => { scaleRef.current = cubeScale; }, [cubeScale]);
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useEffect(() => { lockedRef.current = locked; }, [locked]);
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useEffect(() => {
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const id = window.setInterval(() => {
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setCubePos({ ...posRef.current });
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setCubeRot({ ...rotRef.current });
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setCubeScale(scaleRef.current);
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}, 100);
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return () => window.clearInterval(id);
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}, []);
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const reset = () => {
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posRef.current = { x: 0, y: 0.5, z: 0 };
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rotRef.current = { x: 0, y: 0, z: 0 };
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scaleRef.current = 1;
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setCubePos({ x: 0, y: 0.5, z: 0 });
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setCubeRot({ x: 0, y: 0, z: 0 });
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setCubeScale(1);
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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 any).xr;
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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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};
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const handleSurfaceClick = (point: THREE.Vector3, normal: THREE.Vector3) => {
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if (alignPhase === 'WAIT_SURFACE') {
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surfaceNormalRef.current.copy(normal);
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const t1 = normal.clone().negate();
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const q1 = new THREE.Quaternion().setFromUnitVectors(face1Ref.current, t1);
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const euler = new THREE.Euler().setFromQuaternion(q1, 'XYZ');
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setCubeRot({ x: euler.x, y: euler.y, z: euler.z });
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rotRef.current = { x: euler.x, y: euler.y, z: euler.z };
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const halfSize = (CUBE_SIZE / 2) * scaleRef.current;
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const newPos = point.clone().add(normal.clone().multiplyScalar(halfSize));
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setCubePos({ x: newPos.x, y: newPos.y, z: newPos.z });
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posRef.current = { x: newPos.x, y: newPos.y, z: newPos.z };
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setAlignPhase('WAIT_FACE2');
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}
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};
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const handleEdgeClick = (point: THREE.Vector3, edgeNormal: THREE.Vector3) => {
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if (alignPhase === 'WAIT_EDGE') {
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const t1 = surfaceNormalRef.current.clone().negate();
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const q1 = new THREE.Quaternion().setFromUnitVectors(face1Ref.current, t1);
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const w2 = face2Ref.current.clone().applyQuaternion(q1);
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const t2 = edgeNormal.clone();
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w2.projectOnPlane(surfaceNormalRef.current).normalize();
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t2.projectOnPlane(surfaceNormalRef.current).normalize();
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const angle = Math.atan2(
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w2.clone().cross(t2).dot(surfaceNormalRef.current),
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w2.dot(t2)
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);
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const q2 = new THREE.Quaternion().setFromAxisAngle(surfaceNormalRef.current, angle);
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const finalQ = q2.multiply(q1);
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const euler = new THREE.Euler().setFromQuaternion(finalQ, 'XYZ');
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setCubeRot({ x: euler.x, y: euler.y, z: euler.z });
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rotRef.current = { x: euler.x, y: euler.y, z: euler.z };
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setAlignPhase('IDLE');
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}
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};
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return (
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<div className="min-h-screen bg-gradient-to-b from-slate-950 via-slate-900 to-slate-950 text-slate-100">
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<header className="border-b border-slate-800/80 bg-slate-950/80 backdrop-blur">
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<div className="mx-auto flex max-w-6xl items-center justify-between gap-3 px-6 py-4">
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<Link to="/" className="flex items-center gap-2 text-sm text-slate-400 transition hover:text-slate-100">
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<ArrowLeft className="h-4 w-4" /> Voltar ao SteelXR
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</Link>
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<div className="flex items-center gap-3">
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<Beaker className="h-5 w-5 text-amber-400" />
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<h1 className="font-mono text-sm tracking-wider text-slate-300">
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QUEST CUBE LAB <span className="text-amber-400/70">(alpha)</span>
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</h1>
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</div>
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<div className="flex items-center gap-3">
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<span className={`inline-flex h-2 w-2 rounded-full ${joystickConnected ? "bg-emerald-400" : "bg-slate-600"}`} />
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<span className="text-xs text-slate-400">{joystickConnected ? "Joystick OK" : "Sem joystick"}</span>
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</div>
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</div>
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</header>
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<main className="mx-auto max-w-6xl px-6 py-8 relative">
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<div className="mb-6 flex gap-4">
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<div className="flex-1 rounded-lg border border-amber-500/30 bg-amber-500/5 px-4 py-3 text-sm text-amber-200">
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<strong>Fase 3/4 — Sistema de Alinhamento:</strong>
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<ul className="mt-2 list-disc pl-5">
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<li>1. Clique numa face do cubo; depois, numa superfície da mesa (Tampo ou Prateleira).</li>
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<li>2. Clique noutra face ortogonal do cubo; depois, numa borda/lateral da mesa.</li>
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</ul>
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</div>
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</div>
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<div className="mb-4 flex flex-wrap items-center gap-2">
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<button
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onClick={() => setLocked((v) => !v)}
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className={`flex items-center gap-2 rounded-md border px-3 py-2 text-sm font-medium transition ${
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locked ? "border-amber-500 bg-amber-500/15 text-amber-200" : "border-slate-700 bg-slate-900 text-slate-300 hover:border-slate-500"
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}`}
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>
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{locked ? <Lock className="h-4 w-4" /> : <Unlock className="h-4 w-4" />}
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{locked ? "Travado" : "Destravar"}
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</button>
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<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">
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<RotateCcw className="h-4 w-4" />
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Reset
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</button>
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{alignPhase !== 'IDLE' && (
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<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">
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Cancelar Alinhamento
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</button>
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)}
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<div className="ml-auto flex items-center gap-2">
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<button
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disabled={!xrSupported}
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onClick={enterXR}
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className={`flex items-center gap-2 rounded-md border px-3 py-2 text-sm transition ${
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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"
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}`}
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>
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<Hand className="h-4 w-4" />
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Entrar em AR
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</button>
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</div>
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</div>
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<section className="relative overflow-hidden rounded-xl border border-slate-800 bg-slate-950">
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<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">
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<div className="font-bold text-amber-300 mb-1 flex items-center gap-2">
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Status Alinhamento
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</div>
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<div className="text-slate-300">
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{alignPhase === 'IDLE' && 'Livre! Clique em uma face do cubo para iniciar o contato.'}
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{alignPhase === 'WAIT_SURFACE' && 'Face gravada! Agora clique em uma superfície da mesa (Tampo/Prateleira) para apoiar o cubo.'}
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{alignPhase === 'WAIT_FACE2' && 'Apoiado! Agora clique em outra face do cubo para alinhamento lateral.'}
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{alignPhase === 'WAIT_EDGE' && 'Último passo! Clique em uma borda ou lateral da mesa para alinhar o cubo.'}
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</div>
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</div>
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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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<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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</Canvas>
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</div>
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<div className="flex items-center justify-between border-t border-slate-800 bg-slate-950/80 px-4 py-2">
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<div className="font-mono text-[11px] text-slate-400">
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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
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</div>
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</div>
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</section>
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<section className="mt-8 rounded-lg border border-slate-800 bg-slate-900/30 p-6">
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<h2 className="mb-4 font-mono text-xs uppercase tracking-[0.2em] text-slate-400">Próximas fases</h2>
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<ol className="space-y-2 text-sm text-slate-300">
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<Phase n="1" status="done" title="Botão na Home + rota /lab" />
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<Phase n="2" status="done" title="Cubo Three.js + Grid fino + Travar/Destravar + Joystick funcional" />
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|
<Phase n="3" status="done" title="Sistema de Apoio (face objeto + superfície alvo) - Tampo/Prateleira" />
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|
<Phase n="4" status="done" title="Sistema Direcional (face objeto + aresta alvo)" />
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|
<Phase n="5" title="Integração WebXR completa (@react-three/xr) — Passthrough real" />
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|
<Phase n="6" title="Migração da lógica redonda pro SteelXR XR Session principal" />
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</ol>
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</section>
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|
</main>
|
|
</div>
|
|
);
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|
};
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|
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const Phase = ({ n, status, title }: { n: string; status?: "done" | "active"; title: string }) => (
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<li className="flex items-start gap-3">
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<span
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className={`flex h-6 w-6 shrink-0 items-center justify-center rounded-full font-mono text-xs ${
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status === "done" ? "bg-emerald-500/20 text-emerald-300" : status === "active" ? "bg-amber-500/20 text-amber-300" : "bg-slate-800 text-slate-500"
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}`}
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|
>
|
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{n}
|
|
</span>
|
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<span className="text-slate-200">{title}</span>
|
|
</li>
|
|
);
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export default QuestCubeLab;
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