172 lines
6.2 KiB
TypeScript
172 lines
6.2 KiB
TypeScript
import { useRef, RefObject } from 'react';
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import { useFrame, useThree } from '@react-three/fiber';
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import { useXR } from '@react-three/xr';
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import * as THREE from 'three';
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import { getAllModelLocalGroups } from '@/lib/modelTransforms';
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/**
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* Quest 3 thumbstick locomotion (rig-relative).
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*
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* Mapeamento (thumbstick = axes[2]/axes[3] em xr-standard):
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* • Para frente (axes[1] < -0.7) → exibe mira no modelo em tempo real.
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* Ao soltar (axis volta a ~0) → teletransporta para a mira.
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* Se não houver modelo atingido pelo olhar, projeta mira a 0.5m.
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* • Para trás (axes[1] > 0.7) → passo de 0.3 m oposto ao olhar.
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* Mapeado diretamente para facilitar pequenos ajustes.
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* • Lateral (|axes[0]| > 0.7) → snap-rotate ±30° no eixo Y do rig.
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*
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* NÃO lê grip ou trigger — esses são responsabilidade exclusiva de
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* XRGrabbable e XRControllerMeasure, respectivamente.
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*/
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interface Props {
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/** Ref para o <group> que envolve <XROrigin/>; sua pose move o usuário. */
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rigRef: RefObject<THREE.Group>;
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}
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const DEAD = 0.7;
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const RELEASE = 0.3;
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const SNAP_DEG = 30;
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const STEP_BACK = 0.3;
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const STEP_FWD_NO_HIT = 0.5;
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export function ControllerLocomotion({ rigRef }: Props) {
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const { camera } = useThree();
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const session = useXR((s) => s.session);
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const fwdPushed = useRef(false);
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const backLatched = useRef(false);
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const rotLatched = useRef<0 | -1 | 1>(0);
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const raycaster = useRef(new THREE.Raycaster());
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const reticleRef = useRef<THREE.Mesh>(null);
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useFrame(() => {
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const rig = rigRef.current;
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const reticle = reticleRef.current;
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if (!rig || !session) {
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if (reticle && reticle.visible) reticle.visible = false;
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return;
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}
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let stickX = 0;
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let stickY = 0;
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for (const src of session.inputSources) {
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const gp = src.gamepad;
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if (!gp || gp.axes.length < 4) continue;
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// Preferencia pelo stick esquerdo para locomoção
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if (src.handedness === 'left') {
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stickX = gp.axes[2] ?? 0;
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stickY = gp.axes[3] ?? 0;
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break;
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}
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if (src.handedness === 'right' && stickX === 0 && stickY === 0) {
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stickX = gp.axes[2] ?? 0;
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stickY = gp.axes[3] ?? 0;
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}
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}
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// ── Snap-rotate (lateral) ──────────────────────────────────────
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if (Math.abs(stickX) > DEAD) {
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const dir: -1 | 1 = stickX > 0 ? 1 : -1;
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if (rotLatched.current !== dir) {
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rotLatched.current = dir;
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rig.rotation.y -= (dir * SNAP_DEG * Math.PI) / 180;
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}
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} else if (Math.abs(stickX) < RELEASE) {
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rotLatched.current = 0;
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}
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// ── Back step ──────────────────────────────────────────────────
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if (stickY > DEAD) {
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if (!backLatched.current) {
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backLatched.current = true;
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const headDir = new THREE.Vector3();
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camera.getWorldDirection(headDir);
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headDir.y = 0;
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if (headDir.lengthSq() > 1e-6) {
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headDir.normalize();
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rig.position.addScaledVector(headDir, -STEP_BACK);
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}
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}
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} else if (stickY < RELEASE) {
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backLatched.current = false;
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}
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// ── Forward → teleport on release ─────────────────────────────
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if (stickY < -DEAD) {
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fwdPushed.current = true;
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// Realiza raycast a partir da direção que o usuário está olhando (câmera)
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const origin = new THREE.Vector3();
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camera.getWorldPosition(origin);
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const dir = new THREE.Vector3();
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camera.getWorldDirection(dir);
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raycaster.current.set(origin, dir);
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raycaster.current.far = 30;
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// Filtra o raycast para atingir exclusivamente as peças 3D carregadas
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const modelsObjects = getAllModelLocalGroups();
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const hits = raycaster.current.intersectObjects(modelsObjects, true);
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const hit = hits.find((h) => {
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const o = h.object;
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if (!(o instanceof THREE.Mesh)) return false;
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if (o.userData.__edgeLine) return false;
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return true;
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});
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const target = hit ? hit.point.clone() : origin.clone().add(dir.multiplyScalar(STEP_FWD_NO_HIT));
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if (reticle) {
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// Converte o ponto de mundo para o espaço local do rig
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const localTarget = target.clone();
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rig.worldToLocal(localTarget);
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reticle.position.copy(localTarget);
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if (hit && hit.face) {
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const normalWorld = hit.face.normal.clone();
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const nm = new THREE.Matrix3().getNormalMatrix(hit.object.matrixWorld);
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normalWorld.applyMatrix3(nm).normalize();
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// Converte normal do mundo para o espaço local do rig para orientar o retículo
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const rigWorldQuat = new THREE.Quaternion();
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rig.getWorldQuaternion(rigWorldQuat);
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const normalLocal = normalWorld.clone().applyQuaternion(rigWorldQuat.invert());
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const quaternion = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 1, 0), normalLocal);
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reticle.quaternion.copy(quaternion);
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} else {
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reticle.rotation.set(-Math.PI / 2, 0, 0);
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}
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reticle.visible = true;
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}
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} else if (fwdPushed.current && stickY > -RELEASE) {
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fwdPushed.current = false;
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if (reticle && reticle.visible) {
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reticle.visible = false;
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// Recupera o ponto projetado e calcula o deslocamento em relação à câmera
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const localTarget = reticle.position.clone();
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const targetWorld = localTarget.clone();
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rig.localToWorld(targetWorld);
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const camWorld = new THREE.Vector3();
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camera.getWorldPosition(camWorld);
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const delta = new THREE.Vector3().subVectors(targetWorld, camWorld);
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delta.y = 0; // preserva altura do rig do usuário
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rig.position.add(delta);
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}
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} else {
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if (reticle && reticle.visible) {
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reticle.visible = false;
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}
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}
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});
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return (
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<mesh ref={reticleRef} visible={false}>
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<ringGeometry args={[0.07, 0.09, 32]} />
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<meshBasicMaterial color="#06b6d4" transparent opacity={0.8} side={THREE.DoubleSide} depthWrite={false} />
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</mesh>
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);
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}
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