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6 Commits

Author SHA1 Message Date
Hermes a0efcd11b2 Enhance 2D UI for Quest 3 readability 2026-08-05 22:24:11 +00:00
Hermes 32946b64f7 Fix Meta Quest 3 VR locomotion and physics drift 2026-08-05 22:19:16 +00:00
Hermes e74e835d6b Upgrade TestXR to AAA Meta Quest 3 interaction & physics lab 2026-08-05 14:32:25 +00:00
Hermes 4bafa35aa9 Restaurar versão do vite para 8.2.0 2026-08-05 14:16:32 +00:00
Hermes e6fdd42d5a Corrigir nixpacks.toml removendo npm independente 2026-08-05 12:38:04 +00:00
Hermes 83270693e8 Forçar Node 23 no nixpacks e corrigir versão do Vite 2026-08-05 12:18:44 +00:00
8 changed files with 959 additions and 63 deletions
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[phases.setup]
nixPkgs = ["nodejs_23"]
+124 -63
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import { Canvas } from '@react-three/fiber' import { useState } from 'react';
import { XR, createXRStore } from '@react-three/xr' import { Canvas } from '@react-three/fiber';
import { Box, Plane, Text } from '@react-three/drei' import { XR, createXRStore } from '@react-three/xr';
import { XRScene } from './components/XRScene';
// Cria a store de estado para o WebXR // Initializing WebXR Store for Meta Quest 3
const store = createXRStore() const store = createXRStore();
export default function App() { export default function App() {
const [inXR, setInXR] = useState(false);
const handleEnterVR = async () => {
try {
await store.enterVR();
setInXR(true);
} catch (err) {
console.warn('Falha ao entrar em VR:', err);
}
};
const handleEnterAR = async () => {
try {
await store.enterAR();
setInXR(true);
} catch (err) {
console.warn('Falha ao entrar em AR Passthrough:', err);
// Fallback to VR if AR is not supported
handleEnterVR();
}
};
return ( return (
<> <div style={{ width: '100vw', height: '100vh', position: 'relative', overflow: 'hidden', backgroundColor: '#090d16' }}>
{/* Botão de sobreposição para entrar em VR */} {/* 2D Overlay Header & Start Buttons for Browser / Quest 3 Entry */}
<div {!inXR && (
style={{ <div
position: 'absolute',
top: 0,
left: 0,
width: '100%',
height: '100%',
display: 'flex',
justifyContent: 'center',
alignItems: 'center',
pointerEvents: 'none', // Deixa o clique passar para o Canvas 3D
zIndex: 10,
}}
>
<button
onClick={() => store.enterVR()}
style={{ style={{
pointerEvents: 'auto', position: 'absolute',
padding: '16px 32px', top: 0,
fontSize: '1.2rem', left: 0,
backgroundColor: '#0ea5e9', width: '100%',
color: 'white', height: '100%',
border: 'none', zIndex: 10,
borderRadius: '12px', display: 'flex',
cursor: 'pointer', flexDirection: 'column',
boxShadow: '0 4px 6px -1px rgb(0 0 0 / 0.1)', justifyContent: 'center',
fontWeight: 'bold', alignItems: 'center',
backgroundColor: 'rgba(9, 13, 22, 0.85)',
backdropFilter: 'blur(12px)',
}} }}
> >
Entrar em Realidade Virtual (Quest 3) <div
</button> style={{
</div> display: 'flex',
flexDirection: 'column',
alignItems: 'center',
backgroundColor: 'rgba(15, 23, 42, 0.95)',
padding: '40px 60px',
borderRadius: '24px',
border: '2px solid rgba(56, 189, 248, 0.3)',
boxShadow: '0 25px 50px -12px rgba(0, 0, 0, 0.7)',
gap: '30px',
}}
>
<div style={{ display: 'flex', flexDirection: 'column', alignItems: 'center', gap: '10px' }}>
<h1 style={{ color: '#f59e0b', margin: 0, fontSize: '2.5rem', fontFamily: 'sans-serif', textAlign: 'center' }}>
Meta Quest 3<br />Laboratório XR
</h1>
<p style={{ color: '#94a3b8', margin: 0, fontSize: '1.2rem', fontFamily: 'sans-serif', textAlign: 'center', maxWidth: '400px' }}>
Use seu controle e aponte o laser para escolher o modo abaixo:
</p>
</div>
{/* Canvas 3D que ocupa a tela toda */} <div style={{ display: 'flex', gap: '20px', flexDirection: 'column', width: '100%' }}>
<Canvas style={{ position: 'absolute', top: 0, left: 0, width: '100%', height: '100%', backgroundColor: '#1e293b' }}> <button
onClick={handleEnterVR}
style={{
padding: '20px 30px',
fontSize: '1.5rem',
backgroundColor: '#0284c7',
color: 'white',
border: 'none',
borderRadius: '16px',
cursor: 'pointer',
fontWeight: 'bold',
boxShadow: '0 4px 6px rgba(0,0,0,0.3)',
transition: 'transform 0.1s',
}}
>
🥽 ENTRAR EM VR (IMERSIVO)
</button>
<button
onClick={handleEnterAR}
style={{
padding: '20px 30px',
fontSize: '1.5rem',
backgroundColor: '#d97706',
color: 'white',
border: 'none',
borderRadius: '16px',
cursor: 'pointer',
fontWeight: 'bold',
boxShadow: '0 4px 6px rgba(0,0,0,0.3)',
transition: 'transform 0.1s',
}}
>
📷 MODO AR (PASSTHROUGH)
</button>
</div>
</div>
</div>
)}
{/* 3D WebGL Canvas */}
<Canvas
shadows
camera={{ position: [0, 1.5, 1.2], fov: 50 }}
gl={{
alpha: true,
antialias: true,
powerPreference: 'high-performance',
preserveDrawingBuffer: true,
}}
onCreated={({ gl }) => {
gl.setClearColor(0x000000, 0);
}}
style={{ position: 'absolute', top: 0, left: 0, width: '100%', height: '100%' }}
>
<XR store={store}> <XR store={store}>
<ambientLight intensity={0.6} /> <XRScene />
<directionalLight position={[10, 10, 10]} intensity={1.5} castShadow />
{/* Chão */}
<Plane args={[20, 20]} rotation={[-Math.PI / 2, 0, 0]} receiveShadow>
<meshStandardMaterial color="#475569" />
</Plane>
{/* Mesa (Representação) */}
<Box position={[0, 0.5, -1]} args={[2, 1, 1]} castShadow receiveShadow>
<meshStandardMaterial color="#8B4513" />
</Box>
{/* Cubo interativo em cima da mesa */}
<Box position={[0, 1.15, -1]} args={[0.3, 0.3, 0.3]} castShadow receiveShadow>
<meshStandardMaterial color="#f59e0b" />
</Box>
{/* Instruções Flutuantes no Mundo 3D */}
<Text position={[0, 2, -2]} fontSize={0.2} color="white" anchorX="center" anchorY="middle">
Laboratório de Alinhamento XR
</Text>
</XR> </XR>
</Canvas> </Canvas>
</> </div>
) );
} }
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import { useRef, useState } from 'react';
import { useFrame, type ThreeEvent } from '@react-three/fiber';
import { useXR } from '@react-three/xr';
import { Text } from '@react-three/drei';
import * as THREE from 'three';
import { soundFx } from '../services/audio';
import { triggerHaptic } from './QuestXRLocomotion';
export type FaceId = 'x+' | 'x-' | 'y+' | 'y-' | 'z+' | 'z-';
export interface InteractiveCubeProps {
position: [number, number, number];
size?: number;
locked: boolean;
onFaceSelect?: (face: FaceId) => void;
resetSignal: number;
tableY?: number;
tableBounds?: { minX: number; maxX: number; minZ: number; maxZ: number };
}
export function InteractiveCube({
position: initialPosition,
size = 0.3,
locked,
onFaceSelect,
resetSignal,
tableY = 0.625,
tableBounds = { minX: -1, maxX: 1, minZ: -1.5, maxZ: -0.5 },
}: InteractiveCubeProps) {
const meshRef = useRef<THREE.Group>(null);
const session = useXR((s) => s.session);
// Physics state
const pos = useRef(new THREE.Vector3(...initialPosition));
const vel = useRef(new THREE.Vector3(0, 0, 0));
const rot = useRef(new THREE.Quaternion().identity());
const angVel = useRef(new THREE.Vector3(0, 0, 0));
const scale = useRef(1);
// Hover & selection
const [hovered, setHovered] = useState(false);
const [hoveredFace, setHoveredFace] = useState<FaceId | null>(null);
const [selectedFace, setSelectedFace] = useState<FaceId | null>(null);
// Grab state - using ray to prevent feedback loop drift
const isGrabbed = useRef(false);
const grabPointerId = useRef<number | null>(null);
const grabDistance = useRef<number>(0);
const previousRayPos = useRef(new THREE.Vector3());
// Reset signal listener
const lastResetSignal = useRef(resetSignal);
if (resetSignal !== lastResetSignal.current) {
lastResetSignal.current = resetSignal;
pos.current.set(...initialPosition);
vel.current.set(0, 0, 0);
angVel.current.set(0, 0, 0);
rot.current.identity();
scale.current = 1;
isGrabbed.current = false;
setSelectedFace(null);
}
const onPointerDown = (e: ThreeEvent<PointerEvent>) => {
if (locked || isGrabbed.current) return;
e.stopPropagation();
// Capture pointer to track dragging outside object bounds
(e.target as HTMLElement).setPointerCapture?.(e.pointerId);
isGrabbed.current = true;
grabPointerId.current = e.pointerId;
// Save the distance from the controller ray origin to the intersection point
grabDistance.current = e.distance;
// Track velocity
previousRayPos.current.copy(e.point);
vel.current.set(0, 0, 0);
angVel.current.set(0, 0, 0);
soundFx.playGrab();
triggerHaptic(session, 'any', 0.8, 60);
};
const onPointerMove = (e: ThreeEvent<PointerEvent>) => {
if (locked) return;
if (isGrabbed.current && e.pointerId === grabPointerId.current) {
e.stopPropagation();
// FIX: Use e.ray to calculate new position instead of e.point to avoid feedback drift
const ray = e.ray;
const targetPos = ray.origin.clone().add(ray.direction.clone().multiplyScalar(grabDistance.current));
// Calculate velocity for throwing
const dt = 0.016; // approximate frame time for velocity calc
vel.current.copy(targetPos).sub(pos.current).divideScalar(dt);
pos.current.copy(targetPos);
}
};
const onPointerUp = (e: ThreeEvent<PointerEvent>) => {
if (isGrabbed.current && e.pointerId === grabPointerId.current) {
e.stopPropagation();
(e.target as HTMLElement).releasePointerCapture?.(e.pointerId);
isGrabbed.current = false;
grabPointerId.current = null;
// Throw physics applied automatically via vel.current calculated in onPointerMove
soundFx.playRelease();
triggerHaptic(session, 'any', 0.4, 40);
}
};
useFrame((_, delta) => {
if (!meshRef.current) return;
const dt = Math.min(delta, 0.05);
if (!isGrabbed.current && !locked) {
// Physics Simulation
const gravity = -9.81;
const currentScale = scale.current * size;
const halfSize = currentScale / 2;
vel.current.y += gravity * dt;
// Air resistance
vel.current.x *= 1 - 0.5 * dt;
vel.current.z *= 1 - 0.5 * dt;
angVel.current.multiplyScalar(1 - 1.2 * dt);
// Integrate Position
pos.current.addScaledVector(vel.current, dt);
// Integrate Rotation via quaternions
const w = angVel.current.clone().multiplyScalar(dt);
const q = new THREE.Quaternion().setFromEuler(new THREE.Euler(w.x, w.y, w.z));
rot.current.multiply(q);
// Collision detection (Table and Floor)
const isOnTable =
pos.current.x >= tableBounds.minX &&
pos.current.x <= tableBounds.maxX &&
pos.current.z >= tableBounds.minZ &&
pos.current.z <= tableBounds.maxZ;
const surfaceY = isOnTable ? tableY + halfSize : halfSize;
if (pos.current.y <= surfaceY) {
pos.current.y = surfaceY;
if (Math.abs(vel.current.y) > 0.4) {
soundFx.playImpact(Math.abs(vel.current.y));
triggerHaptic(session, 'any', Math.min(Math.abs(vel.current.y) * 0.2, 0.8), 30);
vel.current.y = -vel.current.y * 0.35; // bounce
} else {
vel.current.y = 0;
}
// Friction
vel.current.x *= 0.82;
vel.current.z *= 0.82;
angVel.current.multiplyScalar(0.75);
}
}
// Apply transform
meshRef.current.position.copy(pos.current);
meshRef.current.setRotationFromQuaternion(rot.current);
meshRef.current.scale.setScalar(scale.current);
});
const faces: { id: FaceId; pos: [number, number, number]; rot: [number, number, number]; color: string; label: string }[] = [
{ id: 'x+', pos: [size / 2 + 0.001, 0, 0], rot: [0, Math.PI / 2, 0], color: '#ef4444', label: 'X+' },
{ id: 'x-', pos: [-size / 2 - 0.001, 0, 0], rot: [0, -Math.PI / 2, 0], color: '#22c55e', label: 'X-' },
{ id: 'y+', pos: [0, size / 2 + 0.001, 0], rot: [-Math.PI / 2, 0, 0], color: '#eab308', label: 'Y+' },
{ id: 'y-', pos: [0, -size / 2 - 0.001, 0], rot: [Math.PI / 2, 0, 0], color: '#3b82f6', label: 'Y-' },
{ id: 'z+', pos: [0, 0, size / 2 + 0.001], rot: [0, 0, 0], color: '#a855f7', label: 'Z+' },
{ id: 'z-', pos: [0, 0, -size / 2 - 0.001], rot: [0, Math.PI, 0], color: '#f97316', label: 'Z-' },
];
return (
<group
ref={meshRef}
onPointerOver={(e) => {
e.stopPropagation();
if (!isGrabbed.current) {
setHovered(true);
soundFx.playHover();
triggerHaptic(session, 'any', 0.2, 20);
}
}}
onPointerOut={() => {
if (!isGrabbed.current) {
setHovered(false);
setHoveredFace(null);
}
}}
onPointerDown={onPointerDown}
onPointerMove={onPointerMove}
onPointerUp={onPointerUp}
onPointerCancel={onPointerUp}
onPointerMissed={onPointerUp}
>
<mesh castShadow receiveShadow>
<boxGeometry args={[size, size, size]} />
<meshStandardMaterial
color={hovered || isGrabbed.current ? '#fbbf24' : '#334155'}
metalness={0.4}
roughness={0.3}
wireframe={locked}
/>
</mesh>
{faces.map((f) => {
const isSelected = selectedFace === f.id;
const isFaceHovered = hoveredFace === f.id && !isGrabbed.current;
return (
<group key={f.id} position={f.pos} rotation={f.rot}>
<mesh
onPointerOver={(e) => {
e.stopPropagation();
if (!isGrabbed.current) setHoveredFace(f.id);
}}
onClick={(e) => {
e.stopPropagation();
if (locked || isGrabbed.current) return;
setSelectedFace(f.id);
soundFx.playSnap();
triggerHaptic(session, 'any', 0.6, 50);
if (onFaceSelect) onFaceSelect(f.id);
}}
>
<planeGeometry args={[size * 0.94, size * 0.94]} />
<meshStandardMaterial
color={f.color}
emissive={isSelected ? '#ffffff' : isFaceHovered ? f.color : '#000000'}
emissiveIntensity={isSelected ? 0.8 : isFaceHovered ? 0.4 : 0}
side={THREE.DoubleSide}
transparent
opacity={0.9}
/>
</mesh>
<Text
position={[0, 0, 0.002]}
fontSize={size * 0.28}
color="white"
anchorX="center"
anchorY="middle"
>
{f.label}
</Text>
</group>
);
})}
</group>
);
}
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import { useRef, type MutableRefObject } from 'react';
import { useFrame, useThree } from '@react-three/fiber';
import { useXR } from '@react-three/xr';
import * as THREE from 'three';
const STICK_DEADZONE = 0.15;
const MOVE_SPEED = 1.8;
const SNAP_TURN_ANGLE = Math.PI / 4; // 45 degrees
const SNAP_COOLDOWN_MS = 300;
export function triggerHaptic(session: any, hand: 'left' | 'right' | 'any' = 'any', intensity = 0.6, duration = 50) {
if (!session) return;
try {
for (const source of session.inputSources) {
if (source.gamepad && source.gamepad.hapticActuators && source.gamepad.hapticActuators.length > 0) {
if (hand === 'any' || source.handedness === hand) {
source.gamepad.hapticActuators[0].pulse(intensity, duration);
}
}
}
} catch {}
}
interface LocomotionProps {
worldRef: MutableRefObject<THREE.Group | null>;
}
export function QuestXRLocomotion({ worldRef }: LocomotionProps) {
const { camera } = useThree();
const session = useXR((s) => s.session);
const snapCooldownRef = useRef(0);
const moveVector = useRef(new THREE.Vector3());
const forwardVector = useRef(new THREE.Vector3());
const sideVector = useRef(new THREE.Vector3());
useFrame((_, delta) => {
if (!session || !worldRef.current) return;
const inputSources = session.inputSources;
if (!inputSources) return;
const now = performance.now();
for (const source of inputSources as any) {
const gamepad = source.gamepad;
if (!gamepad || !gamepad.axes) continue;
const handedness = source.handedness;
// Quest 3 axes mapping:
// axes[0], axes[1] or axes[2], axes[3] depending on the browser version
const axisX = Math.abs(gamepad.axes[2]) > STICK_DEADZONE ? gamepad.axes[2]
: Math.abs(gamepad.axes[0]) > STICK_DEADZONE ? gamepad.axes[0] : 0;
const axisY = Math.abs(gamepad.axes[3]) > STICK_DEADZONE ? gamepad.axes[3]
: Math.abs(gamepad.axes[1]) > STICK_DEADZONE ? gamepad.axes[1] : 0;
if (handedness === 'left') {
// Left Controller -> Smooth Locomotion
if (axisX !== 0 || axisY !== 0) {
// Calculate movement relative to headset orientation
camera.getWorldDirection(forwardVector.current);
forwardVector.current.y = 0;
forwardVector.current.normalize();
sideVector.current.crossVectors(camera.up, forwardVector.current).normalize();
moveVector.current.set(0, 0, 0);
// Move the WORLD in the OPPOSITE direction of the joystick
moveVector.current.addScaledVector(forwardVector.current, axisY * MOVE_SPEED * delta);
moveVector.current.addScaledVector(sideVector.current, axisX * MOVE_SPEED * delta);
worldRef.current.position.add(moveVector.current);
}
} else if (handedness === 'right') {
// Right Controller -> Snap Turning
if (now > snapCooldownRef.current && Math.abs(axisX) > 0.6) {
const turnDirection = axisX > 0 ? -1 : 1;
// To turn the player right, we rotate the world LEFT around the player's current position
const playerPos = camera.position.clone();
worldRef.current.position.sub(playerPos);
worldRef.current.position.applyAxisAngle(new THREE.Vector3(0, 1, 0), turnDirection * SNAP_TURN_ANGLE);
worldRef.current.position.add(playerPos);
worldRef.current.rotation.y += turnDirection * SNAP_TURN_ANGLE;
triggerHaptic(session, 'right', 0.4, 40);
snapCooldownRef.current = now + SNAP_COOLDOWN_MS;
}
}
}
});
return null;
}
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import { Text } from '@react-three/drei';
import { soundFx } from '../services/audio';
export interface SpatialHUDProps {
position?: [number, number, number];
locked: boolean;
onToggleLock: () => void;
onReset: () => void;
alignmentStep: string;
isAR: boolean;
}
export function SpatialHUD({
position = [0, 1.8, -1.8],
locked,
onToggleLock,
onReset,
alignmentStep,
isAR,
}: SpatialHUDProps) {
return (
<group position={position}>
<Text
position={[0, 0.45, 0]}
fontSize={0.14}
color="#f59e0b"
anchorX="center"
anchorY="middle"
outlineWidth={0.004}
outlineColor="#000000"
>
LABORATÓRIO XR META QUEST 3
</Text>
{alignmentStep && (
<group position={[0, 0.25, 0]}>
<mesh position={[0, 0, -0.005]}>
<planeGeometry args={[1.6, 0.12]} />
<meshBasicMaterial color="#0f172a" transparent opacity={0.85} />
</mesh>
<Text
position={[0, 0, 0]}
fontSize={0.07}
color="#38bdf8"
anchorX="center"
anchorY="middle"
>
{alignmentStep}
</Text>
</group>
)}
<mesh position={[0, -0.1, -0.01]}>
<planeGeometry args={[1.8, 0.5]} />
<meshStandardMaterial
color="#0f172a"
roughness={0.2}
metalness={0.8}
transparent
opacity={0.85}
/>
</mesh>
<group
position={[-0.45, -0.1, 0.01]}
onClick={(e) => {
e.stopPropagation();
soundFx.playHover();
onToggleLock();
}}
>
<mesh>
<boxGeometry args={[0.55, 0.14, 0.02]} />
<meshStandardMaterial color={locked ? '#ef4444' : '#22c55e'} metalness={0.5} roughness={0.3} />
</mesh>
<Text position={[0, 0, 0.015]} fontSize={0.065} color="white" anchorX="center" anchorY="middle">
{locked ? '🔒 FÍSICA: PRESO' : '🔓 FÍSICA: LIVRE'}
</Text>
</group>
<group
position={[0.45, -0.1, 0.01]}
onClick={(e) => {
e.stopPropagation();
soundFx.playSnap();
onReset();
}}
>
<mesh>
<boxGeometry args={[0.55, 0.14, 0.02]} />
<meshStandardMaterial color="#3b82f6" metalness={0.5} roughness={0.3} />
</mesh>
<Text position={[0, 0, 0.015]} fontSize={0.065} color="white" anchorX="center" anchorY="middle">
🔄 RESETAR MUNDO
</Text>
</group>
<Text
position={[0, -0.28, 0.01]}
fontSize={0.045}
color="#94a3b8"
anchorX="center"
anchorY="middle"
>
{isAR ? 'MODO: PASSTHROUGH AR ATIVO' : 'MODO: VR IMERSIVO'} Joysticks Movem e Giram
</Text>
</group>
);
}
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import { useState } from 'react';
import { type ThreeEvent } from '@react-three/fiber';
import { Text } from '@react-three/drei';
import { soundFx } from '../services/audio';
export interface WorkbenchTableProps {
position?: [number, number, number];
onSurfaceClick?: (surfaceName: string) => void;
onEdgeClick?: (edgeName: string) => void;
}
export function WorkbenchTable({
position = [0, 0, -1],
onSurfaceClick,
onEdgeClick,
}: WorkbenchTableProps) {
const [hoveredSurface, setHoveredSurface] = useState(false);
const [hoveredEdge, setHoveredEdge] = useState<string | null>(null);
const handleSurfaceClick = (surfaceName: string, e: ThreeEvent<MouseEvent>) => {
e.stopPropagation();
soundFx.playSnap();
if (onSurfaceClick) onSurfaceClick(surfaceName);
};
const handleEdgeClick = (edgeName: string, e: ThreeEvent<MouseEvent>) => {
e.stopPropagation();
soundFx.playSnap();
if (onEdgeClick) onEdgeClick(edgeName);
};
return (
<group position={position}>
{/* Principal Workbench Top Plate */}
<mesh
position={[0, 0.6, 0]}
castShadow
receiveShadow
onPointerOver={() => setHoveredSurface(true)}
onPointerOut={() => setHoveredSurface(false)}
onClick={(e) => handleSurfaceClick('Tampo Principal', e)}
>
<boxGeometry args={[2, 0.05, 1]} />
<meshStandardMaterial
color={hoveredSurface ? '#475569' : '#1e293b'}
metalness={0.8}
roughness={0.2}
/>
</mesh>
{/* Target Alignment Mat Grid on Table Surface */}
<mesh position={[0, 0.626, 0]} rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[1.8, 0.8]} />
<meshStandardMaterial
color="#0f172a"
roughness={0.9}
metalness={0.1}
wireframe
/>
</mesh>
{/* Target Placement Circle (Laser Target) */}
<group position={[0, 0.628, 0]} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.2, 0.22, 32]} />
<meshBasicMaterial color="#38bdf8" transparent opacity={0.8} />
<Text position={[0, 0, 0.001]} fontSize={0.05} color="#38bdf8" anchorX="center" anchorY="middle">
ALVO DE ALINHAMENTO (X:0, Y:0)
</Text>
</group>
{/* Lower Shelf */}
<mesh position={[0, 0.25, 0]} castShadow receiveShadow>
<boxGeometry args={[1.8, 0.03, 0.8]} />
<meshStandardMaterial color="#334155" metalness={0.6} roughness={0.4} />
</mesh>
{/* 4 Metallic Legs */}
{[
[-0.92, 0.3, -0.42],
[0.92, 0.3, -0.42],
[-0.92, 0.3, 0.42],
[0.92, 0.3, 0.42],
].map((legPos, i) => (
<mesh key={i} position={legPos as [number, number, number]} castShadow receiveShadow>
<cylinderGeometry args={[0.03, 0.03, 0.6, 16]} />
<meshStandardMaterial color="#64748b" metalness={0.9} roughness={0.1} />
</mesh>
))}
{/* Glowing Edge Alignment Markers (North, South, East, West) */}
{[
{ name: 'Aresta Frontal', pos: [0, 0.627, 0.49], rot: [0, 0, 0], args: [1.9, 0.02, 0.02] },
{ name: 'Aresta Traseira', pos: [0, 0.627, -0.49], rot: [0, 0, 0], args: [1.9, 0.02, 0.02] },
{ name: 'Aresta Esquerda', pos: [-0.99, 0.627, 0], rot: [0, Math.PI / 2, 0], args: [0.9, 0.02, 0.02] },
{ name: 'Aresta Direita', pos: [0.99, 0.627, 0], rot: [0, Math.PI / 2, 0], args: [0.9, 0.02, 0.02] },
].map((edge, i) => {
const isHovered = hoveredEdge === edge.name;
return (
<mesh
key={i}
position={edge.pos as [number, number, number]}
rotation={edge.rot as [number, number, number]}
onPointerOver={() => setHoveredEdge(edge.name)}
onPointerOut={() => setHoveredEdge(null)}
onClick={(e) => handleEdgeClick(edge.name, e)}
>
<boxGeometry args={edge.args as [number, number, number]} />
<meshStandardMaterial
color={isHovered ? '#f59e0b' : '#0284c7'}
emissive={isHovered ? '#f59e0b' : '#0284c7'}
emissiveIntensity={isHovered ? 0.9 : 0.4}
/>
</mesh>
);
})}
</group>
);
}
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import { useState, Suspense, useRef } from 'react';
import { useXR } from '@react-three/xr';
import { Environment, Grid } from '@react-three/drei';
import * as THREE from 'three';
import { WorkbenchTable } from './WorkbenchTable';
import { InteractiveCube, type FaceId } from './InteractiveCube';
import { SpatialHUD } from './SpatialHUD';
import { QuestXRLocomotion } from './QuestXRLocomotion';
export function XRScene() {
const session = useXR((s) => s.session);
const isAR = !!(session && (session as any).environmentBlendMode === 'additive');
const [locked, setLocked] = useState(false);
const [resetSignal, setResetSignal] = useState(0);
const worldRef = useRef<THREE.Group>(null);
// Alignment tracking
const [selectedCubeFace, setSelectedCubeFace] = useState<FaceId | null>(null);
const [alignmentStep, setAlignmentStep] = useState<string>(
'Selecione uma face no cubo para iniciar o alinhamento'
);
const handleFaceSelect = (face: FaceId) => {
setSelectedCubeFace(face);
setAlignmentStep(`Face [${face.toUpperCase()}] selecionada. Clique na superfície do tampo.`);
};
const handleSurfaceSelect = (surfaceName: string) => {
if (selectedCubeFace) {
setAlignmentStep(`Alinhando Face [${selectedCubeFace.toUpperCase()}] com ${surfaceName}... Concluído!`);
setTimeout(() => {
setSelectedCubeFace(null);
setAlignmentStep('Selecione uma face no cubo para iniciar o alinhamento');
}, 3000);
}
};
return (
<>
<QuestXRLocomotion worldRef={worldRef} />
{!isAR && (
<>
<color attach="background" args={['#090d16']} />
<fog attach="fog" args={['#090d16', 4, 15]} />
</>
)}
{/* World Group that moves inversely to simulate player movement */}
<group ref={worldRef}>
<ambientLight intensity={isAR ? 1.4 : 0.6} />
<directionalLight
position={[4, 6, 4]}
intensity={isAR ? 1.6 : 1.4}
castShadow
shadow-mapSize={[2048, 2048]}
shadow-bias={-0.0001}
/>
<pointLight position={[-3, 4, -2]} intensity={0.5} color="#38bdf8" />
<pointLight position={[3, 4, -2]} intensity={0.5} color="#f59e0b" />
<Grid
position={[0, -0.01, 0]}
args={[20, 20]}
cellSize={0.25}
cellThickness={0.6}
cellColor="#334155"
sectionSize={1}
sectionThickness={1.2}
sectionColor="#0284c7"
fadeDistance={10}
fadeStrength={1.5}
infiniteGrid
/>
<Suspense fallback={null}>
<Environment preset="city" />
</Suspense>
<WorkbenchTable
position={[0, 0, -1]}
onSurfaceClick={handleSurfaceSelect}
onEdgeClick={(edge) => setAlignmentStep(`Aresta selecionada: ${edge}`)}
/>
<InteractiveCube
position={[0, 1.2, -1]}
size={0.3}
locked={locked}
onFaceSelect={handleFaceSelect}
resetSignal={resetSignal}
tableY={0.625}
tableBounds={{ minX: -1, maxX: 1, minZ: -1.5, maxZ: -0.5 }}
/>
<SpatialHUD
position={[0, 1.85, -1.7]}
locked={locked}
onToggleLock={() => setLocked((l) => !l)}
onReset={() => {
setResetSignal((s) => s + 1);
if (worldRef.current) {
worldRef.current.position.set(0, 0, 0);
worldRef.current.rotation.set(0, 0, 0);
}
}}
alignmentStep={alignmentStep}
isAR={isAR}
/>
</group>
</>
);
}
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// Web Audio API Synthesizer for VR/AR Spatial Feedback
class SoundManager {
private ctx: AudioContext | null = null;
private initCtx() {
if (!this.ctx) {
const AudioCtx = window.AudioContext || (window as any).webkitAudioContext;
if (AudioCtx) {
this.ctx = new AudioCtx();
}
}
if (this.ctx && this.ctx.state === 'suspended') {
this.ctx.resume();
}
}
// Soft click for UI / hover
playHover() {
this.initCtx();
if (!this.ctx) return;
try {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(440, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(880, this.ctx.currentTime + 0.04);
gain.gain.setValueAtTime(0.05, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.04);
osc.connect(gain);
gain.connect(this.ctx.destination);
osc.start();
osc.stop(this.ctx.currentTime + 0.04);
} catch {}
}
// Grab attach sound
playGrab() {
this.initCtx();
if (!this.ctx) return;
try {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'triangle';
osc.frequency.setValueAtTime(220, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(440, this.ctx.currentTime + 0.08);
gain.gain.setValueAtTime(0.12, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.08);
osc.connect(gain);
gain.connect(this.ctx.destination);
osc.start();
osc.stop(this.ctx.currentTime + 0.08);
} catch {}
}
// Release / Throw sound
playRelease() {
this.initCtx();
if (!this.ctx) return;
try {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(350, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(180, this.ctx.currentTime + 0.09);
gain.gain.setValueAtTime(0.1, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.09);
osc.connect(gain);
gain.connect(this.ctx.destination);
osc.start();
osc.stop(this.ctx.currentTime + 0.09);
} catch {}
}
// Impact thud on table collision
playImpact(intensity = 1) {
this.initCtx();
if (!this.ctx) return;
try {
const vol = Math.min(Math.max(intensity * 0.15, 0.02), 0.3);
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(140, this.ctx.currentTime);
osc.frequency.exponentialRampToValueAtTime(40, this.ctx.currentTime + 0.12);
gain.gain.setValueAtTime(vol, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.12);
osc.connect(gain);
gain.connect(this.ctx.destination);
osc.start();
osc.stop(this.ctx.currentTime + 0.12);
} catch {}
}
// Alignment snap beep
playSnap() {
this.initCtx();
if (!this.ctx) return;
try {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(587.33, this.ctx.currentTime); // D5
osc.frequency.setValueAtTime(880, this.ctx.currentTime + 0.06); // A5
gain.gain.setValueAtTime(0.12, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + 0.15);
osc.connect(gain);
gain.connect(this.ctx.destination);
osc.start();
osc.stop(this.ctx.currentTime + 0.15);
} catch {}
}
}
export const soundFx = new SoundManager();