fix(ci): lint do Biome, Next 16.3.8 (RCE em next/og) e transicoes que se remedem
CI / verify (push) Failing after 5m43s

- Biome: formatacao, ordem de imports, max-width duplicado no cabecalho de
  secao, supressao justificada para nomes de view-transition, ajustes nos
  scripts de auditoria de SEO
- next 16.3.3 -> 16.3.8: GHSA-vcvr-r3jv-pc5j (execucao remota de codigo em
  next/og ImageResponse, usado nas imagens de compartilhamento)
- overrides de brace-expansion (GHSA-qhr7-859c-m2p7, GHSA-6j4f-fj2g-mc7p,
  GHSA-q2hr-2g5m-vwhr), dependencia de desenvolvimento via jest
- visibilidade das cenas le as posicoes a cada quadro e o GSAP remede as
  passagens quando a pagina muda de altura (fontes, imagens, Experiencia)

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Evandro Fonseca JuniorandClaude Opus 5.5 committed 2026-10-05 01:38:41 -03:00
1 parent 6db10ffa67
commit 4c826e938f
17 files changed
+816 -253

No files matched your search

+144 -33
View File
@@ -42,7 +42,13 @@ class FieldBuilder {
alpha: number[] = [];
constructor(private density: number) {}
point(x: number, y: number, z: number, style: PointStyle = {}, to?: [number, number, number]) {
point(
x: number,
y: number,
z: number,
style: PointStyle = {},
to?: [number, number, number],
) {
this.base.push(x, y, z);
this.to.push(...(to ?? [x, y, z]));
this.move.push(to ? 1 : 0);
@@ -50,36 +56,89 @@ class FieldBuilder {
this.size.push(style.size ?? 0.02);
this.alpha.push(style.alpha ?? 0.7);
}
line(y: Layer, x0: number, z0: number, x1: number, z1: number, step: number, style?: PointStyle) {
line(
y: Layer,
x0: number,
z0: number,
x1: number,
z1: number,
step: number,
style?: PointStyle,
) {
const s = step * this.density;
const n = Math.max(1, Math.round(Math.hypot(x1 - x0, z1 - z0) / s));
for (let i = 0; i <= n; i++) this.point(x0 + ((x1 - x0) * i) / n, y, z0 + ((z1 - z0) * i) / n, style);
for (let i = 0; i <= n; i++)
this.point(x0 + ((x1 - x0) * i) / n, y, z0 + ((z1 - z0) * i) / n, style);
}
rect(y: Layer, x0: number, z0: number, x1: number, z1: number, step: number, style?: PointStyle) {
rect(
y: Layer,
x0: number,
z0: number,
x1: number,
z1: number,
step: number,
style?: PointStyle,
) {
this.line(y, x0, z0, x1, z0, step, style);
this.line(y, x1, z0, x1, z1, step, style);
this.line(y, x1, z1, x0, z1, step, style);
this.line(y, x0, z1, x0, z0, step, style);
}
fill(y: Layer, x0: number, z0: number, x1: number, z1: number, step: number, style?: PointStyle) {
fill(
y: Layer,
x0: number,
z0: number,
x1: number,
z1: number,
step: number,
style?: PointStyle,
) {
const s = step * this.density;
for (let x = x0; x <= x1 + 1e-6; x += s)
for (let z = z0; z <= z1 + 1e-6; z += s)
this.point(x + (Math.random() - 0.5) * s * 0.3, y, z + (Math.random() - 0.5) * s * 0.3, style);
this.point(
x + (Math.random() - 0.5) * s * 0.3,
y,
z + (Math.random() - 0.5) * s * 0.3,
style,
);
}
ring(y: Layer, cx: number, cz: number, r: number, step: number, style?: PointStyle) {
const n = Math.max(8, Math.round((Math.PI * 2 * r) / (step * this.density)));
ring(
y: Layer,
cx: number,
cz: number,
r: number,
step: number,
style?: PointStyle,
) {
const n = Math.max(
8,
Math.round((Math.PI * 2 * r) / (step * this.density)),
);
for (let i = 0; i < n; i++) {
const a = (i / n) * Math.PI * 2;
this.point(cx + Math.cos(a) * r, y, cz + Math.sin(a) * r, style);
}
}
disc(y: Layer, cx: number, cz: number, r: number, step: number, style?: PointStyle) {
for (let rr = r; rr > 0.005; rr -= step * this.density) this.ring(y, cx, cz, rr, step, style);
disc(
y: Layer,
cx: number,
cz: number,
r: number,
step: number,
style?: PointStyle,
) {
for (let rr = r; rr > 0.005; rr -= step * this.density)
this.ring(y, cx, cz, rr, step, style);
this.point(cx, y, cz, style);
}
/** partículas que correm de a até b (a posição é calculada no shader) */
flow(a: [number, number, number], b: [number, number, number], count: number, style?: PointStyle) {
flow(
a: [number, number, number],
b: [number, number, number],
count: number,
style?: PointStyle,
) {
const n = Math.max(2, Math.round(count / this.density));
for (let i = 0; i < n; i++) this.point(...a, style, b);
}
@@ -91,12 +150,17 @@ function drawScreen(f: FieldBuilder) {
f.fill(y, -2.1, -1.4, 2.1, 1.4, 0.1, { alpha: 0.1 }); // superfície da tela
f.rect(y, -2.1, -1.4, 2.1, 1.4, 0.026, { alpha: 0.95 });
f.line(y, -2.1, -1.05, 2.1, -1.05, 0.03, { alpha: 0.6 }); // barra do navegador
for (const x of [-1.9, -1.72, -1.54]) f.disc(y, x, -1.23, 0.05, 0.025, { alpha: 0.8 });
for (const x of [-1.9, -1.72, -1.54])
f.disc(y, x, -1.23, 0.05, 0.025, { alpha: 0.8 });
f.rect(y, -1.1, -1.32, 1.3, -1.14, 0.035, { alpha: 0.45 }); // endereço
f.fill(y, -1.8, -0.82, 0.25, -0.58, 0.03, { alpha: 0.85 }); // título
f.line(y, -1.8, -0.38, 0.75, -0.38, 0.04, { alpha: 0.5 }); // texto
f.line(y, -1.8, -0.24, 0.35, -0.24, 0.04, { alpha: 0.5 });
f.fill(y, -1.8, -0.02, -0.75, 0.2, 0.028, { tone: 1, alpha: 0.95, size: 0.022 }); // botão
f.fill(y, -1.8, -0.02, -0.75, 0.2, 0.028, {
tone: 1,
alpha: 0.95,
size: 0.022,
}); // botão
f.rect(y, 0.6, -0.82, 1.8, 0.2, 0.035, { alpha: 0.6 }); // imagem
f.fill(y, 0.6, -0.82, 1.8, 0.2, 0.08, { alpha: 0.25 });
for (const [x0, x1] of [
@@ -127,9 +191,18 @@ function drawIntegrations(f: FieldBuilder) {
const ux = x / len;
const uz = z / len;
// linha da central até o sistema, e mensagens correndo nos dois sentidos
f.line(y, ux * 0.38, uz * 0.38, x - ux * 0.24, z - uz * 0.24, 0.06, { alpha: 0.35 });
f.flow([ux * 0.38, y, uz * 0.38], [x - ux * 0.24, y, z - uz * 0.24], 10, { tone: 1, alpha: 0.95, size: 0.026 });
f.flow([x - ux * 0.24, y, z - uz * 0.24], [ux * 0.38, y, uz * 0.38], 6, { alpha: 0.9, size: 0.024 });
f.line(y, ux * 0.38, uz * 0.38, x - ux * 0.24, z - uz * 0.24, 0.06, {
alpha: 0.35,
});
f.flow([ux * 0.38, y, uz * 0.38], [x - ux * 0.24, y, z - uz * 0.24], 10, {
tone: 1,
alpha: 0.95,
size: 0.026,
});
f.flow([x - ux * 0.24, y, z - uz * 0.24], [ux * 0.38, y, uz * 0.38], 6, {
alpha: 0.9,
size: 0.024,
});
const [nx, nz] = NODES[(k + 1) % NODES.length];
f.line(y, x, z, nx, nz, 0.08, { alpha: 0.15 });
});
@@ -144,12 +217,15 @@ function drawData(f: FieldBuilder) {
const cols = [x0, -0.9, 0.2, 1.1, x1];
f.rect(y, x0, z0, x1, z1, 0.03, { alpha: 0.8 });
f.fill(y, x0, z0, x1, z0 + 0.32, 0.045, { tone: 0.6, alpha: 0.45 }); // cabeçalho da tabela
for (let z = z0 + 0.32; z < z1; z += 0.33) f.line(y, x0, z, x1, z, 0.04, { alpha: 0.4 });
for (const x of cols.slice(1, -1)) f.line(y, x, z0, x, z1, 0.04, { alpha: 0.4 });
for (let z = z0 + 0.32; z < z1; z += 0.33)
f.line(y, x0, z, x1, z, 0.04, { alpha: 0.4 });
for (const x of cols.slice(1, -1))
f.line(y, x, z0, x, z1, 0.04, { alpha: 0.4 });
for (let z = z0 + 0.48; z < z1; z += 0.33) {
for (let c = 0; c < cols.length - 1; c++) {
const start = cols[c] + 0.12;
const width = (cols[c + 1] - cols[c] - 0.24) * (0.35 + Math.random() * 0.6);
const width =
(cols[c + 1] - cols[c] - 0.24) * (0.35 + Math.random() * 0.6);
f.line(y, start, z, start + width, z, 0.045, { alpha: 0.55 }); // valores nas células
}
}
@@ -173,10 +249,16 @@ function buildField(dense: boolean) {
const s = Math.sqrt(1 - u * u);
const d = 4 + Math.random() * 7;
scatter.set([Math.cos(t) * s * d, u * d, Math.sin(t) * s * d], n * 3);
rand.set([Math.random(), Math.random(), Math.random(), Math.random()], n * 4);
rand.set(
[Math.random(), Math.random(), Math.random(), Math.random()],
n * 4,
);
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.Float32BufferAttribute(f.base, 3));
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(f.base, 3),
);
geometry.setAttribute("aTo", new THREE.Float32BufferAttribute(f.to, 3));
geometry.setAttribute("aMove", new THREE.Float32BufferAttribute(f.move, 1));
geometry.setAttribute("aTone", new THREE.Float32BufferAttribute(f.tone, 1));
@@ -314,7 +396,12 @@ const LABEL_ANCHORS: [number, Layer, number][] = [
[2, -1, 1.3],
];
function Field({ progressRef, labelsRef, onReady, onError }: HeroFieldSceneProps) {
function Field({
progressRef,
labelsRef,
onReady,
onError,
}: HeroFieldSceneProps) {
const { gl, camera, size } = useThree();
const group = useRef<THREE.Group>(null);
const dense = useMemo(
@@ -397,11 +484,14 @@ function Field({ progressRef, labelsRef, onReady, onError }: HeroFieldSceneProps
const time = frame.clock.elapsedTime;
// rolagem amortecida: o mergulho segue o dedo com um leve atraso de câmera
s.progress += ((progressRef.current ?? 0) - s.progress) * (1 - Math.exp(-dt * 5));
s.progress +=
((progressRef.current ?? 0) - s.progress) * (1 - Math.exp(-dt * 5));
const p = s.progress;
const aspect = size.width / size.height;
const wide = aspect > 1.1;
const tanHalf = Math.tan(THREE.MathUtils.degToRad((camera as THREE.PerspectiveCamera).fov / 2));
const tanHalf = Math.tan(
THREE.MathUtils.degToRad((camera as THREE.PerspectiveCamera).fov / 2),
);
// enquadramento pela largura: a camada (4,2 de largura) com margem cabe na tela, inclusive em pé
const frameDist = Math.max(FRAME, 2.35 / (tanHalf * aspect));
const spreadMax = Math.max(SPREAD, frameDist + 0.6);
@@ -416,7 +506,8 @@ function Field({ progressRef, labelsRef, onReady, onError }: HeroFieldSceneProps
u.uFade.value = 1 - smooth(0.93, 1, p);
// com a câmera mais longe (celular), os pontos crescem um pouco para o desenho não sumir
u.uScale.value =
((gl.getPixelRatio() * size.height * 0.5) / tanHalf) * Math.sqrt(frameDist / FRAME);
((gl.getPixelRatio() * size.height * 0.5) / tanHalf) *
Math.sqrt(frameDist / FRAME);
// sem mouse (toque, ou mouse parado), um cursor fantasma percorre a tela
const mouseActive = time - s.lastMove < 2.5 && s.lastMove > 0 ? 1 : 0;
@@ -425,16 +516,22 @@ function Field({ progressRef, labelsRef, onReady, onError }: HeroFieldSceneProps
// em repouso, vista de três quartos que balança devagar; ao mergulhar, as camadas ficam de frente e retas
g.rotation.set(
0.42 + (Math.PI / 2 - 0.42) * face - s.tilt.y * 0.08,
(-0.45 + Math.sin(time * 0.2) * 0.08) * (1 - face) + s.tilt.x * 0.15 * (1 - face),
(-0.45 + Math.sin(time * 0.2) * 0.08) * (1 - face) +
s.tilt.x * 0.15 * (1 - face),
0,
);
const settle = 1 - smooth(0, 0.28, p);
// em repouso: à direita do texto na tela larga; no celular, mais abaixo, atrás dos botões
g.position.set(wide ? 1.7 * settle : 0, (wide ? -0.1 : -rest * tanHalf * 0.38) * settle, 0);
g.position.set(
wide ? 1.7 * settle : 0,
(wide ? -0.1 : -rest * tanHalf * 0.38) * settle,
0,
);
camera.position.z = keyframes(cameraFrames(rest, spreadMax, frameDist), p);
// foco na próxima camada à frente da câmera (as de trás desfocam como em uma lente)
const spread = u.uSpread.value;
const ahead = [spread, 0, -spread].find((z) => z < camera.position.z - 0.2) ?? -spread;
const ahead =
[spread, 0, -spread].find((z) => z < camera.position.z - 0.2) ?? -spread;
u.uFocus.value = Math.max(1.5, camera.position.z - ahead);
g.updateMatrixWorld();
@@ -445,17 +542,24 @@ function Field({ progressRef, labelsRef, onReady, onError }: HeroFieldSceneProps
.applyMatrix4(g.matrixWorld);
if (helpers.ray.ray.intersectPlane(helpers.plane, helpers.hit)) {
g.worldToLocal(helpers.hit);
s.mouse.lerp(helpers.target.set(helpers.hit.x, helpers.hit.z), 1 - Math.exp(-dt * 10));
s.mouse.lerp(
helpers.target.set(helpers.hit.x, helpers.hit.z),
1 - Math.exp(-dt * 10),
);
}
} else {
s.mouse.lerp(
helpers.target.set(Math.sin(time * 0.31) * 1.5, Math.sin(time * 0.23 + 1.3) * 1.1),
helpers.target.set(
Math.sin(time * 0.31) * 1.5,
Math.sin(time * 0.23 + 1.3) * 1.1,
),
1 - Math.exp(-dt * 1.5),
);
}
u.uMouse.value.copy(s.mouse);
const targetAmt = (mouseActive ? 0.8 : 0.4) * (1 - smooth(0.05, 0.3, p));
u.uMouseAmt.value += (targetAmt - u.uMouseAmt.value) * (1 - Math.exp(-dt * 4));
u.uMouseAmt.value +=
(targetAmt - u.uMouseAmt.value) * (1 - Math.exp(-dt * 4));
// etiquetas: projeta o canto de cada camada na tela e as esconde quando o mergulho começa
const labels = labelsRef.current ?? [];
@@ -463,7 +567,10 @@ function Field({ progressRef, labelsRef, onReady, onError }: HeroFieldSceneProps
LABEL_ANCHORS.forEach(([x, layer, z], index) => {
const label = labels[index];
if (!label) return;
helpers.anchor.set(x, layer * u.uSpread.value, z).applyMatrix4(g.matrixWorld).project(camera);
helpers.anchor
.set(x, layer * u.uSpread.value, z)
.applyMatrix4(g.matrixWorld)
.project(camera);
const px = ((helpers.anchor.x + 1) / 2) * size.width;
const py = ((1 - helpers.anchor.y) / 2) * size.height;
label.style.transform = `translate3d(${px.toFixed(1)}px, ${py.toFixed(1)}px, 0)`;
@@ -505,7 +612,11 @@ export default function HeroFieldScene(props: HeroFieldSceneProps) {
camera={{ fov: 35, position: [0, 0, 9], near: 0.05, far: 120 }}
dpr={[1, 1.75]}
frameloop={props.visible ? "always" : "never"}
gl={{ alpha: true, antialias: false, powerPreference: "high-performance" }}
gl={{
alpha: true,
antialias: false,
powerPreference: "high-performance",
}}
>
<Field {...props} />
</Canvas>