feat: control room hero, SEO/AEO optimization and design system fixes
Hero: replace particle field with cobe globe (Capricorn view, multi-axis drag, reduced-motion safe), telemetry HUD with pointer parallax, particle text build effect, Space Grotesk display font. SEO: short titles with template, PT-BR accents, twitter cards on dynamic cases, escaped JSON-LD via lib/jsonld.ts, CSP report-only, 25 service FAQs answer-first. Design: fix TW4 layered reset killing spacing utilities, literal @theme tokens, mobile hero overflow, header overlap, empty case cards. Remove framer-motion (unified on motion/react), header version badge, phone number from hero CTA. Production build verified (24 static pages).
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@@ -1,8 +1,7 @@
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"use client";
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import { Float, MeshDistortMaterial } from "@react-three/drei";
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import { Canvas, useFrame, useThree } from "@react-three/fiber";
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import { useCallback, useEffect, useMemo, useRef } from "react";
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import { useEffect, useMemo, useRef } from "react";
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import * as THREE from "three";
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type HeroSceneVariant =
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@@ -13,236 +12,6 @@ type HeroSceneVariant =
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| "diagnostic"
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| "portrait";
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function ParticleField({ count = 2000 }: { count?: number }) {
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const mesh = useRef<THREE.Points>(null);
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const mouseRef = useRef({ x: 0, y: 0 });
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const [positions, velocities] = useMemo(() => {
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const pos = new Float32Array(count * 3);
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const vel = new Float32Array(count * 3);
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for (let i = 0; i < count; i++) {
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const i3 = i * 3;
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pos[i3] = (Math.random() - 0.5) * 20;
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pos[i3 + 1] = (Math.random() - 0.5) * 20;
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pos[i3 + 2] = (Math.random() - 0.5) * 15;
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vel[i3] = (Math.random() - 0.5) * 0.002;
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vel[i3 + 1] = (Math.random() - 0.5) * 0.002;
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vel[i3 + 2] = (Math.random() - 0.5) * 0.001;
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}
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return [pos, vel];
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}, [count]);
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const sizes = useMemo(() => {
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const s = new Float32Array(count);
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for (let i = 0; i < count; i++) {
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s[i] = Math.random() * 2 + 0.5;
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}
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return s;
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}, [count]);
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const handlePointerMove = useCallback(
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(e: { clientX: number; clientY: number }) => {
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mouseRef.current.x = (e.clientX / window.innerWidth) * 2 - 1;
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mouseRef.current.y = -(e.clientY / window.innerHeight) * 2 + 1;
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},
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[],
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);
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useFrame((state) => {
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if (!mesh.current) return;
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const geo = mesh.current.geometry;
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const posAttr = geo.getAttribute("position") as THREE.BufferAttribute;
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const arr = posAttr.array as Float32Array;
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const time = state.clock.elapsedTime;
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for (let i = 0; i < count; i++) {
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const i3 = i * 3;
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arr[i3] += velocities[i3] + Math.sin(time * 0.3 + i) * 0.001;
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arr[i3 + 1] += velocities[i3 + 1] + Math.cos(time * 0.2 + i) * 0.001;
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arr[i3 + 2] += velocities[i3 + 2];
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// Mouse influence
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const dx = mouseRef.current.x * 5 - arr[i3];
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const dy = mouseRef.current.y * 5 - arr[i3 + 1];
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist < 3) {
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const force = (3 - dist) * 0.0003;
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arr[i3] += dx * force;
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arr[i3 + 1] += dy * force;
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}
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// Wrap around
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if (arr[i3] > 10) arr[i3] = -10;
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if (arr[i3] < -10) arr[i3] = 10;
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if (arr[i3 + 1] > 10) arr[i3 + 1] = -10;
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if (arr[i3 + 1] < -10) arr[i3 + 1] = 10;
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if (arr[i3 + 2] > 7.5) arr[i3 + 2] = -7.5;
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if (arr[i3 + 2] < -7.5) arr[i3 + 2] = 7.5;
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}
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posAttr.needsUpdate = true;
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// Slow rotation
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mesh.current.rotation.y = time * 0.02;
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mesh.current.rotation.x = Math.sin(time * 0.01) * 0.1;
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});
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useEffect(() => {
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window.addEventListener("pointermove", handlePointerMove);
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return () => window.removeEventListener("pointermove", handlePointerMove);
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}, [handlePointerMove]);
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return (
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<points ref={mesh}>
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<bufferGeometry>
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<bufferAttribute
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attach="attributes-position"
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args={[positions, 3]}
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count={count}
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/>
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<bufferAttribute
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attach="attributes-size"
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args={[sizes, 1]}
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count={count}
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/>
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</bufferGeometry>
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<pointsMaterial
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color="#ccff00"
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size={0.03}
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transparent
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opacity={0.6}
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sizeAttenuation
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blending={THREE.AdditiveBlending}
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depthWrite={false}
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/>
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</points>
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);
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}
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function FloatingGeometry({ variant }: { variant: HeroSceneVariant }) {
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const meshRef = useRef<THREE.Mesh>(null);
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const mesh2Ref = useRef<THREE.Mesh>(null);
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const mesh3Ref = useRef<THREE.Mesh>(null);
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const layout = {
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command: {
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a: [4, 1.5, -3] as [number, number, number],
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b: [-5, -2, -4] as [number, number, number],
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c: [2, -3, -5] as [number, number, number],
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scale: [1.2, 0.8, 1.5] as [number, number, number],
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},
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launch: {
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a: [3.8, 2.1, -3] as [number, number, number],
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b: [0, -1.4, -4] as [number, number, number],
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c: [-3.8, -2.6, -5] as [number, number, number],
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scale: [0.9, 0.9, 1.8] as [number, number, number],
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},
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rescue: {
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a: [-3.6, 1.2, -3] as [number, number, number],
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b: [3.6, 1.2, -4] as [number, number, number],
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c: [0, -2.8, -5] as [number, number, number],
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scale: [1, 1, 1.4] as [number, number, number],
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},
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signal: {
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a: [-4.2, -1, -3] as [number, number, number],
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b: [0.2, 1.6, -4] as [number, number, number],
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c: [4.2, -0.6, -5] as [number, number, number],
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scale: [0.7, 0.7, 1.2] as [number, number, number],
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},
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diagnostic: {
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a: [4.6, 0.6, -3] as [number, number, number],
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b: [-3.5, 1.8, -4] as [number, number, number],
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c: [-1.2, -2.8, -5] as [number, number, number],
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scale: [1.4, 0.7, 1.1] as [number, number, number],
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},
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portrait: {
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a: [3.2, 0.4, -3] as [number, number, number],
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b: [4.8, 2.1, -4] as [number, number, number],
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c: [-3.6, -2.4, -5] as [number, number, number],
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scale: [1.8, 0.5, 1.1] as [number, number, number],
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},
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}[variant];
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useFrame((state) => {
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const t = state.clock.elapsedTime;
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if (meshRef.current) {
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meshRef.current.rotation.x = t * 0.15;
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meshRef.current.rotation.y = t * 0.1;
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meshRef.current.position.y = layout.a[1] + Math.sin(t * 0.4) * 0.3;
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}
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if (mesh2Ref.current) {
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mesh2Ref.current.rotation.x = t * 0.1;
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mesh2Ref.current.rotation.z = t * 0.12;
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mesh2Ref.current.position.y = layout.b[1] + Math.cos(t * 0.3) * 0.5;
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}
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if (mesh3Ref.current) {
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mesh3Ref.current.rotation.y = t * 0.08;
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mesh3Ref.current.rotation.z = t * 0.06;
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}
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});
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return (
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<>
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<Float speed={1.5} rotationIntensity={0.4} floatIntensity={0.6}>
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<mesh ref={meshRef} position={layout.a} scale={layout.scale[0]}>
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{variant === "diagnostic" ? (
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<boxGeometry args={[1.4, 1.8, 0.08, 3, 3, 1]} />
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) : variant === "portrait" ? (
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<capsuleGeometry args={[0.55, 1.25, 6, 12]} />
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) : (
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<icosahedronGeometry args={[1, 1]} />
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)}
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<MeshDistortMaterial
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color="#ccff00"
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wireframe
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transparent
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opacity={variant === "portrait" ? 0.1 : 0.15}
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distort={0.3}
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speed={2}
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/>
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</mesh>
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</Float>
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<Float speed={1.2} rotationIntensity={0.3} floatIntensity={0.8}>
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<mesh ref={mesh2Ref} position={layout.b} scale={layout.scale[1]}>
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{variant === "launch" ? (
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<coneGeometry args={[0.8, 1.6, 4]} />
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) : variant === "signal" ? (
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<sphereGeometry args={[0.55, 16, 16]} />
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) : (
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<octahedronGeometry args={[1, 0]} />
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)}
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<MeshDistortMaterial
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color="#ffffff"
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wireframe
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transparent
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opacity={0.08}
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distort={0.2}
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speed={1.5}
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/>
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</mesh>
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</Float>
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<Float speed={0.8} rotationIntensity={0.2} floatIntensity={0.5}>
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<mesh ref={mesh3Ref} position={layout.c} scale={layout.scale[2]}>
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{variant === "rescue" ? (
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<boxGeometry args={[1.4, 1.4, 1.4, 2, 2, 2]} />
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) : variant === "signal" ? (
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<torusKnotGeometry args={[0.7, 0.16, 80, 8]} />
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) : (
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<torusGeometry args={[1, 0.3, 16, 32]} />
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)}
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<meshStandardMaterial
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color="#ccff00"
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wireframe
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transparent
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opacity={0.06}
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/>
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</mesh>
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</Float>
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</>
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);
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}
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function GridFloor() {
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const meshRef = useRef<THREE.Mesh>(null);
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@@ -334,11 +103,8 @@ function CameraRig() {
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return null;
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}
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export default function HeroScene({
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variant = "command",
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}: {
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variant?: HeroSceneVariant;
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}) {
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export default function HeroScene({ variant }: { variant?: HeroSceneVariant }) {
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void variant;
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return (
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<div
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className="absolute inset-0 z-0"
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@@ -362,18 +128,16 @@ export default function HeroScene({
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display: "block",
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}}
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>
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<fog attach="fog" args={["#0a0a0a", 5, 25]} />
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<ambientLight intensity={0.3} />
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<fog attach="fog" args={["#0a0a0a", 8, 30]} />
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<ambientLight intensity={0.25} />
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<directionalLight
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position={[5, 5, 5]}
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intensity={0.5}
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intensity={0.4}
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color="#ccff00"
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/>
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<pointLight position={[-5, 3, -5]} intensity={0.3} color="#ffffff" />
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<pointLight position={[-5, 3, -5]} intensity={0.2} color="#ffffff" />
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<CameraRig />
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<ParticleField count={1500} />
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<FloatingGeometry variant={variant} />
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<GridFloor />
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</Canvas>
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</div>
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