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portifolio-evandrodevbr/app/components/cinematic/HeroFieldScene.tsx
T
Evandro Fonseca JuniorandClaude Opus 5.5 6f2008a209
CI / verify (push) Failing after 5m45s
feat(mobile): hero fixo com mergulho e legendas no celular e no tablet
Hero compacto no celular (numeros em uma linha; servicos e redes ficam no menu
e no rodape) para caber em uma tela e ficar fixo a partir de 700px de altura.
A camera calcula o enquadramento pela proporcao da tela: em pe, se afasta
para cada camada caber na largura. Legendas em tamanho de celular.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-05 01:25:03 -03:00

515 lines
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"use client";
import { Canvas, useFrame, useThree } from "@react-three/fiber";
import {
Component,
type ReactNode,
type RefObject,
useEffect,
useMemo,
useRef,
} from "react";
import * as THREE from "three";
export type HeroFieldSceneProps = {
progressRef: RefObject<number>;
/** etiquetas em HTML presas às camadas (tela, integrações, dados), posicionadas a cada quadro */
labelsRef: RefObject<(HTMLElement | null)[]>;
visible: boolean;
onReady: () => void;
onError: () => void;
};
/*
* Um sistema desenhado com pontos, em três camadas que um leigo reconhece:
* em cima, a TELA de um aplicativo (janela, título, botão, cards); no meio, as INTEGRAÇÕES (sistemas
* ligados a uma central, com mensagens correndo pelas linhas); embaixo, os DADOS (uma tabela).
* Colunas de partículas sobem da tabela até a tela: a informação chegando a quem usa.
* Na entrada, os pontos saem de uma nuvem e se organizam; ao rolar, as camadas se afastam, ficam de
* frente e a câmera atravessa uma a uma (as legendas de HeroField explicam cada camada nessa hora).
* Tudo se move no vertex shader; o JavaScript só atualiza alguns uniforms por quadro.
*/
type Layer = 1 | 0 | -1; // 1 = tela, 0 = integrações, -1 = dados
type PointStyle = { tone?: number; size?: number; alpha?: number };
class FieldBuilder {
base: number[] = [];
to: number[] = [];
move: number[] = [];
tone: number[] = [];
size: number[] = [];
alpha: number[] = [];
constructor(private density: 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);
this.tone.push(style.tone ?? 0);
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) {
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);
}
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) {
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);
}
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);
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) {
const n = Math.max(2, Math.round(count / this.density));
for (let i = 0; i < n; i++) this.point(...a, style, b);
}
}
// z negativo = topo da tela quando a camada fica de frente para a câmera
function drawScreen(f: FieldBuilder) {
const y: Layer = 1;
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 });
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.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 [
[-1.8, -0.7],
[-0.55, 0.55],
[0.7, 1.8],
]) {
f.rect(y, x0, 0.45, x1, 1.2, 0.035, { alpha: 0.55 }); // cards
f.line(y, x0 + 0.12, 0.62, x1 - 0.3, 0.62, 0.045, { alpha: 0.5 });
f.line(y, x0 + 0.12, 0.76, x1 - 0.5, 0.76, 0.045, { alpha: 0.35 });
}
}
/** posições dos sistemas ligados à central; as colunas de dados sobem por eles */
const NODES: [number, number][] = Array.from({ length: 6 }, (_, k) => {
const a = (k / 6) * Math.PI * 2 + Math.PI / 6;
return [Math.cos(a) * 1.7, Math.sin(a) * 1.05];
});
function drawIntegrations(f: FieldBuilder) {
const y: Layer = 0;
f.ring(y, 0, 0, 0.34, 0.02, { tone: 1, alpha: 0.95, size: 0.024 }); // central
f.disc(y, 0, 0, 0.2, 0.035, { tone: 1, alpha: 0.5 });
NODES.forEach(([x, z], k) => {
f.ring(y, x, z, 0.2, 0.02, { tone: 1, alpha: 0.9, size: 0.022 });
f.disc(y, x, z, 0.1, 0.03, { alpha: 0.6 });
const len = Math.hypot(x, z);
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 });
const [nx, nz] = NODES[(k + 1) % NODES.length];
f.line(y, x, z, nx, nz, 0.08, { alpha: 0.15 });
});
}
function drawData(f: FieldBuilder) {
const y: Layer = -1;
const x0 = -2;
const x1 = 2;
const z0 = -1.3;
const z1 = 1.3;
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 + 0.48; 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);
f.line(y, start, z, start + width, z, 0.045, { alpha: 0.55 }); // valores nas células
}
}
}
function buildField(dense: boolean) {
const f = new FieldBuilder(dense ? 1 : 1.5);
drawScreen(f);
drawIntegrations(f);
drawData(f);
// colunas: a informação sobe dos dados, passa pelos sistemas e chega à tela
for (const [x, z] of [[0, 0] as [number, number], ...NODES])
f.flow([x, -1, z], [x, 1, z], 40, { tone: 1, alpha: 0.6, size: 0.022 });
const count = f.move.length;
const scatter = new Float32Array(count * 3);
const rand = new Float32Array(count * 4);
for (let n = 0; n < count; n++) {
const u = Math.random() * 2 - 1;
const t = Math.random() * Math.PI * 2;
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);
}
const geometry = new THREE.BufferGeometry();
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));
geometry.setAttribute("aSize", new THREE.Float32BufferAttribute(f.size, 1));
geometry.setAttribute("aAlpha", new THREE.Float32BufferAttribute(f.alpha, 1));
geometry.setAttribute("aScatter", new THREE.BufferAttribute(scatter, 3));
geometry.setAttribute("aRand", new THREE.BufferAttribute(rand, 4));
geometry.boundingSphere = new THREE.Sphere(new THREE.Vector3(), 12);
return geometry;
}
const vertexShader = /* glsl */ `
uniform float uTime;
uniform float uIntro;
uniform float uSpread;
uniform float uScroll;
uniform float uScale;
uniform float uFocus;
uniform float uFade;
uniform vec2 uMouse;
uniform float uMouseAmt;
attribute vec3 aTo;
attribute float aMove;
attribute float aTone;
attribute float aSize;
attribute float aAlpha;
attribute vec3 aScatter;
attribute vec4 aRand;
varying vec3 vColor;
varying float vAlpha;
varying float vSoft;
const vec3 PAPER = vec3(0.957, 0.949, 0.929);
const vec3 LIME = vec3(0.8, 1.0, 0.0);
void main() {
// partículas em movimento correm de position até aTo e recomeçam
float f = fract(uTime * (0.1 + aRand.x * 0.08) + aRand.y);
vec3 b = mix(position, aTo, aMove * f);
vec3 p = vec3(b.x, b.y * uSpread, b.z);
float still = 1.0 - aMove;
float wave = sin(b.x * 1.7 + uTime * 0.55 + b.y * 2.1) * cos(b.z * 1.3 - uTime * 0.4);
p.y += wave * (0.02 + uScroll * 0.2) * still;
// cursor: uma onda que levanta a camada e acende os pontos em verde
float d = length(b.xz - uMouse);
float lift = exp(-d * d * 2.2) * uMouseAmt * still;
p.y += lift * 0.3 + sin(d * 7.0 - uTime * 3.5) * lift * 0.05;
// entrada: cada ponto sai da nuvem com atraso próprio
float t = clamp((uIntro - aRand.z * 0.4) / 0.6, 0.0, 1.0);
float e = 1.0 - pow(1.0 - t, 4.0);
p = mix(aScatter, p, e);
vec4 mv = modelViewMatrix * vec4(p, 1.0);
gl_Position = projectionMatrix * mv;
float depth = -mv.z;
float blur = clamp(abs(depth - uFocus) * 0.3, 0.0, 1.6);
float size = aSize * (0.8 + aRand.w * 0.4);
gl_PointSize = min(size * uScale / max(depth, 0.05) * (1.0 + blur * 1.3), 64.0);
float alpha = aAlpha * mix(1.0, sin(f * 3.14159), aMove);
alpha *= (0.25 + 0.75 * e) / (1.0 + blur * 1.5);
alpha *= smoothstep(0.25, 1.6, depth) * uFade;
vAlpha = alpha;
vSoft = clamp(0.35 + blur * 0.45, 0.35, 1.0);
vColor = mix(PAPER, LIME, clamp(aTone + lift * 1.6, 0.0, 1.0));
}
`;
const fragmentShader = /* glsl */ `
varying vec3 vColor;
varying float vAlpha;
varying float vSoft;
void main() {
float r = length(gl_PointCoord - 0.5) * 2.0;
float a = 1.0 - smoothstep(1.0 - vSoft, 1.0, r);
if (a <= 0.0) discard;
gl_FragColor = vec4(vColor, a * vAlpha);
}
`;
const smooth = (a: number, b: number, x: number) => {
const t = Math.min(1, Math.max(0, (x - a) / (b - a)));
return t * t * (3 - 2 * t);
};
/** Interpola entre quadros-chave [progresso, valor] com suavização em cada trecho. */
function keyframes(frames: readonly (readonly [number, number])[], p: number) {
if (p <= frames[0][0]) return frames[0][1];
for (let i = 1; i < frames.length; i++) {
const [p1, v1] = frames[i];
if (p <= p1) {
const [p0, v0] = frames[i - 1];
return v0 + (v1 - v0) * smooth(p0, p1, p);
}
}
return frames[frames.length - 1][1];
}
/** Distância mínima entre as camadas no fim do mergulho: cada uma vira um "cômodo" que a câmera visita. */
const SPREAD = 5.5;
/** Distância para enquadrar uma camada inteira numa tela larga. */
const FRAME = 5.2;
/*
* Coreografia da câmera (z): afasta para enquadrar a tela inteira, atravessa, enquadra as integrações,
* atravessa, enquadra os dados, atravessa. As legendas de Hero.tsx (--from/--to em globals.css) seguem
* estes mesmos intervalos: tela 0,26–0,46; integrações 0,52–0,71; dados 0,76–0,92.
* Em tela vertical (celular) a distância de enquadramento cresce para a camada caber na largura, e as
* camadas se afastam mais para a câmera caber entre elas.
*/
function cameraFrames(rest: number, spread: number, frame: number) {
return [
[0, rest],
[0.28, spread + frame],
[0.44, spread + frame * 0.87],
[0.5, spread - 0.3],
[0.55, frame],
[0.69, frame * 0.87],
[0.74, -0.3],
[0.78, -spread + frame],
[0.89, -spread + frame * 0.87],
[0.95, -spread - 0.3],
[1, -spread - 2],
] as const;
}
// ponto de cada camada onde a etiqueta se prende (canto direito da frente), na ordem tela, integrações, dados
const LABEL_ANCHORS: [number, Layer, number][] = [
[2.1, 1, 1.4],
[1.95, 0, 0.9],
[2, -1, 1.3],
];
function Field({ progressRef, labelsRef, onReady, onError }: HeroFieldSceneProps) {
const { gl, camera, size } = useThree();
const group = useRef<THREE.Group>(null);
const dense = useMemo(
() => window.innerWidth >= 900 && (navigator.hardwareConcurrency ?? 4) >= 4,
[],
);
const geometry = useMemo(() => buildField(dense), [dense]);
const material = useMemo(
() =>
new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
uniforms: {
uTime: { value: 0 },
uIntro: { value: 0 },
uSpread: { value: 1.05 },
uScroll: { value: 0 },
uScale: { value: 1 },
uFocus: { value: 9 },
uFade: { value: 1 },
uMouse: { value: new THREE.Vector2(9, 9) },
uMouseAmt: { value: 0 },
},
}),
[],
);
const state = useRef({
progress: 0,
pointer: new THREE.Vector2(),
lastMove: -10,
mouse: new THREE.Vector2(),
tilt: new THREE.Vector2(),
frames: 0,
});
const helpers = useMemo(
() => ({
ray: new THREE.Raycaster(),
plane: new THREE.Plane(),
hit: new THREE.Vector3(),
anchor: new THREE.Vector3(),
zero: new THREE.Vector2(),
target: new THREE.Vector2(),
}),
[],
);
useEffect(() => {
const onMove = (event: PointerEvent) => {
if (event.pointerType !== "mouse") return;
const s = state.current;
s.pointer.set(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
);
s.lastMove = performance.now() / 1000;
};
const onLost = (event: Event) => {
event.preventDefault();
onError();
};
window.addEventListener("pointermove", onMove, { passive: true });
gl.domElement.addEventListener("webglcontextlost", onLost);
return () => {
window.removeEventListener("pointermove", onMove);
gl.domElement.removeEventListener("webglcontextlost", onLost);
geometry.dispose();
material.dispose();
};
}, [gl, geometry, material, onError]);
useFrame((frame, delta) => {
const g = group.current;
if (!g) return;
const dt = Math.min(delta, 1 / 20);
const s = state.current;
const u = material.uniforms;
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));
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));
// 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);
const rest = Math.max(9, frameDist * 1.1);
u.uTime.value = time;
u.uIntro.value = Math.min(1, u.uIntro.value + dt / 2.6);
u.uScroll.value = p;
// as camadas só se afastam enquanto ficam de frente: inclinadas e afastadas sairiam do quadro
const face = smooth(0.02, 0.28, p);
u.uSpread.value = 1.05 + (spreadMax - 1.05) * face * face;
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);
// sem mouse (toque, ou mouse parado), um cursor fantasma percorre a tela
const mouseActive = time - s.lastMove < 2.5 && s.lastMove > 0 ? 1 : 0;
s.tilt.lerp(mouseActive ? s.pointer : helpers.zero, 1 - Math.exp(-dt * 3));
// 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,
);
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);
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;
u.uFocus.value = Math.max(1.5, camera.position.z - ahead);
g.updateMatrixWorld();
if (mouseActive) {
helpers.ray.setFromCamera(s.pointer, camera);
helpers.plane
.set(new THREE.Vector3(0, 1, 0), -u.uSpread.value)
.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));
}
} else {
s.mouse.lerp(
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));
// etiquetas: projeta o canto de cada camada na tela e as esconde quando o mergulho começa
const labels = labelsRef.current ?? [];
const shown = smooth(0.75, 1, u.uIntro.value) * (1 - smooth(0.04, 0.16, p));
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);
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)`;
label.style.opacity = shown.toFixed(3);
});
if (++s.frames === 2) onReady();
});
return (
<group ref={group}>
<points geometry={geometry} material={material} frustumCulled={false} />
</group>
);
}
class SceneBoundary extends Component<
{ children: ReactNode; onError: () => void },
{ failed: boolean }
> {
state = { failed: false };
static getDerivedStateFromError() {
return { failed: true };
}
componentDidCatch() {
this.props.onError();
}
render() {
return this.state.failed ? null : this.props.children;
}
}
export default function HeroFieldScene(props: HeroFieldSceneProps) {
return (
<SceneBoundary onError={props.onError}>
<Canvas
aria-hidden="true"
style={{ width: "100%", height: "100%" }}
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" }}
>
<Field {...props} />
</Canvas>
</SceneBoundary>
);
}