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portifolio-evandrodevbr/app/components/cinematic/HeroFieldScene.paths.test.tsx
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Evandro Fonseca Junior c9a0b80656 perf(movimento): uma transição, 3D leve e vídeo certo por aparelho
Passagens com fade e 32 px, cena anterior termina em opacidade 0, sem visibility nem clip-path. 3D do hero como fundo ambiente, sob demanda e desligado em toque, aparelho fraco, saveData e movimento reduzido. Lenis fora do toque e salto direto em âncoras distantes. Vitrine só de clientes, até 3 capítulos, fixa só no desktop e carrossel no celular; vídeo só do projeto em cena com preload metadata. Rótulos mono a partir de 12 px e limão só no contato.
2026-10-14 03:32:23 -03:00

581 lines
18 KiB
TypeScript

import { act, render } from "@testing-library/react";
import * as THREE from "three";
import HeroFieldScene from "./HeroFieldScene";
/**
* Testes de caminhos-base do quadro da cena 3D (o callback do useFrame de Field, CC alta) e de SceneBoundary:
* - fim antecipado sem grupo, onReady no 2º quadro, amortecimento da rolagem (limite de dt, progresso ausente);
* - retrato x paisagem (posição do grupo e distância da câmera) e o foco da lente;
* - mouse ativo x parado x toque, raio que acerta ou não o plano, e a quantidade de pontos (denso x leve);
* - quando pedir o próximo quadro (entrada, rolagem assentando, cursor) e quando não pedir;
* - perda do contexto WebGL, limpeza e a falha de um filho (SceneBoundary).
* O @react-three/fiber é trocado por um dublê que renderiza os filhos e entrega o callback do useFrame; o `three`
* é o de verdade, com ShaderMaterial e BufferGeometry registrando as instâncias criadas.
*/
type FrameState = {
clock: { elapsedTime: number };
invalidate: () => void;
};
const mockState: {
frame: ((state: FrameState, delta: number) => void) | null;
three: unknown;
throwOnUseThree: boolean;
} = { frame: null, three: null, throwOnUseThree: false };
const mockMaterials: THREE.ShaderMaterial[] = [];
const mockGeometries: THREE.BufferGeometry[] = [];
jest.mock("three", () => {
const actual = jest.requireActual("three");
class CapturingMaterial extends actual.ShaderMaterial {
constructor(parameters: unknown) {
super(parameters);
mockMaterials.push(this as unknown as THREE.ShaderMaterial);
}
}
class CapturingGeometry extends actual.BufferGeometry {
constructor() {
super();
mockGeometries.push(this as unknown as THREE.BufferGeometry);
}
}
return {
...actual,
ShaderMaterial: CapturingMaterial,
BufferGeometry: CapturingGeometry,
};
});
jest.mock("@react-three/fiber", () => ({
Canvas: ({ children }: { children?: React.ReactNode }) => <>{children}</>,
useFrame: (callback: (state: FrameState, delta: number) => void) => {
mockState.frame = callback;
},
useThree: () => {
if (mockState.throwOnUseThree) throw new Error("sem WebGL");
return mockState.three;
},
}));
jest.mock("./FramePulse", () => ({ __esModule: true, default: () => null }));
type Setup = {
width?: number;
height?: number;
/** `null` simula uma ref sem valor (o código trata como 0). */
progress?: number | null;
visible?: boolean;
};
function setup({
width = 1200,
height = 800,
progress = 0,
visible = true,
}: Setup = {}) {
const domElement = document.createElement("canvas");
const camera = new THREE.PerspectiveCamera(35, width / height, 0.05, 120);
camera.position.set(0, 0, 9);
camera.updateMatrixWorld();
mockState.three = {
gl: { domElement, getPixelRatio: () => 2 },
camera,
size: { width, height },
};
const progressRef = {
current: progress === null ? undefined : progress,
} as { current: number };
const onReady = jest.fn();
const onError = jest.fn();
const element = (isVisible: boolean) => (
<HeroFieldScene
progressRef={progressRef}
visible={isVisible}
onReady={onReady}
onError={onError}
/>
);
const view = render(element(visible));
// <group> é um elemento desconhecido no jsdom: ganha o que o três espera de um THREE.Group
const group = view.container.querySelector("group") as HTMLElement | null;
const real = new THREE.Group();
if (group)
Object.assign(group, {
rotation: real.rotation,
position: real.position,
matrixWorld: real.matrixWorld,
updateMatrixWorld: () => real.updateMatrixWorld(true),
worldToLocal: (point: THREE.Vector3) => point,
});
const uniforms = () => mockMaterials[mockMaterials.length - 1].uniforms;
function frame(time: number, delta = 1 / 60) {
const invalidate = jest.fn();
act(() => {
mockState.frame?.({ clock: { elapsedTime: time }, invalidate }, delta);
});
return invalidate;
}
/** Roda `count` quadros e devolve quantas vezes o próximo quadro foi pedido no último. */
function settle(count: number, delta = 1 / 20, startTime = 100) {
let last = jest.fn();
for (let i = 0; i < count; i++) last = frame(startTime + i * delta, delta);
return last;
}
return {
...view,
camera,
domElement,
progressRef,
onReady,
onError,
group: real,
uniforms,
frame,
settle,
rerender: (isVisible: boolean) => view.rerender(element(isVisible)),
};
}
const originalHardware = Object.getOwnPropertyDescriptor(
navigator,
"hardwareConcurrency",
);
function setCores(value: number | undefined) {
Object.defineProperty(navigator, "hardwareConcurrency", {
configurable: true,
value,
});
}
function setWindowWidth(value: number) {
Object.defineProperty(window, "innerWidth", {
configurable: true,
value,
});
}
function pointerMove(type: string, x = 600, y = 400) {
const event = new MouseEvent("pointermove", { clientX: x, clientY: y });
Object.defineProperty(event, "pointerType", { value: type });
act(() => {
window.dispatchEvent(event);
});
}
beforeEach(() => {
mockMaterials.length = 0;
mockGeometries.length = 0;
mockState.frame = null;
mockState.throwOnUseThree = false;
setCores(8);
setWindowWidth(1200);
// as tags do R3F (group, points) são elementos desconhecidos no DOM do jsdom
jest.spyOn(console, "error").mockImplementation(() => {});
});
afterEach(() => {
jest.restoreAllMocks();
if (originalHardware)
Object.defineProperty(navigator, "hardwareConcurrency", originalHardware);
});
describe("Field: quadro (useFrame) — começo e rolagem", () => {
it("path: the group is gone (unmounted) -> the callback returns at once, nothing is requested", () => {
const scene = setup();
const callback = mockState.frame;
scene.unmount();
const invalidate = jest.fn();
callback?.({ clock: { elapsedTime: 1 }, invalidate }, 1 / 60);
expect(invalidate).not.toHaveBeenCalled();
expect(scene.onReady).not.toHaveBeenCalled();
});
it("path: onReady fires on the second frame, once", () => {
const scene = setup();
scene.frame(0);
expect(scene.onReady).not.toHaveBeenCalled();
scene.frame(0.02);
expect(scene.onReady).toHaveBeenCalledTimes(1);
scene.frame(0.04);
scene.frame(0.06);
expect(scene.onReady).toHaveBeenCalledTimes(1);
});
it("path: the scroll progress is damped toward the target (and a long frame cannot overshoot)", () => {
const scene = setup({ progress: 1 });
scene.frame(0, 5); // delta enorme: o passo é limitado a 1/20 de segundo
const expected = 1 - Math.exp(-(1 / 20) * 5);
expect(scene.uniforms().uScroll.value).toBeCloseTo(expected, 9);
expect(scene.uniforms().uScroll.value).toBeLessThan(1);
});
it("path: no progress available (undefined) -> treated as the top of the page", () => {
const scene = setup({ progress: null });
scene.settle(5);
expect(scene.uniforms().uScroll.value).toBe(0);
});
it("path: the intro advances every frame and stops at 1", () => {
const scene = setup();
scene.frame(0, 1 / 20);
expect(scene.uniforms().uIntro.value).toBeCloseTo(0.05 / 2.6, 9);
scene.settle(80);
expect(scene.uniforms().uIntro.value).toBe(1);
});
it("path: the scene fades out only at the very end of the dive", () => {
const scene = setup({ progress: 0 });
scene.settle(10);
expect(scene.uniforms().uFade.value).toBe(1);
scene.progressRef.current = 1;
scene.settle(120);
expect(scene.uniforms().uFade.value).toBeCloseTo(0, 6);
});
it("path: layers spread apart only while they face the viewer", () => {
const scene = setup({ progress: 0 });
scene.settle(5);
expect(scene.uniforms().uSpread.value).toBeCloseTo(1.05, 6);
scene.progressRef.current = 0.5;
scene.settle(150);
expect(scene.uniforms().uSpread.value).toBeGreaterThan(5);
});
});
describe("Field: enquadramento e foco", () => {
it("path: landscape window -> the group sits just below center and the camera rests at 9", () => {
const scene = setup({ width: 1200, height: 800 });
scene.frame(0);
expect(scene.group.position.y).toBeCloseTo(-0.5, 9);
expect(scene.camera.position.z).toBeCloseTo(9, 9);
});
it("path: portrait window -> the group sits lower and the camera backs off to keep the layer in frame", () => {
const scene = setup({ width: 400, height: 800 });
scene.frame(0);
expect(scene.group.position.y).toBeLessThan(-0.5);
expect(scene.camera.position.z).toBeGreaterThan(9);
});
it("path: end of the dive -> the group has settled back to the center and the camera went through the layers", () => {
const scene = setup({ progress: 1 });
scene.settle(200);
expect(scene.group.position.y).toBeCloseTo(0, 6);
expect(scene.camera.position.z).toBeLessThan(0);
});
it("path: camera in front of the layers -> the lens focuses on the next layer ahead", () => {
const scene = setup({ progress: 0 });
scene.frame(0);
// câmera em 9 e primeira camada em 1,05: foco a 9 - 1,05
expect(scene.uniforms().uFocus.value).toBeCloseTo(9 - 1.05, 6);
});
it("path: camera past every layer -> the focus never goes below 1.5", () => {
const scene = setup({ progress: 1 });
scene.settle(200);
expect(scene.uniforms().uFocus.value).toBe(1.5);
});
});
describe("Field: mouse", () => {
it("path: pointer type other than mouse (touch, pen) -> ignored, the cursor stays on its own path", () => {
const scene = setup();
jest.spyOn(performance, "now").mockReturnValue(5000);
pointerMove("touch");
pointerMove("pen");
scene.frame(5.5);
// sem mouse, o cursor fantasma passa a valer 0,4 (não 0,8)
scene.settle(120, 1 / 20, 5.5);
expect(scene.uniforms().uMouseAmt.value).toBeCloseTo(0.4, 2);
});
it("path: a mouse moved a moment ago -> the pointer drives the cursor strength to 0.8", () => {
const scene = setup();
jest.spyOn(performance, "now").mockReturnValue(5000);
pointerMove("mouse");
for (let i = 0; i < 120; i++) scene.frame(5.1 + i * 0.01, 1 / 20);
expect(scene.uniforms().uMouseAmt.value).toBeCloseTo(0.8, 2);
});
it("path: the mouse stopped long ago (over 2.5 s) -> back to the ghost cursor", () => {
const scene = setup();
jest.spyOn(performance, "now").mockReturnValue(5000);
pointerMove("mouse");
for (let i = 0; i < 120; i++) scene.frame(9 + i * 0.01, 1 / 20);
expect(scene.uniforms().uMouseAmt.value).toBeCloseTo(0.4, 2);
});
it("path: a mouse event at timestamp 0 is not counted as activity", () => {
const scene = setup();
jest.spyOn(performance, "now").mockReturnValue(0);
pointerMove("mouse");
for (let i = 0; i < 120; i++) scene.frame(0.1 + i * 0.001, 1 / 20);
expect(scene.uniforms().uMouseAmt.value).toBeCloseTo(0.4, 2);
});
it("path: cursor strength fades to 0 once the dive is under way", () => {
const scene = setup({ progress: 1 });
jest.spyOn(performance, "now").mockReturnValue(5000);
pointerMove("mouse");
for (let i = 0; i < 200; i++) scene.frame(5.1 + i * 0.005, 1 / 20);
expect(scene.uniforms().uMouseAmt.value).toBeCloseTo(0, 2);
});
it("path: active mouse and the ray hits the layer plane -> the shader cursor follows the hit point", () => {
const scene = setup();
jest
.spyOn(THREE.Ray.prototype, "intersectPlane")
.mockImplementation(((_plane: THREE.Plane, target: THREE.Vector3) =>
target.set(1, 0, 2)) as never);
jest.spyOn(performance, "now").mockReturnValue(5000);
pointerMove("mouse");
scene.frame(5.1, 1 / 20);
const factor = 1 - Math.exp(-(1 / 20) * 10);
expect(scene.uniforms().uMouse.value.x).toBeCloseTo(factor * 1, 6);
expect(scene.uniforms().uMouse.value.y).toBeCloseTo(factor * 2, 6);
});
it("path: active mouse but the ray misses the plane -> the shader cursor stays where it was", () => {
const scene = setup();
jest
.spyOn(THREE.Ray.prototype, "intersectPlane")
.mockReturnValue(null as never);
jest.spyOn(performance, "now").mockReturnValue(5000);
pointerMove("mouse");
scene.frame(5.1, 1 / 20);
expect(scene.uniforms().uMouse.value.x).toBe(0);
expect(scene.uniforms().uMouse.value.y).toBe(0);
});
it("path: idle mouse -> the ghost cursor wanders on its own", () => {
const scene = setup();
scene.frame(10, 1 / 20);
const { x, y } = scene.uniforms().uMouse.value;
expect(Math.hypot(x, y)).toBeGreaterThan(0);
});
});
describe("Field: quando pedir o próximo quadro", () => {
it("path: the intro is still running -> a frame is requested even when the hero is not visible", () => {
const scene = setup({ visible: false });
const invalidate = scene.frame(0, 1 / 60);
expect(invalidate).toHaveBeenCalled();
});
it("path: everything settled and the hero is visible but nothing interacts -> no extra frame (the pulse does it)", () => {
const scene = setup({ visible: true });
scene.settle(200);
const invalidate = scene.frame(500, 1 / 60);
expect(invalidate).not.toHaveBeenCalled();
});
it("path: everything settled and the hero is not visible -> no frame", () => {
const scene = setup({ visible: false });
scene.settle(200);
const invalidate = scene.frame(500, 1 / 60);
expect(invalidate).not.toHaveBeenCalled();
});
it("path: settled, visible, and the mouse is moving -> frames are requested", () => {
const scene = setup({ visible: true });
scene.settle(200);
jest.spyOn(performance, "now").mockReturnValue(600_000);
pointerMove("mouse");
const invalidate = scene.frame(600.1, 1 / 60);
expect(invalidate).toHaveBeenCalled();
});
it("path: settled, mouse active, but the hero is not visible -> no frame (cursor only counts on screen)", () => {
const scene = setup({ visible: false });
scene.settle(200);
jest.spyOn(performance, "now").mockReturnValue(600_000);
pointerMove("mouse");
const invalidate = scene.frame(600.1, 1 / 60);
expect(invalidate).not.toHaveBeenCalled();
});
it("path: the scroll target moved after the hero left the screen -> still finishes settling", () => {
const scene = setup({ visible: false });
scene.settle(200);
scene.progressRef.current = 0.5;
const invalidate = scene.frame(500, 1 / 60);
expect(invalidate).toHaveBeenCalled();
});
it("path: becoming visible later -> the new callback sees the new flag", () => {
const scene = setup({ visible: false });
scene.settle(200);
jest.spyOn(performance, "now").mockReturnValue(600_000);
pointerMove("mouse");
expect(scene.frame(600.1, 1 / 60)).not.toHaveBeenCalled();
scene.rerender(true);
expect(scene.frame(600.2, 1 / 60)).toHaveBeenCalled();
});
});
describe("Field: densidade, contexto WebGL e limpeza", () => {
const pointCount = () => {
const geometry = mockGeometries[mockGeometries.length - 1];
return geometry.getAttribute("position").count;
};
it("path: wide window and 4+ cores -> the dense field", () => {
setWindowWidth(1200);
setCores(8);
setup();
const dense = pointCount();
mockGeometries.length = 0;
setWindowWidth(600);
setup();
expect(dense).toBeGreaterThan(pointCount());
});
it("path: wide window but 2 cores -> the light field", () => {
setWindowWidth(1200);
setCores(2);
setup();
const light = pointCount();
mockGeometries.length = 0;
setCores(8);
setup();
expect(pointCount()).toBeGreaterThan(light);
});
it("path: the browser does not report cores -> counts as capable (4): dense, not light", () => {
setWindowWidth(1200);
const counts: Record<string, number> = {};
for (const [label, cores] of [
["dense", 8],
["light", 2],
["unknown", undefined],
] as const) {
mockGeometries.length = 0;
setCores(cores);
setup();
counts[label] = pointCount();
}
expect(Math.abs(counts.unknown - counts.dense)).toBeLessThan(
Math.abs(counts.unknown - counts.light),
);
});
it("path: the WebGL context is lost -> the default recovery is cancelled and the page is told", () => {
const scene = setup();
const event = new Event("webglcontextlost", { cancelable: true });
act(() => {
scene.domElement.dispatchEvent(event);
});
expect(event.defaultPrevented).toBe(true);
expect(scene.onError).toHaveBeenCalledTimes(1);
});
it("path: unmount -> geometry and material are disposed and the listeners go away", () => {
const scene = setup();
const geometry = mockGeometries[mockGeometries.length - 1];
const material = mockMaterials[mockMaterials.length - 1];
const disposeGeometry = jest.spyOn(geometry, "dispose");
const disposeMaterial = jest.spyOn(material, "dispose");
const event = new Event("webglcontextlost", { cancelable: true });
scene.unmount();
scene.domElement.dispatchEvent(event);
expect(disposeGeometry).toHaveBeenCalledTimes(1);
expect(disposeMaterial).toHaveBeenCalledTimes(1);
expect(event.defaultPrevented).toBe(false);
expect(scene.onError).not.toHaveBeenCalled();
});
});
describe("SceneBoundary", () => {
it("path: a child fails while drawing -> nothing is rendered and the page is told once", () => {
mockState.throwOnUseThree = true;
const onError = jest.fn();
const { container } = render(
<HeroFieldScene
progressRef={{ current: 0 }}
visible
onReady={() => {}}
onError={onError}
/>,
);
expect(container).toBeEmptyDOMElement();
expect(onError).toHaveBeenCalledTimes(1);
});
it("path: no failure -> the scene is rendered and onError is not called", () => {
const scene = setup();
expect(scene.container.querySelector("group")).not.toBeNull();
expect(scene.onError).not.toHaveBeenCalled();
});
});