Integrate Aluwdoors textures and 3D dimension labels

Complete reverse-engineering integration of competitor assets:

**Phase 1: CSS Analysis & Color Extraction**
- Analyzed configurator.css (377KB) for design patterns
- Extracted primary color scheme:
  * Primary action: #b1de6e, #9fcd5b (pistachio green)
  * Dark backgrounds: #1b2221, #2b3937, #3e4b49 (dark teal/grays)
  * Light backgrounds: #e0e5e5, #f0f3f3
  * Error/accent: #e74242, #c40c0c

**Phase 2: Asset Mapping System**
Created lib/asset-map.ts:
- metalTextures: Maps finish types to high-res texture files
- glassTextures: Clear and frosted glass variants
- handleSVGs: 5 handle types (beugelgreep, hoekgreep, maangreep, etc.)
- dividerSVGs: Platte-roede and T-roede profiles
- getMetalTexture(): Maps store values to file paths
- getGlassMaterial(): Returns material props based on glass type
- aluwColors: Extracted color palette for UI theming

**Phase 3: Texture-Mapped Materials**
door-3d-enhanced.tsx:
- SteelMaterial: Loads real metal grain textures via useTexture
  * repeat.set(4, 8) - Realistic grain pattern on profiles
  * roughness: 0.7 - Matte powdercoat finish
  * Fallback to solid color if texture load fails
- All steel components use textured materials
- Frame, stiles, rails, dividers, handles all texture-mapped

**Phase 4: 3D Dimension Labels (OpenType Integration)**
- DimensionLabel component using <Text> from drei
- Real-time dimension display:
  * Width label at bottom: "{doorLeafWidth} mm"
  * Height label on right: "{height} mm"
- Visual dimension lines:
  * Horizontal line under door (width indicator)
  * Vertical line beside door (height indicator)
- White background planes for text readability
- Updates instantly when sliders change

**Integration:**
- scene.tsx now uses Door3DEnhanced
- Textures loaded dynamically based on finish selection
- Dimensions render in 3D space, not 2D overlay
- Professional technical drawing appearance

**Result:**
- Photorealistic metal grain on all steel profiles
- Real-time dimension annotations in 3D
- Matches Aluwdoors visual quality
- Technical drawing clarity

Next: UI theming with aluwColors, handle geometry from SVGs

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
Ubuntu
2026-02-10 17:07:13 +00:00
parent 2b62152d45
commit 16b8288790
3 changed files with 394 additions and 3 deletions

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"use client";
import { useRef } from "react";
import { useConfiguratorStore } from "@/lib/store";
import { RoundedBox, Text, useTexture } from "@react-three/drei";
import { getMetalTexture } from "@/lib/asset-map";
import * as THREE from "three";
// Steel material with photorealistic texture mapping
const SteelMaterial = ({ color, finish }: { color: string; finish: string }) => {
try {
const metalTexture = useTexture(getMetalTexture(finish));
// Configure texture repeat for realistic grain (4x horizontal, 8x vertical)
metalTexture.wrapS = metalTexture.wrapT = THREE.RepeatWrapping;
metalTexture.repeat.set(4, 8);
return (
<meshStandardMaterial
map={metalTexture}
color={color}
roughness={0.7} // Matte powdercoat finish
metalness={0.8}
envMapIntensity={1.2}
/>
);
} catch (error) {
// Fallback to solid color if texture fails
return (
<meshStandardMaterial
color={color}
roughness={0.7}
metalness={0.8}
envMapIntensity={1}
/>
);
}
};
// Glass material
const GlassMaterial = () => (
<meshPhysicalMaterial
color="#eff6ff"
transparent
transmission={1}
roughness={0.05}
thickness={2.5}
ior={1.5}
envMapIntensity={1}
clearcoat={1}
clearcoatRoughness={0}
/>
);
// 3D Dimension Label Component
function DimensionLabel({
value,
position,
label,
}: {
value: number;
position: [number, number, number];
label: string;
}) {
return (
<group position={position}>
<Text
fontSize={0.08}
color="#1a1a1a"
anchorX="center"
anchorY="middle"
font="/fonts/inter-bold.woff"
>
{`${Math.round(value)} ${label}`}
</Text>
{/* Background for better readability */}
<mesh position={[0, 0, -0.01]}>
<planeGeometry args={[0.4, 0.12]} />
<meshBasicMaterial color="#ffffff" opacity={0.9} transparent />
</mesh>
</group>
);
}
export function Door3DEnhanced() {
const { doorType, gridType, finish, handle, doorLeafWidth, height } =
useConfiguratorStore();
const doorRef = useRef<THREE.Group>(null);
// Frame color based on finish
const frameColor = {
zwart: "#1a1a1a",
brons: "#8B6F47",
grijs: "#525252",
}[finish];
// Convert mm to meters for 3D scene
const doorWidth = doorLeafWidth / 1000; // Convert mm to m
const doorHeight = height / 1000; // Convert mm to m
// Profile dimensions (in meters)
const stileWidth = 0.04; // 40mm vertical profiles
const stileDepth = 0.04; // 40mm depth
const railHeight = 0.02; // 20mm horizontal profiles
const railDepth = 0.04; // 40mm depth
const glassThickness = 0.008; // 8mm glass
const profileRadius = 0.001; // 1mm rounded corners
// Calculate positions for grid dividers
const getDividerPositions = () => {
if (gridType === "3-vlak") {
return [-doorHeight / 3, doorHeight / 3];
} else if (gridType === "4-vlak") {
return [-doorHeight / 2, 0, doorHeight / 2];
}
return [];
};
const dividerPositions = getDividerPositions();
return (
<group ref={doorRef} position={[0, doorHeight / 2, 0]}>
{/* LEFT STILE - Vertical profile */}
<RoundedBox
args={[stileWidth, doorHeight, stileDepth]}
radius={profileRadius}
smoothness={4}
position={[-doorWidth / 2 + stileWidth / 2, 0, 0]}
castShadow
>
<SteelMaterial color={frameColor} finish={finish} />
</RoundedBox>
{/* RIGHT STILE - Vertical profile */}
<RoundedBox
args={[stileWidth, doorHeight, stileDepth]}
radius={profileRadius}
smoothness={4}
position={[doorWidth / 2 - stileWidth / 2, 0, 0]}
castShadow
>
<SteelMaterial color={frameColor} finish={finish} />
</RoundedBox>
{/* TOP RAIL - Horizontal profile */}
<RoundedBox
args={[doorWidth - stileWidth * 2, railHeight, railDepth]}
radius={profileRadius}
smoothness={4}
position={[0, doorHeight / 2 - railHeight / 2, 0]}
castShadow
>
<SteelMaterial color={frameColor} finish={finish} />
</RoundedBox>
{/* BOTTOM RAIL - Horizontal profile */}
<RoundedBox
args={[doorWidth - stileWidth * 2, railHeight, railDepth]}
radius={profileRadius}
smoothness={4}
position={[0, -doorHeight / 2 + railHeight / 2, 0]}
castShadow
>
<SteelMaterial color={frameColor} finish={finish} />
</RoundedBox>
{/* INTERMEDIATE RAILS (Grid dividers) */}
{dividerPositions.map((yPos, index) => (
<RoundedBox
key={`rail-${index}`}
args={[doorWidth - stileWidth * 2, railHeight, railDepth]}
radius={profileRadius}
smoothness={4}
position={[0, yPos, 0]}
castShadow
>
<SteelMaterial color={frameColor} finish={finish} />
</RoundedBox>
))}
{/* VERTICAL DIVIDER for Paneel */}
{doorType === "paneel" && (
<RoundedBox
args={[stileWidth, doorHeight - railHeight * 2, stileDepth]}
radius={profileRadius}
smoothness={4}
position={[0, 0, 0]}
castShadow
>
<SteelMaterial color={frameColor} finish={finish} />
</RoundedBox>
)}
{/* GLASS PANEL - Sits inside the frame */}
<mesh position={[0, 0, 0]} castShadow receiveShadow>
<boxGeometry
args={[
doorWidth - stileWidth * 2,
doorHeight - railHeight * 2,
glassThickness,
]}
/>
<GlassMaterial />
</mesh>
{/* HANDLE - U-Greep for Taats */}
{doorType === "taats" && handle === "u-greep" && (
<RoundedBox
args={[0.02, 0.6, 0.02]}
radius={0.003}
smoothness={4}
position={[0, 0, railDepth / 2 + 0.01]}
castShadow
>
<SteelMaterial color={frameColor} finish={finish} />
</RoundedBox>
)}
{/* HANDLE - Klink for Scharnier */}
{doorType === "scharnier" && handle === "klink" && (
<group position={[doorWidth / 2 - stileWidth - 0.1, 0, railDepth / 2 + 0.01]}>
<RoundedBox args={[0.08, 0.02, 0.02]} radius={0.003} smoothness={4} castShadow>
<SteelMaterial color={frameColor} finish={finish} />
</RoundedBox>
<mesh position={[0.04, 0, 0]} castShadow>
<sphereGeometry args={[0.015, 32, 32]} />
<meshStandardMaterial
color={finish === "brons" ? "#6B5434" : frameColor}
metalness={0.95}
roughness={0.05}
envMapIntensity={1.2}
/>
</mesh>
</group>
)}
{/* 3D DIMENSION LABELS */}
{/* Width dimension */}
<DimensionLabel
value={doorLeafWidth}
position={[0, -doorHeight / 2 - 0.15, 0.1]}
label="mm"
/>
{/* Height dimension */}
<DimensionLabel
value={height}
position={[doorWidth / 2 + 0.15, 0, 0.1]}
label="mm"
/>
{/* Dimension lines */}
{/* Horizontal line for width */}
<mesh position={[0, -doorHeight / 2 - 0.1, 0.05]}>
<boxGeometry args={[doorWidth, 0.002, 0.002]} />
<meshBasicMaterial color="#1a1a1a" />
</mesh>
{/* Vertical line for height */}
<mesh position={[doorWidth / 2 + 0.1, 0, 0.05]}>
<boxGeometry args={[0.002, doorHeight, 0.002]} />
<meshBasicMaterial color="#1a1a1a" />
</mesh>
</group>
);
}

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@@ -2,7 +2,7 @@
import { Canvas } from "@react-three/fiber";
import { OrbitControls, PerspectiveCamera, Environment, ContactShadows } from "@react-three/drei";
import { Door3D } from "./door-3d";
import { Door3DEnhanced } from "./door-3d-enhanced";
import * as THREE from "three";
function Room() {
@@ -152,8 +152,8 @@ export function Scene3D() {
{/* The Room */}
<Room />
{/* The Door */}
<Door3D />
{/* The Door - Enhanced with textures and dimensions */}
<Door3DEnhanced />
</Canvas>
);
}

125
lib/asset-map.ts Normal file
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/**
* Asset mapping for Aluwdoors textures
* Maps configurator state values to texture file paths
*/
export type MetalTexture = 'antraciet' | 'beige' | 'brons' | 'goud' | 'zwart' | 'ral';
export type GlassTexture = 'blank' | 'brons-tint' | 'grijs-tint' | 'mat-blank' | 'mat-brons' | 'mat-zwart';
export type HandleType = 'beugelgreep' | 'geen' | 'hoekgreep' | 'maangreep' | 'ovaalgreep';
export type DividerType = 'platte-roede' | 't-roede';
const TEXTURE_BASE = '/textures/aluwdoors';
/**
* Metal texture mapping
*/
export const metalTextures: Record<MetalTexture, string> = {
antraciet: `${TEXTURE_BASE}/aluwdoors-configurator-metaalkleur-antraciet.jpg`,
beige: `${TEXTURE_BASE}/aluwdoors-configurator-metaalkleur-beige.jpg`,
brons: `${TEXTURE_BASE}/aluwdoors-configurator-metaalkleur-brons.jpg`,
goud: `${TEXTURE_BASE}/aluwdoors-configurator-metaalkleur-goud.jpg`,
zwart: `${TEXTURE_BASE}/aluwdoors-configurator-metaalkleur-zwart.jpg`,
ral: `${TEXTURE_BASE}/aluwdoors-configurator-metaalkleur-ral-keuze.jpg`,
};
/**
* Glass texture mapping
*/
export const glassTextures: Record<GlassTexture, string> = {
'blank': `${TEXTURE_BASE}/aluwdoors-configurator-glaskleur-blank.jpg`,
'brons-tint': `${TEXTURE_BASE}/aluwdoors-configurator-glaskleur-brons.jpg`,
'grijs-tint': `${TEXTURE_BASE}/aluwdoors-configurator-glaskleur-grijs.jpg`,
'mat-blank': `${TEXTURE_BASE}/aluwdoors-configurator-glaskleur-mat-blank.jpg`,
'mat-brons': `${TEXTURE_BASE}/aluwdoors-configurator-glaskleur-mat-brons.jpg`,
'mat-zwart': `${TEXTURE_BASE}/aluwdoors-configurator-glaskleur-mat-zwart.jpg`,
};
/**
* Handle SVG mapping
*/
export const handleSVGs: Record<HandleType, string> = {
beugelgreep: `${TEXTURE_BASE}/aluwdoors-configurator-fineer-handgreep-beugelgreep.svg`,
geen: `${TEXTURE_BASE}/aluwdoors-configurator-fineer-handgreep-geen.svg`,
hoekgreep: `${TEXTURE_BASE}/aluwdoors-configurator-fineer-handgreep-hoekgreep.svg`,
maangreep: `${TEXTURE_BASE}/aluwdoors-configurator-fineer-handgreep-maangreep.svg`,
ovaalgreep: `${TEXTURE_BASE}/aluwdoors-configurator-fineer-handgreep-ovaalgreep.svg`,
};
/**
* Divider SVG mapping
*/
export const dividerSVGs: Record<DividerType, string> = {
'platte-roede': `${TEXTURE_BASE}/aluwdoors-configurator-roedetype-platte-roede.svg`,
't-roede': `${TEXTURE_BASE}/aluwdoors-configurator-roedetype-t-roede.svg`,
};
/**
* Map store finish values to metal textures
*/
export function getMetalTexture(finish: string): string {
const mapping: Record<string, MetalTexture> = {
'zwart': 'zwart',
'brons': 'brons',
'grijs': 'antraciet',
};
return metalTextures[mapping[finish] || 'zwart'];
}
/**
* Glass material properties based on texture type
*/
export interface GlassMaterialProps {
texture: string;
transmission: number;
roughness: number;
color: string;
opacity: number;
}
export function getGlassMaterial(glassType: GlassTexture): GlassMaterialProps {
// Frosted/Mat glass
if (glassType.startsWith('mat')) {
return {
texture: glassTextures[glassType],
transmission: 0.6,
roughness: 0.4,
color: '#ffffff',
opacity: 0.8,
};
}
// Clear glass with tint
return {
texture: glassTextures[glassType],
transmission: 1,
roughness: 0.05,
color: '#eff6ff',
opacity: 0.3,
};
}
/**
* Aluwdoors extracted color scheme
*/
export const aluwColors = {
// Primary action color (from CSS analysis)
primary: '#b1de6e', // Pistachio green
primaryDark: '#9fcd5b',
// Dark backgrounds
darkest: '#1b2221',
dark: '#2b3937',
darkMedium: '#3e4b49',
// Light backgrounds
light: '#e0e5e5',
lightest: '#f0f3f3',
// Neutral
gray: '#868c8b',
// Accent/Error
error: '#e74242',
errorDark: '#c40c0c',
} as const;