Complete architectural overhaul from CSS to WebGL 3D rendering: **Dependencies Added:** - three, @types/three - @react-three/fiber (R3F) - @react-three/drei (helpers) **New Components:** 1. components/configurator/scene.tsx - Canvas with shadows and tone mapping - PerspectiveCamera with OrbitControls - Lighting: Ambient + Directional + Spot + Environment - 3D Room: Floor (wood texture) + Walls with doorway opening - Limited camera rotation (minPolarAngle/maxPolarAngle) 2. components/configurator/door-3d.tsx - Door constructed from 3D mesh primitives (BoxGeometry) - Frame: Metal material (metalness 0.7, roughness 0.3) - Glass: PhysicalMaterial with transmission for realistic glass - Dynamic grid dividers based on gridType - Handles: 3D U-greep (vertical bar) or Klink (horizontal + sphere) - All meshes cast shadows 3. components/configurator/door-visualizer.tsx - Integrated Scene3D with Suspense - Loading fallback with spinner - Control hints for user interaction - Badge changed to "3D Voorbeeld" **Features:** - True depth and perspective - Realistic shadows on floor and walls - Reflective glass material - Interactive camera (drag to rotate, scroll to zoom) - Door appears IN the doorway, not floating - Apartment environment preset for reflections - Real-time updates from Zustand store **Result:** Photorealistic 3D room with proper lighting, shadows, and materials Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
120 lines
4.1 KiB
TypeScript
120 lines
4.1 KiB
TypeScript
"use client";
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import { useRef } from "react";
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import { useConfiguratorStore } from "@/lib/store";
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import * as THREE from "three";
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export function Door3D() {
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const { doorType, gridType, finish, handle } = useConfiguratorStore();
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const doorRef = useRef<THREE.Group>(null);
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// Frame color based on finish
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const frameColor = {
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zwart: "#1f1f1f",
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brons: "#8B6F47",
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grijs: "#525252",
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}[finish];
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// Door dimensions
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const doorWidth = doorType === "paneel" ? 1.5 : 1.2;
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const doorHeight = 2.4;
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const frameThickness = 0.08;
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const glassThickness = 0.02;
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// Calculate grid divider positions
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const getDividerPositions = () => {
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if (gridType === "3-vlak") {
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return [-doorHeight / 3, doorHeight / 3];
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} else if (gridType === "4-vlak") {
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return [-doorHeight / 2, 0, doorHeight / 2];
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}
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return [];
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};
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const dividerPositions = getDividerPositions();
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return (
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<group ref={doorRef} position={[0, doorHeight / 2, 0]}>
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{/* Outer Frame - Top */}
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<mesh position={[0, doorHeight / 2, 0]} castShadow>
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<boxGeometry args={[doorWidth + frameThickness * 2, frameThickness, frameThickness]} />
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<meshStandardMaterial color={frameColor} metalness={0.7} roughness={0.3} />
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</mesh>
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{/* Outer Frame - Bottom */}
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<mesh position={[0, -doorHeight / 2, 0]} castShadow>
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<boxGeometry args={[doorWidth + frameThickness * 2, frameThickness, frameThickness]} />
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<meshStandardMaterial color={frameColor} metalness={0.7} roughness={0.3} />
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</mesh>
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{/* Outer Frame - Left */}
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<mesh position={[-doorWidth / 2 - frameThickness / 2, 0, 0]} castShadow>
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<boxGeometry args={[frameThickness, doorHeight + frameThickness * 2, frameThickness]} />
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<meshStandardMaterial color={frameColor} metalness={0.7} roughness={0.3} />
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</mesh>
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{/* Outer Frame - Right */}
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<mesh position={[doorWidth / 2 + frameThickness / 2, 0, 0]} castShadow>
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<boxGeometry args={[frameThickness, doorHeight + frameThickness * 2, frameThickness]} />
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<meshStandardMaterial color={frameColor} metalness={0.7} roughness={0.3} />
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</mesh>
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{/* Glass Panel */}
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<mesh position={[0, 0, 0]} castShadow receiveShadow>
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<boxGeometry args={[doorWidth, doorHeight, glassThickness]} />
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<meshPhysicalMaterial
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color="#87CEEB"
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transparent
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opacity={0.3}
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roughness={0.1}
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metalness={0.1}
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transmission={0.9}
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thickness={0.5}
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/>
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</mesh>
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{/* Horizontal Dividers (Grid) */}
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{dividerPositions.map((yPos, index) => (
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<mesh key={`divider-${index}`} position={[0, yPos, 0]} castShadow>
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<boxGeometry args={[doorWidth, frameThickness, frameThickness]} />
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<meshStandardMaterial color={frameColor} metalness={0.7} roughness={0.3} />
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</mesh>
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))}
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{/* Vertical Divider for Paneel */}
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{doorType === "paneel" && (
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<mesh position={[0, 0, 0]} castShadow>
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<boxGeometry args={[frameThickness, doorHeight, frameThickness]} />
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<meshStandardMaterial color={frameColor} metalness={0.7} roughness={0.3} />
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</mesh>
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)}
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{/* Handle - U-Greep for Taats */}
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{doorType === "taats" && handle === "u-greep" && (
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<mesh position={[0, 0, frameThickness]} castShadow>
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<boxGeometry args={[0.03, 0.6, 0.03]} />
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<meshStandardMaterial color={frameColor} metalness={0.8} roughness={0.2} />
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</mesh>
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)}
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{/* Handle - Klink for Scharnier */}
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{doorType === "scharnier" && handle === "klink" && (
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<group position={[doorWidth / 2 - 0.15, 0, frameThickness]}>
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<mesh castShadow>
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<boxGeometry args={[0.12, 0.03, 0.03]} />
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<meshStandardMaterial color={frameColor} metalness={0.8} roughness={0.2} />
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</mesh>
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<mesh position={[0.06, 0, 0]} castShadow>
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<sphereGeometry args={[0.025, 16, 16]} />
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<meshStandardMaterial
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color={finish === "brons" ? "#6B5434" : frameColor}
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metalness={0.9}
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roughness={0.1}
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/>
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</mesh>
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</group>
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)}
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</group>
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);
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}
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