Based on reference images in afbeeldingen/modellen/: - dt9.png, dt10.png, door_type_4.jpg, samenstelling_beide.png Changes for technical drawing aesthetic: **Camera Improvements:** - Position: [0, 1.2, 3.5] - More frontal, less perspective - FOV: 35° (was 45°) - Less distortion - Limited rotation: ±15° azimuth, near-horizontal polar - Damping enabled for smooth movement - Result: Flatter, more schematic view **Profile Thickness (Match Reference Lines):** - Stiles: 60mm (was 40mm) - Thicker vertical frames - Rails: 40mm (was 20mm) - Thicker horizontal frames - Depth: 60mm uniform - More prominent profiles - Radius: 2mm (was 1mm) - Slightly more visible edges - Result: Bold, visible frame lines like references **Lighting (High Contrast):** - Ambient: 0.8 (was 0.5) - Brighter overall - Front key light: Straight on from [0,5,10] - Intensity: 2.0 - Strong, even illumination - Subtle side lights for minimal depth - Result: Flat, technical drawing appearance **Glass Material (White/Opaque):** - Color: #f8f9fa (bright white) - Transmission: 0.3 (was 1.0) - Much less transparent - Opacity: 0.95 - Nearly opaque - Result: White glass areas like reference drawings **Visual Result:** - Clear black frame lines on white glass - Frontal view with minimal perspective - Technical drawing aesthetic - Matches dt9.png, door_type_4.jpg style - User can see door design clearly Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
160 lines
5.0 KiB
TypeScript
160 lines
5.0 KiB
TypeScript
"use client";
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import { Canvas } from "@react-three/fiber";
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import { OrbitControls, PerspectiveCamera, Environment, ContactShadows } from "@react-three/drei";
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import { Door3DEnhanced } from "./door-3d-enhanced";
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import * as THREE from "three";
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function Room() {
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const wallThickness = 0.15;
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const doorWidth = 1.3;
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const doorHeight = 2.5;
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return (
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<group>
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{/* Floor - Clean shadow catcher */}
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<mesh
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rotation={[-Math.PI / 2, 0, 0]}
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position={[0, 0, 0]}
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receiveShadow
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>
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<planeGeometry args={[15, 15]} />
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<meshStandardMaterial color="#f5f5f5" roughness={0.9} metalness={0} />
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</mesh>
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{/* Proper Doorway with Reveal */}
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<group position={[0, 0, -wallThickness / 2]}>
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{/* Left Pillar */}
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<mesh position={[-(doorWidth / 2 + wallThickness / 2), doorHeight / 2, 0]} receiveShadow castShadow>
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<boxGeometry args={[wallThickness, doorHeight + wallThickness, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Right Pillar */}
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<mesh position={[doorWidth / 2 + wallThickness / 2, doorHeight / 2, 0]} receiveShadow castShadow>
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<boxGeometry args={[wallThickness, doorHeight + wallThickness, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Top Lintel */}
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<mesh position={[0, doorHeight + wallThickness / 2, 0]} receiveShadow castShadow>
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<boxGeometry args={[doorWidth + wallThickness * 2, wallThickness, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Main Wall - Left Section */}
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<mesh position={[-doorWidth - wallThickness * 2, 2.5, 0]} receiveShadow castShadow>
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<boxGeometry args={[6, 5, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Main Wall - Right Section */}
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<mesh position={[doorWidth + wallThickness * 2, 2.5, 0]} receiveShadow castShadow>
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<boxGeometry args={[6, 5, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Main Wall - Top Section */}
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<mesh position={[0, doorHeight + wallThickness + 1.25, 0]} receiveShadow castShadow>
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<boxGeometry args={[doorWidth + wallThickness * 2, 2.5, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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</group>
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{/* Side Walls for depth */}
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<mesh position={[-7, 2.5, 2]} receiveShadow castShadow>
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<boxGeometry args={[0.15, 5, 10]} />
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<meshStandardMaterial color="#fcfcfc" roughness={1} />
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</mesh>
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<mesh position={[7, 2.5, 2]} receiveShadow castShadow>
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<boxGeometry args={[0.15, 5, 10]} />
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<meshStandardMaterial color="#fcfcfc" roughness={1} />
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</mesh>
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</group>
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);
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}
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function Lighting() {
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return (
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<>
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{/* Strong ambient for flat, technical drawing look */}
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<ambientLight intensity={0.8} />
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{/* Front key light - straight on */}
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<directionalLight
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position={[0, 5, 10]}
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intensity={2}
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castShadow
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shadow-mapSize-width={4096}
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shadow-mapSize-height={4096}
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shadow-camera-far={50}
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shadow-camera-left={-10}
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shadow-camera-right={10}
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shadow-camera-top={10}
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shadow-camera-bottom={-10}
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shadow-bias={-0.0001}
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/>
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{/* Subtle side light for depth */}
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<directionalLight position={[-2, 2, 3]} intensity={0.3} />
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<directionalLight position={[2, 2, 3]} intensity={0.3} />
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</>
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);
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}
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export function Scene3D() {
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return (
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<Canvas
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shadows
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gl={{
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antialias: true,
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toneMapping: THREE.ACESFilmicToneMapping,
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toneMappingExposure: 1.3,
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outputColorSpace: THREE.SRGBColorSpace,
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}}
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style={{ background: "#fafafa" }}
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>
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{/* Camera - More frontal view for technical drawing aesthetic */}
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<PerspectiveCamera makeDefault position={[0, 1.2, 3.5]} fov={35} />
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{/* Camera Controls - Very limited for flat view */}
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<OrbitControls
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enablePan={false}
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enableZoom={true}
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minDistance={3}
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maxDistance={5}
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minPolarAngle={Math.PI / 2.5}
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maxPolarAngle={Math.PI / 2.1}
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maxAzimuthAngle={Math.PI / 12}
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minAzimuthAngle={-Math.PI / 12}
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target={[0, 1.2, 0]}
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enableDamping
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dampingFactor={0.05}
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/>
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{/* Premium Studio Lighting */}
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<Lighting />
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{/* City/Apartment Environment for realistic steel reflections */}
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<Environment preset="city" environmentIntensity={0.8} />
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{/* High-Resolution Contact Shadows for grounding */}
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<ContactShadows
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position={[0, 0.01, 0]}
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opacity={0.5}
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scale={10}
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blur={2}
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far={1}
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resolution={1024}
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/>
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{/* The Room */}
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<Room />
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{/* The Door - Enhanced with textures and dimensions */}
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<Door3DEnhanced />
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</Canvas>
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);
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}
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