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>
160 lines
4.9 KiB
TypeScript
160 lines
4.9 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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{/* Soft ambient light */}
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<ambientLight intensity={0.5} />
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{/* Key light - main illumination */}
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<directionalLight
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position={[5, 10, 8]}
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intensity={1.5}
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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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{/* Rim light for separation */}
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<directionalLight position={[-3, 3, -5]} intensity={0.6} />
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{/* Fill light */}
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<directionalLight position={[0, 2, 5]} intensity={0.4} />
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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 */}
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<PerspectiveCamera makeDefault position={[0, 1.6, 4.5]} fov={45} />
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{/* Camera Controls - Limited rotation */}
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<OrbitControls
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enablePan={false}
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enableZoom={true}
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minDistance={3.5}
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maxDistance={7}
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minPolarAngle={Math.PI / 3.5}
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maxPolarAngle={Math.PI / 2.2}
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maxAzimuthAngle={Math.PI / 6}
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minAzimuthAngle={-Math.PI / 6}
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target={[0, 1.2, 0]}
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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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