Files
stalendeuren/components/configurator/door-3d.tsx
Ubuntu 1a65bcbd5a Upgrade to premium studio-quality 3D rendering
Material Upgrades:
- Glass: MeshPhysicalMaterial with transmission=1, thickness=2, clearcoat
  - Color: Subtle blue tint (#eef6fc)
  - Settings: roughness=0, envMapIntensity=1 for realistic transparency
- Steel: MeshStandardMaterial with metalness=0.9, roughness=0.2
  - Satin finish, not matte
  - Color: Deep charcoal (#1a1a1a)
- Walls: Clean off-white plaster (#fafafa, roughness=1)

Geometry Refinements:
- Slim steel profiles: 3cm (was 8cm) for modern industrial look
- Frame depth: 5cm for proper dimensionality
- Handles: Refined proportions, higher poly sphere (32 segments)
- Glass thickness: 1.5cm (realistic heavy glass)
- Dividers: Positioned slightly forward (z=0.01) flush with glass

Architecture Improvements:
- Proper doorway with reveal (15cm thick wall)
- Fitted pillars (left/right) and lintel (top)
- Door sits INSIDE the reveal for depth and shadows
- Clean white floor as shadow catcher

Premium Lighting:
- Environment preset="studio" for realistic reflections on steel
- ContactShadows for "anti-gravity" floating effect
- Key light (5,10,8) with 4K shadow maps
- Rim light for separation
- Fill light for softness
- Tone mapping exposure: 1.3

Camera Refinements:
- FOV: 45° (was 50°) for less distortion
- Position: (0, 1.6, 4.5) - better viewing angle
- Limited azimuth rotation (±30°) for controlled perspective
- Min polar: PI/3.5 (was PI/4) for better elevation

Result: Cold metallic steel + heavy transparent glass + studio lighting
        = Premium "Anti-Gravity" photorealistic look

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-10 16:38:23 +00:00

122 lines
4.3 KiB
TypeScript

"use client";
import { useRef } from "react";
import { useConfiguratorStore } from "@/lib/store";
import * as THREE from "three";
export function Door3D() {
const { doorType, gridType, finish, handle } = useConfiguratorStore();
const doorRef = useRef<THREE.Group>(null);
// Frame color based on finish
const frameColor = {
zwart: "#1a1a1a",
brons: "#8B6F47",
grijs: "#525252",
}[finish];
// Door dimensions (more realistic proportions)
const doorWidth = doorType === "paneel" ? 1.5 : 1.2;
const doorHeight = 2.4;
const frameThickness = 0.03; // Slim steel profile (3cm)
const frameDepth = 0.05; // Depth of frame
const glassThickness = 0.015; // Realistic glass thickness
// Calculate grid divider positions
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]}>
{/* Outer Frame - Top */}
<mesh position={[0, doorHeight / 2, 0]} castShadow>
<boxGeometry args={[doorWidth + frameThickness * 2, frameThickness, frameDepth]} />
<meshStandardMaterial color={frameColor} metalness={0.9} roughness={0.2} />
</mesh>
{/* Outer Frame - Bottom */}
<mesh position={[0, -doorHeight / 2, 0]} castShadow>
<boxGeometry args={[doorWidth + frameThickness * 2, frameThickness, frameDepth]} />
<meshStandardMaterial color={frameColor} metalness={0.9} roughness={0.2} />
</mesh>
{/* Outer Frame - Left */}
<mesh position={[-doorWidth / 2 - frameThickness / 2, 0, 0]} castShadow>
<boxGeometry args={[frameThickness, doorHeight + frameThickness * 2, frameDepth]} />
<meshStandardMaterial color={frameColor} metalness={0.9} roughness={0.2} />
</mesh>
{/* Outer Frame - Right */}
<mesh position={[doorWidth / 2 + frameThickness / 2, 0, 0]} castShadow>
<boxGeometry args={[frameThickness, doorHeight + frameThickness * 2, frameDepth]} />
<meshStandardMaterial color={frameColor} metalness={0.9} roughness={0.2} />
</mesh>
{/* Glass Panel - Premium Physical Material */}
<mesh position={[0, 0, 0]} castShadow receiveShadow>
<boxGeometry args={[doorWidth, doorHeight, glassThickness]} />
<meshPhysicalMaterial
color="#eef6fc"
transparent
transmission={1}
roughness={0}
thickness={2}
envMapIntensity={1}
clearcoat={1}
clearcoatRoughness={0}
/>
</mesh>
{/* Horizontal Dividers (Grid) - Slim profiles */}
{dividerPositions.map((yPos, index) => (
<mesh key={`divider-${index}`} position={[0, yPos, 0.01]} castShadow>
<boxGeometry args={[doorWidth, frameThickness, frameDepth]} />
<meshStandardMaterial color={frameColor} metalness={0.9} roughness={0.2} />
</mesh>
))}
{/* Vertical Divider for Paneel */}
{doorType === "paneel" && (
<mesh position={[0, 0, 0.01]} castShadow>
<boxGeometry args={[frameThickness, doorHeight, frameDepth]} />
<meshStandardMaterial color={frameColor} metalness={0.9} roughness={0.2} />
</mesh>
)}
{/* Handle - U-Greep for Taats */}
{doorType === "taats" && handle === "u-greep" && (
<mesh position={[0, 0, frameDepth + 0.01]} castShadow>
<boxGeometry args={[0.025, 0.6, 0.025]} />
<meshStandardMaterial color={frameColor} metalness={0.9} roughness={0.15} />
</mesh>
)}
{/* Handle - Klink for Scharnier */}
{doorType === "scharnier" && handle === "klink" && (
<group position={[doorWidth / 2 - 0.12, 0, frameDepth + 0.01]}>
<mesh castShadow>
<boxGeometry args={[0.1, 0.025, 0.025]} />
<meshStandardMaterial color={frameColor} metalness={0.9} roughness={0.15} />
</mesh>
<mesh position={[0.05, 0, 0]} castShadow>
<sphereGeometry args={[0.02, 32, 32]} />
<meshStandardMaterial
color={finish === "brons" ? "#6B5434" : frameColor}
metalness={0.95}
roughness={0.05}
/>
</mesh>
</group>
)}
</group>
);
}