Files
stalendeuren/components/configurator/scene.tsx
Ubuntu 2f0d6619fa Rebuild door with procedural construction and premium materials
Complete architectural overhaul from solid blocks to manufactured product:

**Procedural Construction (The Welder's Approach):**

Components:
- LEFT/RIGHT STILES: 40x40mm vertical profiles with 1mm rounded corners
- TOP/BOTTOM RAILS: 20x40mm horizontal profiles with 1mm rounded corners
- INTERMEDIATE RAILS: Dynamic based on gridType (3-vlak/4-vlak)
- GLASS PANEL: 8mm thick, sits inside frame cavity
- VERTICAL DIVIDER: For paneel type (40x40mm)
- HANDLES: U-greep (20x600x20mm) or Klink (80x20x20mm + sphere)

Using RoundedBox from @react-three/drei:
- All steel parts have 1mm radius rounded edges
- Catches light realistically like real steel
- Smoothness=4 for quality curves

Assembly Logic:
- Stiles positioned at ±(doorWidth/2 - stileWidth/2)
- Rails positioned at ±(doorHeight/2 - railHeight/2)
- Glass inset inside frame (doorWidth - stileWidth*2)
- No overlapping geometry - clean construction

**Premium Materials:**

Steel Material:
- color: #1a1a1a (off-black, never pure black)
- roughness: 0.25 (satin finish, slightly reflective)
- metalness: 0.8 (clearly metallic)
- envMapIntensity: 1 (reflects environment)

Glass Material (MeshPhysicalMaterial):
- transmission: 1 (full transparency)
- roughness: 0.05 (almost perfectly smooth)
- thickness: 2.5 (proper light refraction)
- ior: 1.5 (index of refraction for glass)
- color: #eff6ff (subtle blue tint)
- clearcoat: 1 (surface reflections)

**Enhanced Environment:**

Lighting:
- Changed preset from "studio" to "city"
- environmentIntensity: 0.8 (stronger reflections)
- Metal profiles now reflect surroundings realistically

Contact Shadows:
- resolution: 1024 (high quality)
- opacity: 0.5, scale: 10, blur: 2
- Proper grounding effect

**Result:**
- Door looks like manufactured steel product, not a solid block
- Rounded edges catch light realistically
- Steel reflects environment (city buildings, sky)
- Glass has proper refraction and transmission
- Shadows ground the door properly
- Each component is individually constructed and lit

Visual Quality: Studio-grade photorealism

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-10 16:54:20 +00:00

160 lines
4.8 KiB
TypeScript

"use client";
import { Canvas } from "@react-three/fiber";
import { OrbitControls, PerspectiveCamera, Environment, ContactShadows } from "@react-three/drei";
import { Door3D } from "./door-3d";
import * as THREE from "three";
function Room() {
const wallThickness = 0.15;
const doorWidth = 1.3;
const doorHeight = 2.5;
return (
<group>
{/* Floor - Clean shadow catcher */}
<mesh
rotation={[-Math.PI / 2, 0, 0]}
position={[0, 0, 0]}
receiveShadow
>
<planeGeometry args={[15, 15]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.9} metalness={0} />
</mesh>
{/* Proper Doorway with Reveal */}
<group position={[0, 0, -wallThickness / 2]}>
{/* Left Pillar */}
<mesh position={[-(doorWidth / 2 + wallThickness / 2), doorHeight / 2, 0]} receiveShadow castShadow>
<boxGeometry args={[wallThickness, doorHeight + wallThickness, wallThickness]} />
<meshStandardMaterial color="#fafafa" roughness={1} />
</mesh>
{/* Right Pillar */}
<mesh position={[doorWidth / 2 + wallThickness / 2, doorHeight / 2, 0]} receiveShadow castShadow>
<boxGeometry args={[wallThickness, doorHeight + wallThickness, wallThickness]} />
<meshStandardMaterial color="#fafafa" roughness={1} />
</mesh>
{/* Top Lintel */}
<mesh position={[0, doorHeight + wallThickness / 2, 0]} receiveShadow castShadow>
<boxGeometry args={[doorWidth + wallThickness * 2, wallThickness, wallThickness]} />
<meshStandardMaterial color="#fafafa" roughness={1} />
</mesh>
{/* Main Wall - Left Section */}
<mesh position={[-doorWidth - wallThickness * 2, 2.5, 0]} receiveShadow castShadow>
<boxGeometry args={[6, 5, wallThickness]} />
<meshStandardMaterial color="#fafafa" roughness={1} />
</mesh>
{/* Main Wall - Right Section */}
<mesh position={[doorWidth + wallThickness * 2, 2.5, 0]} receiveShadow castShadow>
<boxGeometry args={[6, 5, wallThickness]} />
<meshStandardMaterial color="#fafafa" roughness={1} />
</mesh>
{/* Main Wall - Top Section */}
<mesh position={[0, doorHeight + wallThickness + 1.25, 0]} receiveShadow castShadow>
<boxGeometry args={[doorWidth + wallThickness * 2, 2.5, wallThickness]} />
<meshStandardMaterial color="#fafafa" roughness={1} />
</mesh>
</group>
{/* Side Walls for depth */}
<mesh position={[-7, 2.5, 2]} receiveShadow castShadow>
<boxGeometry args={[0.15, 5, 10]} />
<meshStandardMaterial color="#fcfcfc" roughness={1} />
</mesh>
<mesh position={[7, 2.5, 2]} receiveShadow castShadow>
<boxGeometry args={[0.15, 5, 10]} />
<meshStandardMaterial color="#fcfcfc" roughness={1} />
</mesh>
</group>
);
}
function Lighting() {
return (
<>
{/* Soft ambient light */}
<ambientLight intensity={0.5} />
{/* Key light - main illumination */}
<directionalLight
position={[5, 10, 8]}
intensity={1.5}
castShadow
shadow-mapSize-width={4096}
shadow-mapSize-height={4096}
shadow-camera-far={50}
shadow-camera-left={-10}
shadow-camera-right={10}
shadow-camera-top={10}
shadow-camera-bottom={-10}
shadow-bias={-0.0001}
/>
{/* Rim light for separation */}
<directionalLight position={[-3, 3, -5]} intensity={0.6} />
{/* Fill light */}
<directionalLight position={[0, 2, 5]} intensity={0.4} />
</>
);
}
export function Scene3D() {
return (
<Canvas
shadows
gl={{
antialias: true,
toneMapping: THREE.ACESFilmicToneMapping,
toneMappingExposure: 1.3,
outputColorSpace: THREE.SRGBColorSpace,
}}
style={{ background: "#fafafa" }}
>
{/* Camera */}
<PerspectiveCamera makeDefault position={[0, 1.6, 4.5]} fov={45} />
{/* Camera Controls - Limited rotation */}
<OrbitControls
enablePan={false}
enableZoom={true}
minDistance={3.5}
maxDistance={7}
minPolarAngle={Math.PI / 3.5}
maxPolarAngle={Math.PI / 2.2}
maxAzimuthAngle={Math.PI / 6}
minAzimuthAngle={-Math.PI / 6}
target={[0, 1.2, 0]}
/>
{/* Premium Studio Lighting */}
<Lighting />
{/* City/Apartment Environment for realistic steel reflections */}
<Environment preset="city" environmentIntensity={0.8} />
{/* High-Resolution Contact Shadows for grounding */}
<ContactShadows
position={[0, 0.01, 0]}
opacity={0.5}
scale={10}
blur={2}
far={1}
resolution={1024}
/>
{/* The Room */}
<Room />
{/* The Door */}
<Door3D />
</Canvas>
);
}