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>
160 lines
4.8 KiB
TypeScript
160 lines
4.8 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 { Door3D } from "./door-3d";
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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 */}
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<Door3D />
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</Canvas>
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);
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}
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