Files
stalendeuren/components/configurator/door-3d-enhanced.tsx
Ubuntu 87be70e78b feat: Production-ready configurator with Dutch standards, pricing & visual UI
- Update door-models.ts: 7mm VSG 33.1 safety glass, 15mm offset, Taats pivot 60mm
- Add pricing engine (lib/pricing.ts): steel €45/m + glass €140/m² + €650 base
- Wire reactive pricing into Zustand store on every config change
- Fix 3D materials: glass thickness 0.007m, corrected roughness/metalness
- Upgrade scene: apartment environment, wider contact shadows
- Add Dutch height presets: Renovatie 2015mm, Nieuwbouw 2315mm, Plafondhoog 2500mm
- Replace text buttons with visual SVG tiles for door type & grid selection

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 01:11:55 +00:00

323 lines
8.6 KiB
TypeScript

"use client";
import { useRef, useMemo, Suspense } from "react";
import { useConfiguratorStore } from "@/lib/store";
import { RoundedBox, useTexture } from "@react-three/drei";
import * as THREE from "three";
import {
Beugelgreep,
Hoekgreep,
Maangreep,
Ovaalgreep,
Klink,
UGreep,
} from "./handles-3d";
import {
createStandardGlass,
createRoundedCornerGlass,
createInvertedUGlass,
createNormalUGlass,
} from "@/lib/glass-patterns";
import {
generateDoorAssembly,
mmToMeters,
getDividerPositions,
PROFILE_CORNER_RADIUS,
type PhysicalPart,
} from "@/lib/door-models";
// ============================================
// PHOTOREALISTIC MATERIALS
// ============================================
/**
* Steel Material with Aluwdoors Texture
* Vertical steel grain for industrial look
*/
function SteelMaterialTextured({ color, finish }: { color: string; finish: string }) {
try {
// Load texture based on finish
const texturePath = {
zwart: "/textures/aluwdoors/aluwdoors-configurator-metaalkleur-zwart.jpg",
brons: "/textures/aluwdoors/aluwdoors-configurator-metaalkleur-brons.jpg",
grijs: "/textures/aluwdoors/aluwdoors-configurator-metaalkleur-antraciet.jpg",
}[finish] || "/textures/aluwdoors/aluwdoors-configurator-metaalkleur-zwart.jpg";
const texture = useTexture(texturePath);
// Configure texture for vertical steel grain
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(0.5, 3); // Vertical grain
texture.colorSpace = THREE.SRGBColorSpace;
return (
<meshStandardMaterial
map={texture}
color={color}
roughness={0.7}
metalness={0.6}
envMapIntensity={1.5}
/>
);
} catch (error) {
return <SteelMaterialFallback color={color} />;
}
}
/**
* Fallback Steel Material (Solid Color)
*/
function SteelMaterialFallback({ color }: { color: string }) {
return (
<meshStandardMaterial
color={color}
roughness={0.7}
metalness={0.6}
envMapIntensity={1.5}
/>
);
}
/**
* Photorealistic Glass Material
* High transmission for realistic glass look
*/
const GlassMaterial = () => (
<meshPhysicalMaterial
transmission={0.98}
roughness={0.05}
thickness={0.007}
ior={1.5}
color="#eff6ff"
transparent
opacity={0.98}
envMapIntensity={1.0}
/>
);
// ============================================
// PHYSICAL PART RENDERER
// ============================================
/**
* Renders a single physical part with correct geometry
*/
function PhysicalPartComponent({
part,
frameColor,
finish,
}: {
part: PhysicalPart;
frameColor: string;
finish: string;
}) {
// Convert mm to meters
const x = mmToMeters(part.x);
const y = mmToMeters(part.y);
const z = mmToMeters(part.z);
const width = mmToMeters(part.width);
const height = mmToMeters(part.height);
const depth = mmToMeters(part.depth);
// Glass uses different material
if (part.isGlass) {
return (
<mesh position={[x, y, z]} castShadow receiveShadow>
<boxGeometry args={[width, height, depth]} />
<GlassMaterial />
</mesh>
);
}
// Steel profiles use RoundedBox for realistic edges
const cornerRadius = mmToMeters(PROFILE_CORNER_RADIUS);
return (
<RoundedBox
args={[width, height, depth]}
radius={cornerRadius}
smoothness={4}
position={[x, y, z]}
castShadow
receiveShadow
>
<Suspense fallback={<SteelMaterialFallback color={frameColor} />}>
<SteelMaterialTextured color={frameColor} finish={finish} />
</Suspense>
</RoundedBox>
);
}
// ============================================
// MAIN DOOR COMPONENT
// ============================================
export function Door3DEnhanced() {
const { doorType, gridType, finish, handle, glassPattern, doorLeafWidth, height } =
useConfiguratorStore();
const doorRef = useRef<THREE.Group>(null);
// Frame color based on finish
const frameColor = {
zwart: "#1a1a1a",
brons: "#8B6F47",
grijs: "#525252",
}[finish] || "#1a1a1a";
// Generate door assembly from manufacturing specs
const doorAssembly = useMemo(
() => generateDoorAssembly(doorType, gridType, doorLeafWidth, height),
[doorType, gridType, doorLeafWidth, height]
);
// Convert dimensions to meters
const doorWidth = mmToMeters(doorLeafWidth);
const doorHeight = mmToMeters(height);
// Profile dimensions in meters (for handle positioning)
const stileWidth = mmToMeters(40);
const railDepth = mmToMeters(40);
// Get divider positions for glass patterns (backward compatibility)
const dividerPositions = getDividerPositions(gridType, height);
return (
<group ref={doorRef} position={[0, doorHeight / 2, 0]}>
{/* RENDER ALL PHYSICAL PARTS */}
{doorAssembly.parts.map((part, index) => (
<PhysicalPartComponent
key={`${part.type}-${index}`}
part={part}
frameColor={frameColor}
finish={finish}
/>
))}
{/* GLASS PANELS WITH PATTERNS */}
{glassPattern !== "standard" && (
<group position={[0, 0, 0.005]}>
{glassPattern === "dt9-rounded" && (
<mesh castShadow receiveShadow>
<extrudeGeometry
args={[
createRoundedCornerGlass(
doorWidth - stileWidth * 2,
doorHeight - stileWidth * 2,
0.12
),
{ depth: 0.01, bevelEnabled: false },
]}
/>
<GlassMaterial />
</mesh>
)}
{glassPattern === "dt10-ushape" && dividerPositions.length > 0 && (
<>
{/* Top section - Inverted U */}
<mesh
position={[0, (doorHeight / 4 + dividerPositions[0]) / 2, 0]}
castShadow
receiveShadow
>
<extrudeGeometry
args={[
createInvertedUGlass(
doorWidth - stileWidth * 2,
Math.abs(doorHeight / 2 - stileWidth - dividerPositions[0])
),
{ depth: 0.01, bevelEnabled: false },
]}
/>
<GlassMaterial />
</mesh>
{/* Bottom section - Normal U */}
<mesh
position={[
0,
(-doorHeight / 4 + dividerPositions[dividerPositions.length - 1]) / 2,
0,
]}
castShadow
receiveShadow
>
<extrudeGeometry
args={[
createNormalUGlass(
doorWidth - stileWidth * 2,
Math.abs(
-doorHeight / 2 +
stileWidth -
dividerPositions[dividerPositions.length - 1]
)
),
{ depth: 0.01, bevelEnabled: false },
]}
/>
<GlassMaterial />
</mesh>
</>
)}
</group>
)}
{/* PROFESSIONAL 3D HANDLES */}
{handle === "beugelgreep" && (
<Beugelgreep
finish={finish}
doorWidth={doorWidth}
doorHeight={doorHeight}
railDepth={railDepth}
stileWidth={stileWidth}
/>
)}
{handle === "hoekgreep" && (
<Hoekgreep
finish={finish}
doorWidth={doorWidth}
doorHeight={doorHeight}
railDepth={railDepth}
stileWidth={stileWidth}
/>
)}
{handle === "maangreep" && (
<Maangreep
finish={finish}
doorWidth={doorWidth}
doorHeight={doorHeight}
railDepth={railDepth}
stileWidth={stileWidth}
/>
)}
{handle === "ovaalgreep" && (
<Ovaalgreep
finish={finish}
doorWidth={doorWidth}
doorHeight={doorHeight}
railDepth={railDepth}
stileWidth={stileWidth}
/>
)}
{handle === "klink" && (
<Klink
finish={finish}
doorWidth={doorWidth}
doorHeight={doorHeight}
railDepth={railDepth}
stileWidth={stileWidth}
/>
)}
{handle === "u-greep" && (
<UGreep
finish={finish}
doorWidth={doorWidth}
doorHeight={doorHeight}
railDepth={railDepth}
stileWidth={stileWidth}
/>
)}
</group>
);
}