Phase 1 (Logic): Add Dutch mounting constants to door-models.ts - STELRUIMTE=10mm (tolerance), HANGNAAD=3mm (gap per side) - WALL_THICKNESS=150mm (standard interior wall) - calculateMountingDimensions() derives frame/leaf from sparingsmaat Phase 2 (Visual): Replace LivingRoom with WallContainer in scene.tsx - 4-box wall construction with precise rectangular hole - Hole = doorLeafWidth + STELRUIMTE (visible 5mm gap per side) - Door sits INSIDE the wall, not in front of it Phase 3 (Detail): Reveal surfaces and door-type positioning - Plaster/stucco material on reveal edges (inner hole surfaces) - Taats: door centered in wall depth (pivot at center) - Scharnier/Paneel: offset toward front face - Dedicated fill light illuminating reveal depth - Baseboard (plint) on both sides of opening Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
356 lines
9.8 KiB
TypeScript
356 lines
9.8 KiB
TypeScript
"use client";
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import { Canvas } from "@react-three/fiber";
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import {
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OrbitControls,
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PerspectiveCamera,
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Environment,
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ContactShadows,
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} from "@react-three/drei";
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import { Door3DEnhanced } from "./door-3d-enhanced";
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import { useConfiguratorStore } from "@/lib/store";
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import {
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STELRUIMTE,
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WALL_THICKNESS,
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TAATS_PIVOT_OFFSET,
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mmToMeters,
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} from "@/lib/door-models";
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import * as THREE from "three";
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// ============================================
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// WALL MATERIALS
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// ============================================
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/** Smooth painted wall surface */
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const WallMaterial = () => (
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<meshStandardMaterial color="#f5f2ed" roughness={0.95} metalness={0} />
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);
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/** Stucco/plaster reveal surface (inside the door opening) */
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const RevealMaterial = () => (
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<meshStandardMaterial color="#e8e4dd" roughness={1.0} metalness={0} />
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);
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/** Floor material - light wood */
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const FloorMaterial = () => (
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<meshStandardMaterial color="#e8dcc4" roughness={0.8} metalness={0} />
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);
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// ============================================
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// WALL CONTAINER WITH PRECISE HOLE
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// ============================================
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/**
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* Creates a wall with a precise rectangular opening (sparing).
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* Uses 4 boxes to form the wall around the hole instead of CSG.
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* The reveal (inner edge of the hole) has a plaster texture.
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*/
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function WallContainer({
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holeWidth,
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holeHeight,
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wallThickness,
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}: {
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holeWidth: number; // meters - sparingsmaat width
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holeHeight: number; // meters - sparingsmaat height
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wallThickness: number; // meters
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}) {
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const wallWidth = 4.0; // Total wall width in meters
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const wallHeight = 3.0; // Total wall height (floor to ceiling)
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// Half dimensions for positioning
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const halfHoleW = holeWidth / 2;
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const halfWallT = wallThickness / 2;
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// Left wall section: from left edge to hole left edge
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const leftSectionWidth = (wallWidth - holeWidth) / 2;
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const leftSectionX = -(halfHoleW + leftSectionWidth / 2);
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// Right wall section: from hole right edge to right edge
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const rightSectionWidth = leftSectionWidth;
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const rightSectionX = halfHoleW + rightSectionWidth / 2;
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// Top section: above hole, full width
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const topSectionHeight = wallHeight - holeHeight;
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const topSectionY = holeHeight + topSectionHeight / 2;
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// Stelruimte gap (visual indicator)
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const gapPerSide = mmToMeters(STELRUIMTE / 2);
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return (
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<group position={[0, 0, 0]}>
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{/* === MAIN WALL SECTIONS === */}
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{/* Left wall section */}
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<mesh
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position={[leftSectionX, wallHeight / 2, 0]}
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castShadow
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receiveShadow
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>
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<boxGeometry args={[leftSectionWidth, wallHeight, wallThickness]} />
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<WallMaterial />
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</mesh>
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{/* Right wall section */}
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<mesh
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position={[rightSectionX, wallHeight / 2, 0]}
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castShadow
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receiveShadow
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>
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<boxGeometry args={[rightSectionWidth, wallHeight, wallThickness]} />
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<WallMaterial />
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</mesh>
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{/* Top section (above hole, full wall width) */}
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{topSectionHeight > 0.01 && (
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<mesh
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position={[0, topSectionY, 0]}
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castShadow
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receiveShadow
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>
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<boxGeometry args={[holeWidth, topSectionHeight, wallThickness]} />
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<WallMaterial />
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</mesh>
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)}
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{/* === REVEAL SURFACES (inside the hole) === */}
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{/* These are the plaster/stucco edges visible inside the opening */}
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{/* Left reveal */}
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<mesh
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position={[-halfHoleW + 0.001, holeHeight / 2, 0]}
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castShadow
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receiveShadow
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>
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<boxGeometry args={[0.002, holeHeight, wallThickness]} />
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<RevealMaterial />
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</mesh>
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{/* Right reveal */}
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<mesh
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position={[halfHoleW - 0.001, holeHeight / 2, 0]}
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castShadow
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receiveShadow
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>
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<boxGeometry args={[0.002, holeHeight, wallThickness]} />
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<RevealMaterial />
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</mesh>
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{/* Top reveal */}
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<mesh
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position={[0, holeHeight - 0.001, 0]}
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castShadow
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receiveShadow
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>
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<boxGeometry args={[holeWidth, 0.002, wallThickness]} />
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<RevealMaterial />
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</mesh>
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{/* === REVEAL DEPTH SURFACES (visible sides inside the opening) === */}
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{/* Left inner wall (visible when looking at the opening from the side) */}
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<mesh
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position={[-halfHoleW + gapPerSide / 2, holeHeight / 2, 0]}
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receiveShadow
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>
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<boxGeometry args={[gapPerSide, holeHeight, wallThickness - 0.01]} />
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<RevealMaterial />
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</mesh>
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{/* Right inner wall */}
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<mesh
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position={[halfHoleW - gapPerSide / 2, holeHeight / 2, 0]}
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receiveShadow
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>
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<boxGeometry args={[gapPerSide, holeHeight, wallThickness - 0.01]} />
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<RevealMaterial />
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</mesh>
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{/* Top inner wall (lintel reveal) */}
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<mesh
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position={[0, holeHeight - gapPerSide / 2, 0]}
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receiveShadow
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>
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<boxGeometry args={[holeWidth - gapPerSide * 2, gapPerSide, wallThickness - 0.01]} />
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<RevealMaterial />
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</mesh>
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{/* === FLOOR === */}
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<mesh
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rotation={[-Math.PI / 2, 0, 0]}
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position={[0, 0, wallThickness]}
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receiveShadow
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>
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<planeGeometry args={[wallWidth * 2, wallThickness * 8]} />
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<FloorMaterial />
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</mesh>
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{/* Floor behind wall */}
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<mesh
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rotation={[-Math.PI / 2, 0, 0]}
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position={[0, 0, -wallThickness]}
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receiveShadow
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>
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<planeGeometry args={[wallWidth * 2, wallThickness * 8]} />
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<FloorMaterial />
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</mesh>
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{/* === BASEBOARD (Plint) === */}
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{/* Left side baseboard */}
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<mesh
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position={[leftSectionX, 0.04, halfWallT + 0.005]}
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castShadow
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>
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<boxGeometry args={[leftSectionWidth, 0.08, 0.01]} />
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<meshStandardMaterial color="#d5d0c8" roughness={0.8} />
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</mesh>
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{/* Right side baseboard */}
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<mesh
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position={[rightSectionX, 0.04, halfWallT + 0.005]}
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castShadow
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>
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<boxGeometry args={[rightSectionWidth, 0.08, 0.01]} />
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<meshStandardMaterial color="#d5d0c8" roughness={0.8} />
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</mesh>
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</group>
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);
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}
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// ============================================
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// DOOR + WALL COMPOSITION
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// ============================================
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function DoorInWall() {
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const { doorType, doorLeafWidth, height, holeWidth } = useConfiguratorStore();
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// Convert mm to meters
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const doorWidthM = mmToMeters(doorLeafWidth);
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const doorHeightM = mmToMeters(height);
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const wallThicknessM = mmToMeters(WALL_THICKNESS);
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// Sparingsmaat = the hole in the wall
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// Use doorLeafWidth + stelruimte as the opening size
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const stelruimteM = mmToMeters(STELRUIMTE);
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const holeWidthM = doorWidthM + stelruimteM;
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const holeHeightM = doorHeightM + stelruimteM / 2; // 5mm top tolerance
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// Door Z position depends on type
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// Taats: centered in wall thickness (pivot at center)
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// Scharnier/Paneel: flush with front wall face
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const doorZOffset = doorType === 'taats' ? 0 : wallThicknessM * 0.15;
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return (
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<>
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{/* The wall with precise opening */}
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<WallContainer
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holeWidth={holeWidthM}
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holeHeight={holeHeightM}
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wallThickness={wallThicknessM}
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/>
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{/* The door, positioned inside the wall opening */}
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<group position={[0, 0, doorZOffset]}>
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<Door3DEnhanced />
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</group>
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</>
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);
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}
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// ============================================
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// LIGHTING
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// ============================================
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function Lighting() {
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return (
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<>
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{/* Ambient for overall illumination */}
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<ambientLight intensity={0.5} />
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{/* Main directional light (sunlight angle) */}
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<directionalLight
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position={[4, 6, 8]}
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intensity={1.4}
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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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{/* Fill light from behind/left to illuminate reveal */}
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<directionalLight position={[-3, 4, -4]} intensity={0.3} />
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{/* Subtle light from viewer side to show depth in reveal */}
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<directionalLight position={[2, 3, 6]} intensity={0.4} />
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{/* Top down light for reveal shadows */}
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<directionalLight
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position={[0, 8, 0]}
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intensity={0.2}
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castShadow
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shadow-mapSize-width={2048}
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shadow-mapSize-height={2048}
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/>
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</>
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);
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}
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// ============================================
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// MAIN SCENE EXPORT
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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: 1.2,
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outputColorSpace: THREE.SRGBColorSpace,
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}}
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style={{ background: "#f0ede8" }}
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>
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{/* Camera - positioned for wall view */}
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<PerspectiveCamera makeDefault position={[0, 1.4, 4.5]} fov={45} />
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{/* Camera Controls */}
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<OrbitControls
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enablePan={false}
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enableZoom={true}
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minDistance={2.5}
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maxDistance={7}
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minPolarAngle={Math.PI / 3}
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maxPolarAngle={Math.PI / 2.1}
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maxAzimuthAngle={Math.PI / 3}
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minAzimuthAngle={-Math.PI / 3}
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target={[0, 1.1, 0]}
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enableDamping
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dampingFactor={0.05}
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/>
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{/* Lighting */}
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<Lighting />
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{/* Apartment Environment for warm reflections */}
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<Environment preset="apartment" blur={0.6} environmentIntensity={1.2} />
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{/* Contact shadows for floor grounding */}
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<ContactShadows
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position={[0, 0.005, 0.15]}
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opacity={0.5}
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scale={20}
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blur={2.5}
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far={4}
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resolution={2048}
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/>
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{/* Door mounted inside wall */}
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<DoorInWall />
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</Canvas>
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);
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}
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