Problem: Scene stuck on loading screen Cause: Texture loading blocking render + missing font file Fixes: - Temporarily disabled texture loading (useTexture) - Temporarily disabled 3D dimension labels (Text component) - Fallback to solid color materials - Removed unused imports Result: Scene loads immediately with procedural door geometry Note: Textures and dimension labels can be re-enabled once: 1. Font file is added to public/fonts/ 2. Texture preloading strategy is implemented
228 lines
6.3 KiB
TypeScript
228 lines
6.3 KiB
TypeScript
"use client";
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import { useRef } from "react";
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import { useConfiguratorStore } from "@/lib/store";
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import { RoundedBox } from "@react-three/drei";
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import * as THREE from "three";
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// Steel material - fallback to solid color for now
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const SteelMaterial = ({ color }: { color: string }) => (
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<meshStandardMaterial
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color={color}
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roughness={0.7}
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metalness={0.8}
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envMapIntensity={1}
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/>
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);
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// Glass material
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const GlassMaterial = () => (
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<meshPhysicalMaterial
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color="#eff6ff"
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transparent
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transmission={1}
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roughness={0.05}
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thickness={2.5}
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ior={1.5}
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envMapIntensity={1}
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clearcoat={1}
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clearcoatRoughness={0}
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/>
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);
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// 3D Dimension Label Component - temporarily disabled
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function DimensionLabel({
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value,
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position,
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label,
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}: {
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value: number;
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position: [number, number, number];
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label: string;
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}) {
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return null; // Temporarily disabled to fix loading
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}
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export function Door3DEnhanced() {
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const { doorType, gridType, finish, handle, doorLeafWidth, height } =
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useConfiguratorStore();
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const doorRef = useRef<THREE.Group>(null);
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// Frame color based on finish
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const frameColor = {
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zwart: "#1a1a1a",
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brons: "#8B6F47",
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grijs: "#525252",
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}[finish];
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// Convert mm to meters for 3D scene
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const doorWidth = doorLeafWidth / 1000; // Convert mm to m
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const doorHeight = height / 1000; // Convert mm to m
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// Profile dimensions (in meters)
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const stileWidth = 0.04; // 40mm vertical profiles
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const stileDepth = 0.04; // 40mm depth
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const railHeight = 0.02; // 20mm horizontal profiles
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const railDepth = 0.04; // 40mm depth
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const glassThickness = 0.008; // 8mm glass
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const profileRadius = 0.001; // 1mm rounded corners
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// Calculate positions for grid dividers
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const getDividerPositions = () => {
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if (gridType === "3-vlak") {
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return [-doorHeight / 3, doorHeight / 3];
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} else if (gridType === "4-vlak") {
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return [-doorHeight / 2, 0, doorHeight / 2];
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}
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return [];
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};
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const dividerPositions = getDividerPositions();
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return (
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<group ref={doorRef} position={[0, doorHeight / 2, 0]}>
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{/* LEFT STILE - Vertical profile */}
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<RoundedBox
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args={[stileWidth, doorHeight, stileDepth]}
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radius={profileRadius}
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smoothness={4}
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position={[-doorWidth / 2 + stileWidth / 2, 0, 0]}
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castShadow
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>
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<SteelMaterial color={frameColor} />
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</RoundedBox>
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{/* RIGHT STILE - Vertical profile */}
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<RoundedBox
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args={[stileWidth, doorHeight, stileDepth]}
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radius={profileRadius}
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smoothness={4}
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position={[doorWidth / 2 - stileWidth / 2, 0, 0]}
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castShadow
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>
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<SteelMaterial color={frameColor} />
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</RoundedBox>
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{/* TOP RAIL - Horizontal profile */}
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<RoundedBox
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args={[doorWidth - stileWidth * 2, railHeight, railDepth]}
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radius={profileRadius}
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smoothness={4}
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position={[0, doorHeight / 2 - railHeight / 2, 0]}
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castShadow
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>
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<SteelMaterial color={frameColor} />
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</RoundedBox>
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{/* BOTTOM RAIL - Horizontal profile */}
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<RoundedBox
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args={[doorWidth - stileWidth * 2, railHeight, railDepth]}
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radius={profileRadius}
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smoothness={4}
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position={[0, -doorHeight / 2 + railHeight / 2, 0]}
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castShadow
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>
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<SteelMaterial color={frameColor} />
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</RoundedBox>
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{/* INTERMEDIATE RAILS (Grid dividers) */}
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{dividerPositions.map((yPos, index) => (
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<RoundedBox
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key={`rail-${index}`}
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args={[doorWidth - stileWidth * 2, railHeight, railDepth]}
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radius={profileRadius}
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smoothness={4}
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position={[0, yPos, 0]}
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castShadow
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>
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<SteelMaterial color={frameColor} />
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</RoundedBox>
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))}
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{/* VERTICAL DIVIDER for Paneel */}
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{doorType === "paneel" && (
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<RoundedBox
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args={[stileWidth, doorHeight - railHeight * 2, stileDepth]}
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radius={profileRadius}
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smoothness={4}
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position={[0, 0, 0]}
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castShadow
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>
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<SteelMaterial color={frameColor} />
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</RoundedBox>
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)}
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{/* GLASS PANEL - Sits inside the frame */}
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<mesh position={[0, 0, 0]} castShadow receiveShadow>
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<boxGeometry
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args={[
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doorWidth - stileWidth * 2,
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doorHeight - railHeight * 2,
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glassThickness,
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]}
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/>
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<GlassMaterial />
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</mesh>
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{/* HANDLE - U-Greep for Taats */}
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{doorType === "taats" && handle === "u-greep" && (
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<RoundedBox
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args={[0.02, 0.6, 0.02]}
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radius={0.003}
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smoothness={4}
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position={[0, 0, railDepth / 2 + 0.01]}
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castShadow
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>
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<SteelMaterial color={frameColor} />
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</RoundedBox>
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)}
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{/* HANDLE - Klink for Scharnier */}
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{doorType === "scharnier" && handle === "klink" && (
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<group position={[doorWidth / 2 - stileWidth - 0.1, 0, railDepth / 2 + 0.01]}>
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<RoundedBox args={[0.08, 0.02, 0.02]} radius={0.003} smoothness={4} castShadow>
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<SteelMaterial color={frameColor} />
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</RoundedBox>
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<mesh position={[0.04, 0, 0]} castShadow>
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<sphereGeometry args={[0.015, 32, 32]} />
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<meshStandardMaterial
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color={finish === "brons" ? "#6B5434" : frameColor}
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metalness={0.95}
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roughness={0.05}
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envMapIntensity={1.2}
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/>
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</mesh>
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</group>
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)}
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{/* 3D DIMENSION LABELS */}
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{/* Width dimension */}
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<DimensionLabel
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value={doorLeafWidth}
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position={[0, -doorHeight / 2 - 0.15, 0.1]}
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label="mm"
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/>
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{/* Height dimension */}
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<DimensionLabel
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value={height}
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position={[doorWidth / 2 + 0.15, 0, 0.1]}
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label="mm"
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/>
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{/* Dimension lines */}
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{/* Horizontal line for width */}
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<mesh position={[0, -doorHeight / 2 - 0.1, 0.05]}>
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<boxGeometry args={[doorWidth, 0.002, 0.002]} />
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<meshBasicMaterial color="#1a1a1a" />
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</mesh>
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{/* Vertical line for height */}
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<mesh position={[doorWidth / 2 + 0.1, 0, 0.05]}>
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<boxGeometry args={[0.002, doorHeight, 0.002]} />
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<meshBasicMaterial color="#1a1a1a" />
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</mesh>
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</group>
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);
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}
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