Files
stalendeuren/components/configurator/scene.tsx
Ubuntu e192f19e5f feat: Manufacturing-grade door geometry + photorealistic materials
🏗️ Architecture (@Logic-Architect):
- Created lib/door-models.ts with exact manufacturing specs
- PROFILE_WIDTH = 40mm, PROFILE_DEPTH = 40mm (real steel tubes)
- GLASS_OFFSET = 18mm for proper centering
- Physical parts system (stiles, rails, dividers, glass)
- generateDoorAssembly() returns manufacturable parts list
- Validation for structural integrity limits

🎨 Visuals (@3D-Visual-Lead):
- Aluwdoors texture loading with vertical steel grain
- MeshStandardMaterial: roughness 0.6, metalness 0.7
- Photorealistic glass: transmission 0.98, IOR 1.5
- RoundedBox with 2mm radius for all profiles
- Suspense boundaries for progressive texture loading
- Studio environment preset + enhanced contact shadows

🔧 Technical:
- UseMemo for door assembly generation
- mmToMeters() conversion utility
- PhysicalPartComponent renderer
- Backward compatibility with glass patterns
- Fallback materials when textures fail

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-10 19:15:51 +00:00

251 lines
7.8 KiB
TypeScript

"use client";
import { Canvas } from "@react-three/fiber";
import { OrbitControls, PerspectiveCamera, Environment, ContactShadows } from "@react-three/drei";
import { Door3DEnhanced } from "./door-3d-enhanced";
import { useConfiguratorStore } from "@/lib/store";
import * as THREE from "three";
function LivingRoom({ doorWidth, doorHeight }: { doorWidth: number; doorHeight: number }) {
const wallThickness = 0.15;
const roomWidth = 8;
const roomDepth = 6;
const roomHeight = 3;
// Calculate dynamic doorway dimensions
const doorwayWidth = doorWidth + wallThickness * 2 + 0.1; // Extra margin
const doorwayHeight = doorHeight + wallThickness + 0.1;
return (
<group>
{/* Floor - Modern light wood */}
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, 0]} receiveShadow>
<planeGeometry args={[roomWidth * 2, roomDepth * 2]} />
<meshStandardMaterial color="#e8dcc4" roughness={0.8} metalness={0} />
</mesh>
{/* Back Wall with Dynamic Doorway */}
<group position={[0, 0, -wallThickness / 2]}>
{/* Left Pillar - Dynamic height */}
<mesh
position={[-(doorwayWidth / 2 + wallThickness / 2), roomHeight / 2, 0]}
receiveShadow
castShadow
>
<boxGeometry
args={[wallThickness, roomHeight, wallThickness]}
/>
<meshStandardMaterial color="#f5f5f5" roughness={1} />
</mesh>
{/* Right Pillar - Dynamic height */}
<mesh
position={[doorwayWidth / 2 + wallThickness / 2, roomHeight / 2, 0]}
receiveShadow
castShadow
>
<boxGeometry
args={[wallThickness, roomHeight, wallThickness]}
/>
<meshStandardMaterial color="#f5f5f5" roughness={1} />
</mesh>
{/* Doorway Frame - Left */}
<mesh
position={[-(doorwayWidth / 2), doorHeight / 2, 0]}
receiveShadow
castShadow
>
<boxGeometry args={[wallThickness, doorHeight, wallThickness]} />
<meshStandardMaterial color="#e0e0e0" roughness={0.9} />
</mesh>
{/* Doorway Frame - Right */}
<mesh
position={[doorwayWidth / 2, doorHeight / 2, 0]}
receiveShadow
castShadow
>
<boxGeometry args={[wallThickness, doorHeight, wallThickness]} />
<meshStandardMaterial color="#e0e0e0" roughness={0.9} />
</mesh>
{/* Doorway Frame - Top (Lintel) */}
<mesh
position={[0, doorHeight, 0]}
receiveShadow
castShadow
>
<boxGeometry
args={[doorwayWidth + wallThickness * 2, wallThickness, wallThickness]}
/>
<meshStandardMaterial color="#e0e0e0" roughness={0.9} />
</mesh>
{/* Main Wall - Left Section */}
<mesh
position={[-(doorwayWidth / 2 + wallThickness + (roomWidth - doorwayWidth) / 4), roomHeight / 2, 0]}
receiveShadow
castShadow
>
<boxGeometry
args={[(roomWidth - doorwayWidth) / 2, roomHeight, wallThickness]}
/>
<meshStandardMaterial color="#f5f5f5" roughness={1} />
</mesh>
{/* Main Wall - Right Section */}
<mesh
position={[doorwayWidth / 2 + wallThickness + (roomWidth - doorwayWidth) / 4, roomHeight / 2, 0]}
receiveShadow
castShadow
>
<boxGeometry
args={[(roomWidth - doorwayWidth) / 2, roomHeight, wallThickness]}
/>
<meshStandardMaterial color="#f5f5f5" roughness={1} />
</mesh>
{/* Main Wall - Top Section (above doorway) */}
<mesh
position={[0, doorwayHeight + (roomHeight - doorwayHeight) / 2, 0]}
receiveShadow
castShadow
>
<boxGeometry
args={[doorwayWidth + wallThickness * 2, roomHeight - doorwayHeight, wallThickness]}
/>
<meshStandardMaterial color="#f5f5f5" roughness={1} />
</mesh>
</group>
{/* Left Wall */}
<mesh position={[-roomWidth / 2, roomHeight / 2, roomDepth / 2]} receiveShadow castShadow>
<boxGeometry args={[wallThickness, roomHeight, roomDepth]} />
<meshStandardMaterial color="#fafafa" roughness={1} />
</mesh>
{/* Right Wall */}
<mesh position={[roomWidth / 2, roomHeight / 2, roomDepth / 2]} receiveShadow castShadow>
<boxGeometry args={[wallThickness, roomHeight, roomDepth]} />
<meshStandardMaterial color="#fafafa" roughness={1} />
</mesh>
{/* Ceiling */}
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, roomHeight, roomDepth / 2]} receiveShadow>
<planeGeometry args={[roomWidth, roomDepth]} />
<meshStandardMaterial color="#ffffff" roughness={1} />
</mesh>
{/* Decorative Elements - Baseboard Left */}
<mesh position={[-roomWidth / 2 + wallThickness, 0.05, roomDepth / 2]} castShadow>
<boxGeometry args={[wallThickness / 2, 0.1, roomDepth - wallThickness]} />
<meshStandardMaterial color="#d0d0d0" roughness={0.8} />
</mesh>
{/* Decorative Elements - Baseboard Right */}
<mesh position={[roomWidth / 2 - wallThickness, 0.05, roomDepth / 2]} castShadow>
<boxGeometry args={[wallThickness / 2, 0.1, roomDepth - wallThickness]} />
<meshStandardMaterial color="#d0d0d0" roughness={0.8} />
</mesh>
</group>
);
}
function DoorWithRoom() {
const { doorLeafWidth, height } = useConfiguratorStore();
// Convert mm to meters for 3D scene
const doorWidth = doorLeafWidth / 1000;
const doorHeight = height / 1000;
return (
<>
<LivingRoom doorWidth={doorWidth} doorHeight={doorHeight} />
<Door3DEnhanced />
</>
);
}
function Lighting() {
return (
<>
{/* Ambient for overall illumination */}
<ambientLight intensity={0.6} />
{/* Main directional light (sunlight from window) */}
<directionalLight
position={[5, 6, 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}
/>
{/* Fill light from opposite side */}
<directionalLight position={[-3, 3, 5]} intensity={0.4} />
{/* Subtle top light */}
<directionalLight position={[0, 8, 2]} intensity={0.3} />
</>
);
}
export function Scene3D() {
return (
<Canvas
shadows
gl={{
antialias: true,
toneMapping: THREE.ACESFilmicToneMapping,
toneMappingExposure: 1.2,
outputColorSpace: THREE.SRGBColorSpace,
}}
style={{ background: "#fafafa" }}
>
{/* Camera - Zoomed out for room context */}
<PerspectiveCamera makeDefault position={[0, 1.5, 5.5]} fov={50} />
{/* Camera Controls - More freedom for room viewing */}
<OrbitControls
enablePan={false}
enableZoom={true}
minDistance={4}
maxDistance={8}
minPolarAngle={Math.PI / 3}
maxPolarAngle={Math.PI / 2.1}
maxAzimuthAngle={Math.PI / 4}
minAzimuthAngle={-Math.PI / 4}
target={[0, 1.2, 0]}
enableDamping
dampingFactor={0.05}
/>
{/* Premium Studio Lighting */}
<Lighting />
{/* Studio Environment for photorealistic steel reflections */}
<Environment preset="studio" environmentIntensity={1.0} />
{/* High-Resolution Contact Shadows for grounding */}
<ContactShadows
position={[0, 0.01, 0]}
opacity={0.6}
scale={15}
blur={2}
far={2}
resolution={2048}
/>
{/* The Door - Enhanced with textures and dimensions */}
<DoorWithRoom />
</Canvas>
);
}