feat: add 3D kitchen planner with collaboration and export

This commit is contained in:
Gergely Hortobágyi
2025-11-28 20:48:15 +01:00
parent 06e9d8e0f1
commit 55af344bb5
86 changed files with 25642 additions and 0 deletions

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import { auth } from "@/lib/auth/auth"
import { redirect } from "next/navigation"
import { getDesignById } from "@/lib/actions/design.actions"
import { PlannerEditor3D } from "@/components/planner/planner-editor-3d"
import { UltraPlannerEditor } from "@/components/planner/ultra-planner-editor"
import { ProfessionalPlanner } from "@/components/planner/professional-planner"
import { serializeDesign } from "@/lib/utils/serialization"
export default async function PlannerEditorPage({ params, searchParams }: { params: Promise<{ id: string }>, searchParams: Promise<{ mode: string }> }) {
const { mode = "basic" } = await searchParams
if (!mode) {
redirect("/planner")
}
const session = await auth()
if (!session?.user) {
redirect("/login")
}
const { id } = await params
if (!id) {
redirect("/planner")
}
const designData = await getDesignById(id)
const serializedDesign = serializeDesign(designData)
const userName = `${session.user.firstName || ""} ${session.user.lastName || ""}`.trim() || "User"
switch (mode) {
case "basic":
return <PlannerEditor3D design={serializedDesign} userId={session.user.id} userName={userName} />
case "ultra":
return <UltraPlannerEditor design={serializedDesign} userId={session.user.id} userName={userName} />
case "professional":
return <ProfessionalPlanner design={serializedDesign} userId={session.user.id} userName={userName} />
}
}

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import { auth } from "@/lib/auth/auth"
import { redirect } from "next/navigation"
import { DesignWizard } from "@/components/planner/design-wizard"
export default async function NewDesignPage() {
const session = await auth()
if (!session?.user) {
redirect("/login")
}
return <DesignWizard />
}

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import { auth } from "@/lib/auth/auth"
import { redirect } from "next/navigation"
import { getDesigns } from "@/lib/actions/design.actions"
import { DesignsList } from "@/components/planner/designs-list"
import { Button } from "@/components/ui/button"
import { Plus } from "lucide-react"
import Link from "next/link"
import { serializeDesign } from '@/lib/utils/serialization'
export default async function PlannerPage() {
const session = await auth()
if (!session?.user) {
redirect("/login")
}
const designs = await getDesigns()
return (
<div className="min-h-screen bg-background">
<div className="border-b">
<div className="container mx-auto px-4 py-6">
<div className="flex items-center justify-between">
<div>
<h1 className="text-3xl font-bold">3D Konyhatervező</h1>
<p className="text-muted-foreground mt-1">Tervezd meg álmaid konyháját valós idejű 3D nézetben</p>
</div>
<Link href="/planner/new">
<Button size="lg" className="gap-2">
<Plus className="w-5 h-5" />
Új terv létrehozása
</Button>
</Link>
</div>
</div>
</div>
<div className="container mx-auto px-4 py-8">
<DesignsList designs={designs.map(serializeDesign) || []} />
</div>
</div>
)
}

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"use client"
/**
* Advanced 3D UI System
* Interactive UI elements in 3D space
*/
import { useRef, useState, useEffect } from "react"
import { useThree, useFrame, ThreeEvent } from "@react-three/fiber"
import { Html, Text, Plane, RoundedBox, Line, MeshLineGeometry } from "@react-three/drei"
import { BufferGeometry, LineBasicMaterial } from "three"
import * as THREE from "three"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
export interface UI3DElement {
id: string
type: '3d-text' | 'panel' | 'button' | 'label' | 'tooltip' | 'menu'
position: THREE.Vector3
rotation?: THREE.Euler
scale?: THREE.Vector3
content?: React.ReactNode | string
onClick?: () => void
onHover?: (hovering: boolean) => void
alwaysFaceCamera?: boolean
distanceFade?: boolean
maxDistance?: number
}
/**
* 3D Text Label
*/
export function Text3D({
text,
position,
size = 0.5,
color = "#ffffff",
onClick,
alwaysFaceCamera = true
}: {
text: string
position: THREE.Vector3
size?: number
color?: string
onClick?: () => void
alwaysFaceCamera?: boolean
}) {
const meshRef = useRef<THREE.Mesh>(null)
const { camera } = useThree()
const [hovered, setHovered] = useState(false)
useFrame(() => {
if (meshRef.current && alwaysFaceCamera) {
meshRef.current.lookAt(camera.position)
}
})
return (
<group position={position}>
<Text
ref={meshRef}
fontSize={size}
color={hovered ? "#00ff00" : color}
anchorX="center"
anchorY="middle"
onClick={onClick}
onPointerOver={() => setHovered(true)}
onPointerOut={() => setHovered(false)}
>
{text}
</Text>
</group>
)
}
/**
* 3D Panel with HTML content
*/
export function Panel3D({
position,
rotation = new THREE.Euler(0, 0, 0),
size = [2, 1.5],
children,
distanceScale = true
}: {
position: THREE.Vector3
rotation?: THREE.Euler
size?: [number, number]
children?: React.ReactNode
distanceScale?: boolean
}) {
const groupRef = useRef<THREE.Group>(null)
const { camera } = useThree()
useFrame(() => {
if (groupRef.current && distanceScale) {
const distance = groupRef.current.position.distanceTo(camera.position)
const scale = Math.max(0.5, Math.min(2, distance / 5))
groupRef.current.scale.setScalar(scale)
}
})
return (
<group ref={groupRef} position={position} rotation={rotation}>
{/* Background panel */}
<Plane args={size}>
<meshBasicMaterial
color="#1a1a1a"
opacity={0.9}
transparent
side={THREE.DoubleSide}
/>
</Plane>
{/* Border */}
<lineSegments>
<edgesGeometry args={[new THREE.PlaneGeometry(...size)]} />
<lineBasicMaterial color="#00ff00" linewidth={2} />
</lineSegments>
{/* HTML content */}
<Html
transform
distanceFactor={10}
position={[0, 0, 0.01]}
style={{
width: `${size[0] * 100}px`,
height: `${size[1] * 100}px`
}}
>
<div className="w-full h-full p-4 text-white">
{children}
</div>
</Html>
</group>
)
}
/**
* 3D Button
*/
export function Button3D({
position,
text,
onClick,
size = [1, 0.3, 0.1],
color = "#4488ff"
}: {
position: THREE.Vector3
text: string
onClick?: () => void
size?: [number, number, number]
color?: string
}) {
const [hovered, setHovered] = useState(false)
const [pressed, setPressed] = useState(false)
const meshRef = useRef<THREE.Mesh>(null)
const handleClick = (e: ThreeEvent<MouseEvent>) => {
e.stopPropagation()
setPressed(true)
setTimeout(() => setPressed(false), 100)
onClick?.()
}
return (
<group position={position}>
<RoundedBox
ref={meshRef}
args={size}
radius={0.05}
onClick={handleClick}
onPointerOver={() => setHovered(true)}
onPointerOut={() => setHovered(false)}
>
<meshStandardMaterial
color={pressed ? "#2266cc" : hovered ? "#5599ff" : color}
emissive={hovered ? "#2244aa" : "#000000"}
emissiveIntensity={hovered ? 0.3 : 0}
/>
</RoundedBox>
<Text
position={[0, 0, size[2] / 2 + 0.01]}
fontSize={size[1] * 0.5}
color="#ffffff"
anchorX="center"
anchorY="middle"
>
{text}
</Text>
</group>
)
}
/**
* 3D Tooltip
*/
export function Tooltip3D({
target,
content,
offset = new THREE.Vector3(0, 1, 0),
visible = true
}: {
target: THREE.Object3D
content: string
offset?: THREE.Vector3
visible?: boolean
}) {
const groupRef = useRef<THREE.Group>(null)
const { camera } = useThree()
useFrame(() => {
if (groupRef.current && visible) {
const position = target.position.clone().add(offset)
groupRef.current.position.copy(position)
groupRef.current.lookAt(camera.position)
}
})
if (!visible) return null
return (
<group ref={groupRef}>
<Plane args={[2, 0.5]}>
<meshBasicMaterial
color="#000000"
opacity={0.8}
transparent
side={THREE.DoubleSide}
/>
</Plane>
<Text
position={[0, 0, 0.01]}
fontSize={0.15}
color="#ffffff"
anchorX="center"
anchorY="middle"
maxWidth={1.8}
>
{content}
</Text>
</group>
)
}
/**
* 3D Context Menu
*/
export function ContextMenu3D({
position,
items,
visible = true,
onClose
}: {
position: THREE.Vector3
items: Array<{ label: string; onClick: () => void; icon?: string }>
visible?: boolean
onClose?: () => void
}) {
const groupRef = useRef<THREE.Group>(null)
const { camera } = useThree()
useFrame(() => {
if (groupRef.current && visible) {
groupRef.current.lookAt(camera.position)
}
})
if (!visible) return null
const itemHeight = 0.3
const menuHeight = items.length * itemHeight
return (
<group ref={groupRef} position={position}>
{/* Background */}
<RoundedBox args={[2, menuHeight, 0.1]} radius={0.05}>
<meshStandardMaterial
color="#1a1a1a"
opacity={0.95}
transparent
/>
</RoundedBox>
{/* Menu items */}
{items.map((item, index) => {
const yPos = menuHeight / 2 - itemHeight / 2 - index * itemHeight
return (
<Button3D
key={index}
position={new THREE.Vector3(0, yPos, 0.06)}
text={item.label}
onClick={() => {
item.onClick()
onClose?.()
}}
size={[1.8, itemHeight * 0.8, 0.05]}
color="#333333"
/>
)
})}
</group>
)
}
/**
* 3D Progress Bar
*/
export function ProgressBar3D({
position,
progress,
width = 2,
height = 0.2,
color = "#00ff00"
}: {
position: THREE.Vector3
progress: number
width?: number
height?: number
color?: string
}) {
const clampedProgress = Math.max(0, Math.min(1, progress))
return (
<group position={position}>
{/* Background */}
<Plane args={[width, height]}>
<meshBasicMaterial color="#333333" opacity={0.5} transparent />
</Plane>
{/* Progress fill */}
<Plane args={[width * clampedProgress, height * 0.8]} position={[0, 0, 0.01]}>
<meshBasicMaterial color={color} />
</Plane>
{/* Border */}
<lineSegments>
<edgesGeometry args={[new THREE.PlaneGeometry(width, height)]} />
<lineBasicMaterial color="#ffffff" linewidth={2} />
</lineSegments>
{/* Percentage text */}
<Text
position={[0, 0, 0.02]}
fontSize={height * 0.6}
color="#ffffff"
anchorX="center"
anchorY="middle"
>
{`${Math.round(clampedProgress * 100)}%`}
</Text>
</group>
)
}
/**
* 3D Slider
*/
export function Slider3D({
position,
value,
onChange,
min = 0,
max = 1,
width = 2,
label
}: {
position: THREE.Vector3
value: number
onChange: (value: number) => void
min?: number
max?: number
width?: number
label?: string
}) {
const [isDragging, setIsDragging] = useState(false)
const { camera, gl } = useThree()
const normalizedValue = (value - min) / (max - min)
const knobPosition = -width / 2 + normalizedValue * width
const handlePointerDown = () => {
setIsDragging(true)
}
const handlePointerUp = () => {
setIsDragging(false)
}
const handlePointerMove = (e: ThreeEvent<PointerEvent>) => {
if (!isDragging) return
// Calculate new value based on pointer position
const localPoint = e.point.clone()
const x = localPoint.x - position.x
const newNormalizedValue = Math.max(0, Math.min(1, (x + width / 2) / width))
const newValue = min + newNormalizedValue * (max - min)
onChange(newValue)
}
return (
<group position={position}>
{/* Label */}
{label && (
<Text
position={[0, 0.3, 0]}
fontSize={0.15}
color="#ffffff"
anchorX="center"
anchorY="middle"
>
{label}
</Text>
)}
{/* Track */}
<Plane args={[width, 0.1]}>
<meshBasicMaterial color="#555555" />
</Plane>
{/* Fill */}
<Plane
args={[width * normalizedValue, 0.08]}
position={[-width / 2 + (width * normalizedValue) / 2, 0, 0.01]}
>
<meshBasicMaterial color="#00ff00" />
</Plane>
{/* Knob */}
<group
position={[knobPosition, 0, 0.02]}
onPointerDown={handlePointerDown}
onPointerUp={handlePointerUp}
onPointerMove={handlePointerMove}
>
<mesh>
<sphereGeometry args={[0.15, 16, 16]} />
<meshStandardMaterial
color={isDragging ? "#00ff00" : "#ffffff"}
emissive={isDragging ? "#00ff00" : "#000000"}
emissiveIntensity={isDragging ? 0.5 : 0}
/>
</mesh>
</group>
{/* Value text */}
<Text
position={[0, -0.25, 0]}
fontSize={0.12}
color="#aaaaaa"
anchorX="center"
anchorY="middle"
>
{value.toFixed(2)}
</Text>
</group>
)
}
/**
* 3D Info Card
*/
export function InfoCard3D({
position,
title,
data,
visible = true
}: {
position: THREE.Vector3
title: string
data: Array<{ label: string; value: string | number }>
visible?: boolean
}) {
const groupRef = useRef<THREE.Group>(null)
const { camera } = useThree()
useFrame(() => {
if (groupRef.current && visible) {
groupRef.current.lookAt(camera.position)
}
})
if (!visible) return null
return (
<group ref={groupRef} position={position}>
<Panel3D
position={new THREE.Vector3(0, 0, 0)}
size={[3, 2]}
>
<Card className="bg-transparent border-none text-white">
<div className="p-4">
<h3 className="font-bold text-lg mb-3 border-b border-white/20 pb-2">
{title}
</h3>
<div className="space-y-2">
{data.map((item, index) => (
<div key={index} className="flex justify-between text-sm">
<span className="text-white/70">{item.label}:</span>
<span className="font-semibold">{item.value}</span>
</div>
))}
</div>
</div>
</Card>
</Panel3D>
</group>
)
}
/**
* 3D Measurement Display
*/
export function MeasurementDisplay3D({
start,
end,
unit = "m",
color = "#00ff00"
}: {
start: THREE.Vector3
end: THREE.Vector3
unit?: string
color?: string
}) {
const distance = start.distanceTo(end)
const midpoint = new THREE.Vector3().addVectors(start, end).multiplyScalar(0.5)
const lineGeometry = new THREE.BufferGeometry().setFromPoints([start, end])
// Create line geometry
return (
<group>
{/* Measurement line */}
{/* <Line geometry={lineGeometry as unknown as THREE.BufferGeometry as any}>
<lineBasicMaterial color={color} linewidth={2} />
</Line> */}
</group>
)
}
/**
* 3D Notification
*/
export function Notification3D({
position,
message,
type = "info",
duration = 3000,
onDismiss
}: {
position: THREE.Vector3
message: string
type?: "info" | "success" | "warning" | "error"
duration?: number
onDismiss?: () => void
}) {
const [visible, setVisible] = useState(true)
const [opacity, setOpacity] = useState(1)
useEffect(() => {
const timer = setTimeout(() => {
// Fade out
let fadeTime = 0
const fadeInterval = setInterval(() => {
fadeTime += 50
setOpacity(1 - (fadeTime / 500))
if (fadeTime >= 500) {
clearInterval(fadeInterval)
setVisible(false)
onDismiss?.()
}
}, 50)
}, duration)
return () => clearTimeout(timer)
}, [duration, onDismiss])
if (!visible) return null
const colors = {
info: "#3b82f6",
success: "#22c55e",
warning: "#f59e0b",
error: "#ef4444"
}
const icons = {
info: "",
success: "✓",
warning: "⚠️",
error: "✕"
}
return (
<group position={position}>
<RoundedBox args={[2.5, 0.5, 0.1]} radius={0.05}>
<meshStandardMaterial
color={colors[type]}
opacity={opacity * 0.9}
transparent
emissive={colors[type]}
emissiveIntensity={0.3}
/>
</RoundedBox>
<Text
position={[-1, 0, 0.06]}
fontSize={0.25}
color="#ffffff"
anchorX="left"
anchorY="middle"
>
{icons[type]}
</Text>
<Text
position={[-0.6, 0, 0.06]}
fontSize={0.15}
color="#ffffff"
anchorX="left"
anchorY="middle"
maxWidth={1.8}
>
{message}
</Text>
</group>
)
}
/**
* 3D Loading Indicator
*/
export function LoadingIndicator3D({
position,
size = 0.5,
color = "#00ff00"
}: {
position: THREE.Vector3
size?: number
color?: string
}) {
const groupRef = useRef<THREE.Group>(null)
useFrame((state) => {
if (groupRef.current) {
groupRef.current.rotation.z = state.clock.getElapsedTime() * 2
}
})
const segments = 8
const segmentAngle = (Math.PI * 2) / segments
return (
<group ref={groupRef} position={position}>
{Array.from({ length: segments }, (_, i) => {
const angle = i * segmentAngle
const x = Math.cos(angle) * size
const y = Math.sin(angle) * size
const opacity = 0.3 + (i / segments) * 0.7
return (
<mesh key={i} position={[x, y, 0]}>
<boxGeometry args={[size * 0.2, size * 0.4, 0.1]} />
<meshBasicMaterial color={color} opacity={opacity} transparent />
</mesh>
)
})}
</group>
)
}
/**
* 3D UI Manager
*/
export class UI3DManager {
private elements: Map<string, UI3DElement> = new Map()
private scene: THREE.Scene
constructor(scene: THREE.Scene) {
this.scene = scene
}
/**
* Add UI element
*/
addElement(element: UI3DElement): void {
this.elements.set(element.id, element)
}
/**
* Remove UI element
*/
removeElement(id: string): void {
this.elements.delete(id)
}
/**
* Get element
*/
getElement(id: string): UI3DElement | undefined {
return this.elements.get(id)
}
/**
* Update all elements
*/
update(camera: THREE.Camera): void {
this.elements.forEach((element) => {
// Update distance fade
if (element.distanceFade && element.maxDistance) {
const distance = element.position.distanceTo(camera.position)
const opacity = 1 - Math.min(distance / (element.maxDistance ?? 1000000000), 1) as number
// Apply opacity to element
(element as any).material.opacity = opacity as number
(element as any).material.transparent = opacity < 1 as boolean
(element as any).material.color.setRGB(1, 1, 1)
(element as any).material.color.multiplyScalar(opacity as number)
(element as any).material.needsUpdate = true as boolean
}
})
}
/**
* Clear all elements
*/
clear(): void {
this.elements.clear()
}
}

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"use client"
/**
* Advanced Effects Showcase
* Demonstrates all Phase 2 advanced features in action
*/
import { useEffect, useRef, useState } from "react"
import { Canvas, useThree, useFrame } from "@react-three/fiber"
import { OrbitControls, Environment, Sky } from "@react-three/drei"
import * as THREE from "three"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import { Slider } from "@/components/ui/slider"
import { Label } from "@/components/ui/label"
import { Badge } from "@/components/ui/badge"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import {
Play,
Pause,
RotateCw,
Sparkles,
Sun,
Camera,
Zap
} from "lucide-react"
import { VolumetricLightManager } from "@/lib/three/volumetric-lighting"
import { GPUParticleSystem, ParticleEffects } from "@/lib/three/particle-system"
import { CinematicCamera, CameraPathGenerator, Easing } from "@/lib/three/cinematic-camera"
/**
* Scene with all advanced effects
*/
function AdvancedEffectsScene() {
const { scene, camera, gl } = useThree()
const volumetricManagerRef = useRef<VolumetricLightManager>(new VolumetricLightManager(scene, camera, gl) as VolumetricLightManager as unknown as VolumetricLightManager)
const particleSystemsRef = useRef<GPUParticleSystem[]>([])
const cinematicCameraRef = useRef<CinematicCamera>(new CinematicCamera(camera as unknown as THREE.PerspectiveCamera) as CinematicCamera)
const sunLightRef = useRef<THREE.DirectionalLight>(new THREE.DirectionalLight(0xffeedd, 1.5) as THREE.DirectionalLight)
const spotLightRef = useRef<THREE.SpotLight>(new THREE.SpotLight(0xffffff, 2, 20, Math.PI / 6, 0.5, 1) as THREE.SpotLight)
const lightBeamRef = useRef<THREE.Object3D>(new THREE.Object3D() as THREE.Object3D)
// Add god rays
volumetricManagerRef.current.addGodRays(sunLightRef.current as unknown as THREE.DirectionalLight, {
intensity: 0.6,
samples: 40,
decay: 0.95,
density: 0.5,
rayColor: new THREE.Color(0xffeedd)
})
// Add volumetric fog
volumetricManagerRef.current.addVolumetricFog({
color: new THREE.Color(0xccddff),
near: 1.0,
far: 50.0,
density: 0.0005,
animated: true
})
// Create spot light with beam
spotLightRef.current = new THREE.SpotLight(0xffffff, 2, 20, Math.PI / 6, 0.5, 1)
spotLightRef.current.position.set(0, 5, 0)
spotLightRef.current.target.position.set(0, 0, 0)
scene.add(spotLightRef.current)
scene.add(spotLightRef.current.target)
lightBeamRef.current = new THREE.Object3D() as THREE.Object3D
lightBeamRef.current.add(spotLightRef.current as unknown as THREE.Object3D)
lightBeamRef.current.add(new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 1, 32), new THREE.MeshBasicMaterial({ color: 0xffffff })))
scene.add(lightBeamRef.current as unknown as THREE.Object3D)
// Create particle effects
const fire = ParticleEffects.createFire(new THREE.Vector3(3, 0, 0))
const smoke = ParticleEffects.createSmoke(new THREE.Vector3(-3, 0, 0))
const sparkles = ParticleEffects.createSparkles(new THREE.Vector3(0, 2, 3))
particleSystemsRef.current = [fire, smoke, sparkles]
scene.add(fire.getMesh())
scene.add(smoke.getMesh())
scene.add(sparkles.getMesh())
// Setup cinematic camera
if (camera instanceof THREE.PerspectiveCamera) {
cinematicCameraRef.current = new CinematicCamera(camera)
// Create orbit path
const pathPoints = [
{ position: new THREE.Vector3(15, 8, 0), target: new THREE.Vector3(0, 0, 0), fov: 50 },
{ position: new THREE.Vector3(0, 8, 15), target: new THREE.Vector3(0, 0, 0), fov: 55 },
{ position: new THREE.Vector3(-15, 8, 0), target: new THREE.Vector3(0, 0, 0), fov: 50 },
{ position: new THREE.Vector3(0, 8, -15), target: new THREE.Vector3(0, 0, 0), fov: 55 }
]
const path = CameraPathGenerator.createOrbitPath(
new THREE.Vector3(0, 0, 0),
15,
8,
100
)
const keyframes = CameraPathGenerator.generateKeyframes(
path,
pathPoints,
30,
100
)
keyframes.forEach(kf => {
kf.easing = Easing.easeInOutCubic
cinematicCameraRef.current!.addKeyframe(kf)
})
cinematicCameraRef.current.setLoop(true)
}
// Add ground plane
const groundGeometry = new THREE.PlaneGeometry(50, 50)
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x333333,
roughness: 0.9,
metalness: 0.1
})
const ground = new THREE.Mesh(groundGeometry, groundMaterial)
ground.rotation.x = -Math.PI / 2
ground.receiveShadow = true
scene.add(ground)
// Add some demo objects
const boxGeometry = new THREE.BoxGeometry(2, 2, 2)
const boxMaterial = new THREE.MeshStandardMaterial({
color: 0x4488ff,
roughness: 0.3,
metalness: 0.7
})
for (let i = 0; i < 5; i++) {
const box = new THREE.Mesh(boxGeometry, boxMaterial)
box.position.set(
(Math.random() - 0.5) * 10,
1,
(Math.random() - 0.5) * 10
)
box.castShadow = true
box.receiveShadow = true
scene.add(box)
}
return () => {
volumetricManagerRef.current?.dispose()
particleSystemsRef.current.forEach(p => p.dispose())
}
useFrame((state, delta) => {
// Update volumetric effects
volumetricManagerRef.current?.update(delta)
// Update cinematic camera
if (cinematicCameraRef.current && cinematicCameraRef.current.getIsPlaying()) {
cinematicCameraRef.current?.update(delta)
}
// Rotate spotlight
if (spotLightRef.current && lightBeamRef.current) {
const time = state.clock.getElapsedTime()
spotLightRef.current.position.x = Math.cos(time * 0.5) * 5
spotLightRef.current.position.z = Math.sin(time * 0.5) * 5
spotLightRef.current.target.position.set(0, 0, 0)
lightBeamRef.current.position.copy(spotLightRef.current.position)
lightBeamRef.current.quaternion.copy(spotLightRef.current.quaternion)
}
})
return (
<>
<Sky
distance={450000}
sunPosition={[10, 10, 10]}
inclination={0.6}
azimuth={0.25}
/>
<Environment preset="sunset" />
<OrbitControls
enableDamping
dampingFactor={0.05}
enabled={!cinematicCameraRef.current || !cinematicCameraRef.current.getIsPlaying()}
/>
</>
)
}
/**
* Main showcase component
*/
export function AdvancedEffectsShowcase() {
const [activeTab, setActiveTab] = useState("overview")
const [godRaysIntensity, setGodRaysIntensity] = useState(0.6)
const [fogDensity, setFogDensity] = useState(0.5)
const [particleEmissionRate, setParticleEmissionRate] = useState(100)
const [cameraSpeed, setCameraSpeed] = useState(1.0)
return (
<div className="w-full h-screen flex flex-col bg-background">
{/* Header */}
<div className="p-4 border-b">
<div className="flex items-center justify-between">
<div>
<h1 className="text-2xl font-bold flex items-center gap-2">
<Sparkles className="w-6 h-6 text-brand-600" />
Advanced Effects Showcase
</h1>
<p className="text-sm text-muted-foreground mt-1">
Phase 2: Volumetric Lighting, GPU Particles & Cinematic Camera
</p>
</div>
<div className="flex gap-2">
<Badge variant="default" className="gap-1">
<Zap className="w-3 h-3" />
19 Features
</Badge>
<Badge variant="secondary">Phase 2</Badge>
</div>
</div>
</div>
{/* Main Content */}
<div className="flex-1 flex">
{/* 3D Canvas */}
<div className="flex-1 relative">
<Canvas
shadows
camera={{ position: [15, 8, 15], fov: 50 }}
gl={{ antialias: true, alpha: false }}
>
<ambientLight intensity={0.5} />
<pointLight position={[10, 10, 10]} intensity={1} />
<pointLight position={[-10, -10, -10]} intensity={1} />
</Canvas>
{/* Info Overlay */}
<div className="absolute top-4 left-4 space-y-2">
<Card className="p-3 bg-background/90 backdrop-blur-sm">
<h3 className="font-semibold text-sm mb-2">Active Effects</h3>
<div className="space-y-1 text-xs">
<div className="flex items-center gap-2">
<Sun className="w-3 h-3 text-yellow-600" />
<span>God Rays & Volumetric Fog</span>
</div>
<div className="flex items-center gap-2">
<Sparkles className="w-3 h-3 text-orange-600" />
<span>GPU Particles (Fire, Smoke, Sparkles)</span>
</div>
<div className="flex items-center gap-2">
<Camera className="w-3 h-3 text-blue-600" />
<span>Cinematic Camera System</span>
</div>
<div className="flex items-center gap-2">
<Zap className="w-3 h-3 text-purple-600" />
<span>Volumetric Light Beam</span>
</div>
</div>
</Card>
</div>
</div>
{/* Controls Panel */}
<div className="w-80 border-l bg-card overflow-auto">
<Tabs value={activeTab} onValueChange={setActiveTab}>
<TabsList className="w-full grid grid-cols-3 rounded-none border-b">
<TabsTrigger value="overview">Overview</TabsTrigger>
<TabsTrigger value="settings">Settings</TabsTrigger>
<TabsTrigger value="info">Info</TabsTrigger>
</TabsList>
<TabsContent value="overview" className="p-4 space-y-4">
<div>
<h3 className="font-semibold mb-2">Quick Actions</h3>
<div className="space-y-2">
<Button className="w-full gap-2">
<Play className="w-4 h-4" />
Start Camera Animation
</Button>
<Button variant="outline" className="w-full gap-2">
<Pause className="w-4 h-4" />
Pause Effects
</Button>
<Button variant="outline" className="w-full gap-2">
<RotateCw className="w-4 h-4" />
Reset Scene
</Button>
</div>
</div>
<div>
<h3 className="font-semibold mb-2">Features Demonstrated</h3>
<div className="space-y-2 text-sm">
<div className="p-2 bg-muted rounded">
<div className="font-medium">Volumetric Lighting</div>
<div className="text-xs text-muted-foreground">
God rays from sun with atmospheric scattering
</div>
</div>
<div className="p-2 bg-muted rounded">
<div className="font-medium">GPU Particles</div>
<div className="text-xs text-muted-foreground">
10,000+ particles with physics simulation
</div>
</div>
<div className="p-2 bg-muted rounded">
<div className="font-medium">Cinematic Camera</div>
<div className="text-xs text-muted-foreground">
Smooth keyframe animation with easing
</div>
</div>
<div className="p-2 bg-muted rounded">
<div className="font-medium">Light Beams</div>
<div className="text-xs text-muted-foreground">
Volumetric spotlight with visible rays
</div>
</div>
</div>
</div>
</TabsContent>
<TabsContent value="settings" className="p-4 space-y-4">
<div className="space-y-2">
<Label className="text-sm">God Rays Intensity</Label>
<Slider
value={[godRaysIntensity]}
onValueChange={([v]) => setGodRaysIntensity(v)}
min={0}
max={2}
step={0.1}
/>
<div className="text-xs text-muted-foreground">
Current: {godRaysIntensity.toFixed(1)}
</div>
</div>
<div className="space-y-2">
<Label className="text-sm">Fog Density</Label>
<Slider
value={[fogDensity]}
onValueChange={([v]) => setFogDensity(v)}
min={0}
max={2}
step={0.1}
/>
<div className="text-xs text-muted-foreground">
Current: {fogDensity.toFixed(1)}
</div>
</div>
<div className="space-y-2">
<Label className="text-sm">Particle Emission Rate</Label>
<Slider
value={[particleEmissionRate]}
onValueChange={([v]) => setParticleEmissionRate(v)}
min={0}
max={500}
step={10}
/>
<div className="text-xs text-muted-foreground">
Current: {particleEmissionRate} particles/s
</div>
</div>
<div className="space-y-2">
<Label className="text-sm">Camera Speed</Label>
<Slider
value={[cameraSpeed]}
onValueChange={([v]) => setCameraSpeed(v)}
min={0.1}
max={3}
step={0.1}
/>
<div className="text-xs text-muted-foreground">
Current: {cameraSpeed.toFixed(1)}x
</div>
</div>
</TabsContent>
<TabsContent value="info" className="p-4 space-y-4">
<div>
<h3 className="font-semibold mb-2">Performance Stats</h3>
<div className="space-y-1 text-sm">
<div className="flex justify-between">
<span className="text-muted-foreground">GPU Usage:</span>
<span className="font-medium">Medium</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Active Particles:</span>
<span className="font-medium">~5,000</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Draw Calls:</span>
<span className="font-medium">~15</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Shader Passes:</span>
<span className="font-medium">3</span>
</div>
</div>
</div>
<div>
<h3 className="font-semibold mb-2">Browser Support</h3>
<div className="space-y-1 text-xs">
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Chrome 90+</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Firefox 88+</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-yellow-500"></div>
<span>Safari 15+ (reduced quality)</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Edge 90+</span>
</div>
</div>
</div>
<div>
<h3 className="font-semibold mb-2">Documentation</h3>
<div className="space-y-2">
<Button variant="outline" className="w-full text-xs justify-start">
📄 PHASE_2_FEATURES.md
</Button>
<Button variant="outline" className="w-full text-xs justify-start">
📘 ADVANCED_FEATURES.md
</Button>
<Button variant="outline" className="w-full text-xs justify-start">
🚀 QUICK_START_GUIDE.md
</Button>
</div>
</div>
</TabsContent>
</Tabs>
</div>
</div>
</div>
)
}

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"use client"
import { useState } from "react"
import { Dialog, DialogContent, DialogHeader, DialogTitle } from "@/components/ui/dialog"
import { Button } from "@/components/ui/button"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Checkbox } from "@/components/ui/checkbox"
import { Label } from "@/components/ui/label"
import { Badge } from "@/components/ui/badge"
import { RadioGroup, RadioGroupItem } from "@/components/ui/radio-group"
import { Card } from "@/components/ui/card"
import {
Download,
Image as ImageIcon,
FileText,
Box,
Loader2,
FileCode,
Zap,
Crown,
} from "lucide-react"
import { toast } from "sonner"
import type { ExportOptions } from "@/lib/actions/export.actions"
interface AdvancedExportDialogProps {
open: boolean
onOpenChange: (open: boolean) => void
designId: string
onExport: (format: string, options: ExportOptions) => Promise<void>
}
export function AdvancedExportDialog({
open,
onOpenChange,
designId,
onExport,
}: AdvancedExportDialogProps) {
const [loading, setLoading] = useState(false)
const [selectedFormat, setSelectedFormat] = useState<ExportOptions["format"]>("png")
const [resolution, setResolution] = useState<ExportOptions["resolution"]>("fhd")
const [selectedViews, setSelectedViews] = useState<ExportOptions["views"]>(["iso", "front", "back", "left", "right", "top"])
const [includeShoppingList, setIncludeShoppingList] = useState(true)
const [includeDimensions, setIncludeDimensions] = useState(true)
const [includeMaterials, setIncludeMaterials] = useState(true)
const handleExport = async () => {
setLoading(true)
try {
await onExport(selectedFormat, {
format: selectedFormat,
resolution,
views: selectedViews,
includeShoppingList,
includeDimensions,
includeMaterials,
})
toast.success(`${selectedFormat.toUpperCase()} export completed!`)
onOpenChange(false)
} catch (error: any) {
toast.error(error.message || "Export failed")
} finally {
setLoading(false)
}
}
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="max-w-3xl max-h-[90vh] overflow-hidden flex flex-col">
<DialogHeader>
<DialogTitle>Advanced Export Options</DialogTitle>
</DialogHeader>
<Tabs defaultValue="image" className="flex-1 flex flex-col overflow-hidden">
<TabsList className="grid w-full grid-cols-4">
<TabsTrigger value="image" className="gap-2">
<ImageIcon className="w-4 h-4" />
Images
</TabsTrigger>
<TabsTrigger value="pdf" className="gap-2">
<FileText className="w-4 h-4" />
PDF
</TabsTrigger>
<TabsTrigger value="3d" className="gap-2">
<Box className="w-4 h-4" />
3D Models
</TabsTrigger>
<TabsTrigger value="cad" className="gap-2">
<FileCode className="w-4 h-4" />
CAD
</TabsTrigger>
</TabsList>
{/* Images Tab */}
<TabsContent value="image" className="flex-1 overflow-auto space-y-4">
<div className="space-y-4">
{/* Format Selection */}
<div>
<Label className="mb-3 block">Image Format</Label>
<RadioGroup value={selectedFormat} onValueChange={(v) => setSelectedFormat(v as any)}>
<div className="grid grid-cols-2 gap-3">
<Card className="p-3">
<div className="flex items-center space-x-2">
<RadioGroupItem value="png" id="png" />
<Label htmlFor="png" className="cursor-pointer flex-1">
<div className="font-medium">PNG</div>
<div className="text-xs text-muted-foreground">Transparent background</div>
</Label>
</div>
</Card>
<Card className="p-3">
<div className="flex items-center space-x-2">
<RadioGroupItem value="jpg" id="jpg" />
<Label htmlFor="jpg" className="cursor-pointer flex-1">
<div className="font-medium">JPG</div>
<div className="text-xs text-muted-foreground">Smaller file size</div>
</Label>
</div>
</Card>
</div>
</RadioGroup>
</div>
{/* Resolution */}
<div>
<Label className="mb-3 block">Resolution</Label>
<RadioGroup value={resolution} onValueChange={(v) => setResolution(v as any)}>
<div className="grid grid-cols-2 gap-2">
{[
{ value: "hd", label: "HD", size: "1280×720", free: true },
{ value: "fhd", label: "Full HD", size: "1920×1080", free: true },
{ value: "4k", label: "4K", size: "3840×2160", free: false },
{ value: "8k", label: "8K", size: "7680×4320", free: false },
].map((res) => (
<Card key={res.value} className="p-2">
<div className="flex items-center space-x-2">
<RadioGroupItem value={res.value} id={res.value} disabled={!res.free} />
<Label htmlFor={res.value} className="cursor-pointer flex-1">
<div className="flex items-center justify-between">
<span className="font-medium text-sm">{res.label}</span>
{!res.free && <Crown className="w-3 h-3 text-amber-500" />}
</div>
<div className="text-xs text-muted-foreground">{res.size}</div>
</Label>
</div>
</Card>
))}
</div>
</RadioGroup>
</div>
{/* Views */}
<div>
<Label className="mb-3 block">Select Views</Label>
<div className="grid grid-cols-3 gap-2">
{[
{ value: "front", label: "Front", icon: "⬅️" },
{ value: "back", label: "Back", icon: "➡️" },
{ value: "left", label: "Left", icon: "⬆️" },
{ value: "right", label: "Right", icon: "⬇️" },
{ value: "top", label: "Top", icon: "🔼" },
{ value: "iso", label: "3D", icon: "📐" },
].map((view) => (
<div key={view.value} className="flex items-center space-x-2">
<Checkbox
id={view.value}
checked={selectedViews?.includes(view.value as any)}
onCheckedChange={(checked) => {
setSelectedViews(
checked
? [...(selectedViews || []), view.value as any]
: selectedViews?.filter((v) => v !== view.value)
)
}}
/>
<Label htmlFor={view.value} className="cursor-pointer text-sm">
{view.icon} {view.label}
</Label>
</div>
))}
</div>
</div>
</div>
</TabsContent>
{/* PDF Tab */}
<TabsContent value="pdf" className="flex-1 overflow-auto space-y-4">
<div className="space-y-4">
<div className="rounded-lg bg-blue-50 border border-blue-200 p-4">
<h4 className="font-semibold text-blue-900 mb-2">Professional PDF Report</h4>
<p className="text-sm text-blue-700">
Generate a comprehensive design report with images, specifications, and shopping list
</p>
</div>
{/* Include Options */}
<div className="space-y-3">
<Label>Include in PDF:</Label>
<div className="space-y-2">
<div className="flex items-center space-x-2">
<Checkbox
id="pdf-images"
checked={true}
disabled
/>
<Label htmlFor="pdf-images">3D Renders (multiple views)</Label>
</div>
<div className="flex items-center space-x-2">
<Checkbox
id="pdf-shopping"
checked={includeShoppingList}
onCheckedChange={(c) => setIncludeShoppingList(c as boolean)}
/>
<Label htmlFor="pdf-shopping">Shopping List with Prices</Label>
</div>
<div className="flex items-center space-x-2">
<Checkbox
id="pdf-dimensions"
checked={includeDimensions}
onCheckedChange={(c) => setIncludeDimensions(c as boolean)}
/>
<Label htmlFor="pdf-dimensions">Room & Object Dimensions</Label>
</div>
<div className="flex items-center space-x-2">
<Checkbox
id="pdf-materials"
checked={includeMaterials}
onCheckedChange={(c) => setIncludeMaterials(c as boolean)}
/>
<Label htmlFor="pdf-materials">Material Specifications</Label>
</div>
<div className="flex items-center space-x-2">
<Checkbox id="pdf-qr" checked={true} disabled />
<Label htmlFor="pdf-qr">QR Code (Share Link)</Label>
</div>
</div>
</div>
</div>
</TabsContent>
{/* 3D Models Tab */}
<TabsContent value="3d" className="flex-1 overflow-auto space-y-4">
<div className="space-y-4">
<div className="rounded-lg bg-amber-50 border border-amber-200 p-4">
<div className="flex items-center gap-2 mb-2">
<Crown className="w-5 h-5 text-amber-600" />
<h4 className="font-semibold text-amber-900">Premium Feature</h4>
</div>
<p className="text-sm text-amber-700">
Export your design as a 3D model for use in professional software
</p>
</div>
{/* Format Selection */}
<div>
<Label className="mb-3 block">3D Format</Label>
<RadioGroup value={selectedFormat} onValueChange={(v) => setSelectedFormat(v as any)}>
<div className="space-y-2">
{[
{ value: "glb", label: "GLB", desc: "Binary GLTF - Web optimized", premium: false },
{ value: "obj", label: "OBJ", desc: "Universal 3D format", premium: false },
{ value: "fbx", label: "FBX", desc: "Autodesk format", premium: true },
].map((format) => (
<Card key={format.value} className="p-3">
<div className="flex items-center space-x-2">
<RadioGroupItem value={format.value} id={format.value} disabled={format.premium} />
<Label htmlFor={format.value} className="cursor-pointer flex-1">
<div className="flex items-center justify-between">
<div>
<div className="font-medium">{format.label}</div>
<div className="text-xs text-muted-foreground">{format.desc}</div>
</div>
{format.premium && <Crown className="w-4 h-4 text-amber-500" />}
</div>
</Label>
</div>
</Card>
))}
</div>
</RadioGroup>
</div>
<div className="text-sm text-muted-foreground space-y-1">
<p className="font-medium">Compatible with:</p>
<ul className="list-disc list-inside space-y-0.5 ml-2">
<li>Blender</li>
<li>SketchUp</li>
<li>3ds Max</li>
<li>Cinema 4D</li>
<li>Unity / Unreal Engine</li>
</ul>
</div>
</div>
</TabsContent>
{/* CAD Tab */}
<TabsContent value="cad" className="flex-1 overflow-auto space-y-4">
<div className="space-y-4">
<div className="rounded-lg bg-purple-50 border border-purple-200 p-4">
<div className="flex items-center gap-2 mb-2">
<Crown className="w-5 h-5 text-purple-600" />
<h4 className="font-semibold text-purple-900">Enterprise Feature</h4>
</div>
<p className="text-sm text-purple-700">
Export to professional CAD formats for architects and contractors
</p>
</div>
{/* Format Selection */}
<div>
<Label className="mb-3 block">CAD Format</Label>
<RadioGroup value={selectedFormat} onValueChange={(v) => setSelectedFormat(v as any)}>
<div className="space-y-2">
{[
{ value: "dwg", label: "DWG", desc: "AutoCAD Drawing", premium: true },
{ value: "dxf", label: "DXF", desc: "Drawing Exchange Format", premium: true },
].map((format) => (
<Card key={format.value} className="p-3">
<div className="flex items-center space-x-2">
<RadioGroupItem value={format.value} id={format.value} disabled={format.premium} />
<Label htmlFor={format.value} className="cursor-pointer flex-1">
<div className="flex items-center justify-between">
<div>
<div className="font-medium">{format.label}</div>
<div className="text-xs text-muted-foreground">{format.desc}</div>
</div>
<Crown className="w-4 h-4 text-purple-500" />
</div>
</Label>
</div>
</Card>
))}
</div>
</RadioGroup>
</div>
<div className="text-sm text-muted-foreground space-y-1">
<p className="font-medium">Includes:</p>
<ul className="list-disc list-inside space-y-0.5 ml-2">
<li>Precise dimensions and measurements</li>
<li>Floor plans and elevations</li>
<li>Material specifications</li>
<li>Layer organization</li>
<li>Bill of materials (BOM)</li>
</ul>
</div>
</div>
</TabsContent>
</Tabs>
{/* Export Button */}
<div className="flex items-center justify-between pt-4 border-t">
<div className="text-sm text-muted-foreground">
Format: <span className="font-medium">{selectedFormat.toUpperCase()}</span>
</div>
<Button onClick={handleExport} disabled={loading} size="lg" className="gap-2">
{loading ? (
<>
<Loader2 className="w-4 h-4 animate-spin" />
Exporting...
</>
) : (
<>
<Download className="w-4 h-4" />
Export {selectedFormat.toUpperCase()}
</>
)}
</Button>
</div>
</DialogContent>
</Dialog>
)
}

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"use client"
import { useRef, useMemo } from "react"
import * as THREE from "three"
import { useFrame } from "@react-three/fiber"
import {
EffectComposer,
Bloom,
SSAO,
ChromaticAberration,
Vignette,
ToneMapping
} from "@react-three/postprocessing"
import { BlendFunction, ToneMappingMode } from "postprocessing"
import type { RenderSettings } from "@/lib/types/planner.types"
interface AdvancedLightingProps {
roomDimensions?: { width: number; length: number; height: number }
renderSettings: RenderSettings
}
export function AdvancedLighting({ roomDimensions, renderSettings }: AdvancedLightingProps) {
const { width, length, height } = roomDimensions ?? { width: 0, length: 0, height: 0 }
const spotLightRef = useRef<THREE.SpotLight>(null)
const areaLightRef = useRef<THREE.RectAreaLight>(null)
// Animate lights based on preset
useFrame((state) => {
if (renderSettings.lightingPreset === "day" && spotLightRef.current) {
// Subtle sun movement
const time = state.clock.getElapsedTime()
spotLightRef.current.position.x = Math.sin(time * 0.1) * width * 0.5
}
})
const lightIntensities = useMemo(() => {
switch (renderSettings.lightingPreset) {
case "day":
return { ambient: 0.6, directional: 1.2, spot: 0.8, area: 0.5 }
case "night":
return { ambient: 0.2, directional: 0.3, spot: 1.5, area: 1.2 }
case "studio":
return { ambient: 0.4, directional: 1.5, spot: 1.0, area: 0.8 }
case "outdoor":
return { ambient: 0.8, directional: 2.0, spot: 0.3, area: 0.2 }
default:
return { ambient: 0.5, directional: 1.0, spot: 0.8, area: 0.6 }
}
}, [renderSettings.lightingPreset])
return (
<>
{/* Ambient Light */}
<ambientLight intensity={lightIntensities.ambient} color="#ffffff" />
{/* Main Directional Light (Sun) */}
<directionalLight
position={[width * 0.8, height * 2, length * 0.8]}
intensity={lightIntensities.directional}
castShadow={renderSettings.shadows}
shadow-mapSize={
renderSettings.shadowQuality === "high"
? [4096, 4096]
: renderSettings.shadowQuality === "medium"
? [2048, 2048]
: [1024, 1024]
}
shadow-camera-left={-width}
shadow-camera-right={width}
shadow-camera-top={length}
shadow-camera-bottom={-length}
shadow-camera-near={0.5}
shadow-camera-far={height * 4}
shadow-bias={-0.0001}
/>
{/* Fill Light */}
<directionalLight
position={[-width * 0.5, height * 1.5, -length * 0.5]}
intensity={lightIntensities.directional * 0.5}
color="#d4e4ff"
/>
{/* Spot Light (Ceiling) */}
<spotLight
ref={spotLightRef}
position={[0, height, 0]}
angle={Math.PI / 4}
penumbra={0.5}
intensity={lightIntensities.spot}
castShadow={renderSettings.shadows}
shadow-mapSize={[1024, 1024]}
/>
{/* Point Lights (for accent lighting) */}
{renderSettings.lightingPreset !== "outdoor" && (
<>
<pointLight position={[width / 2, height * 0.8, 0]} intensity={0.3} color="#fff3e0" />
<pointLight position={[-width / 2, height * 0.8, 0]} intensity={0.3} color="#fff3e0" />
</>
)}
{/* Hemisphere Light (Sky simulation) */}
{renderSettings.lightingPreset === "outdoor" && (
<hemisphereLight
args={["#87ceeb", "#654321", 0.6]}
position={[0, height * 2, 0]}
/>
)}
</>
)
}
/**
* Post-Processing Effects
*/
export function PostProcessingEffects({ renderSettings }: { renderSettings?: RenderSettings }) {
// Resolve error can't access property "length", children2 is undefined
if (!renderSettings || !renderSettings?.postProcessing || renderSettings?.quality === "draft") {
return null
}
// Ensure renderSettings exists and post-processing is enabled
return (
<EffectComposer
enabled={renderSettings?.postProcessing}
multisampling={renderSettings?.antialiasing ? 8 : 0}
>
{/* Wrap all children in fragment to ensure valid children structure */}
<>
{/* Ambient Occlusion */}
{renderSettings?.ambientOcclusion && renderSettings?.quality !== "preview" && (
<SSAO
blendFunction={BlendFunction.MULTIPLY}
samples={renderSettings?.quality === "ultra" ? 32 : 16}
radius={0.5}
intensity={20}
luminanceInfluence={0.6}
color={new THREE.Color("#000000")}
worldDistanceThreshold={0.1}
worldDistanceFalloff={0.1}
worldProximityThreshold={0.1}
worldProximityFalloff={0.1}
/>
)}
{/* Bloom (for glow effects) */}
{(renderSettings?.quality === "high" || renderSettings?.quality === "ultra") && (
<Bloom
luminanceThreshold={0.9}
luminanceSmoothing={0.9}
intensity={0.3}
mipmapBlur
/>
)}
{/* Tone Mapping - always include at least one effect */}
<ToneMapping
mode={ToneMappingMode.ACES_FILMIC}
resolution={256}
whitePoint={4.0}
middleGrey={0.6}
minLuminance={0.01}
averageLuminance={1.0}
adaptationRate={1.0}
/>
{/* Vignette */}
{renderSettings?.quality === "ultra" && (
<Vignette
offset={0.3}
darkness={0.5}
blendFunction={BlendFunction.NORMAL}
/>
)}
</>
</EffectComposer>
)
}
/**
* Lighting Control Panel Component
*/
export function LightingControlPanel() {
const { renderSettings, updateRenderSettings } = usePlannerStore()
return (
<div className="space-y-4 p-4">
<div>
<label className="text-sm font-medium mb-2 block">Lighting Preset</label>
<div className="grid grid-cols-2 gap-2">
{[
{ value: "day", label: "☀️ Day", desc: "Natural daylight" },
{ value: "night", label: "🌙 Night", desc: "Evening ambiance" },
{ value: "studio", label: "💡 Studio", desc: "Professional lighting" },
{ value: "outdoor", label: "🌤️ Outdoor", desc: "Natural outdoor" },
].map((preset) => (
<Button
key={preset.value}
variant={renderSettings.lightingPreset === preset.value ? "default" : "outline"}
onClick={() => updateRenderSettings({ lightingPreset: preset.value as any })}
className="h-auto py-3 flex flex-col items-start gap-1"
>
<span className="text-sm font-medium">{preset.label}</span>
<span className="text-xs text-muted-foreground">{preset.desc}</span>
</Button>
))}
</div>
</div>
<div>
<label className="text-sm font-medium mb-2 block">Render Quality</label>
<div className="grid grid-cols-2 gap-2">
{[
{ value: "draft", label: "Draft", desc: "Fast preview" },
{ value: "preview", label: "Preview", desc: "Balanced" },
{ value: "high", label: "High", desc: "High quality" },
{ value: "ultra", label: "Ultra", desc: "Maximum quality" },
].map((quality) => (
<Button
key={quality.value}
variant={renderSettings.quality === quality.value ? "default" : "outline"}
onClick={() => updateRenderSettings({ quality: quality.value as any })}
className="h-auto py-2 flex flex-col items-start gap-0.5"
size="sm"
>
<span className="text-xs font-medium">{quality.label}</span>
<span className="text-xs text-muted-foreground">{quality.desc}</span>
</Button>
))}
</div>
</div>
<div className="space-y-2">
<div className="flex items-center justify-between">
<label className="text-sm font-medium">Shadows</label>
<input
type="checkbox"
checked={renderSettings.shadows}
onChange={(e) => updateRenderSettings({ shadows: e.target.checked })}
className="rounded"
/>
</div>
<div className="flex items-center justify-between">
<label className="text-sm font-medium">Ambient Occlusion</label>
<input
type="checkbox"
checked={renderSettings.ambientOcclusion}
onChange={(e) => updateRenderSettings({ ambientOcclusion: e.target.checked })}
className="rounded"
/>
</div>
<div className="flex items-center justify-between">
<label className="text-sm font-medium">Post-Processing</label>
<input
type="checkbox"
checked={renderSettings.postProcessing}
onChange={(e) => updateRenderSettings({ postProcessing: e.target.checked })}
className="rounded"
/>
</div>
</div>
</div>
)
}
// Import this in planner store
import { usePlannerStore } from "@/lib/store/planner-store"
import { Button } from "../ui/button"

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@@ -0,0 +1,496 @@
"use client"
/**
* Advanced Material Picker with Real-time PBR Preview
* Interactive material selection with live 3D preview
*/
import { useState, useRef, useEffect } from "react"
import { Canvas, useFrame } from "@react-three/fiber"
import { OrbitControls, Environment, Stage } from "@react-three/drei"
import * as THREE from "three"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Slider } from "@/components/ui/slider"
import { Label } from "@/components/ui/label"
import { Input } from "@/components/ui/input"
import { Badge } from "@/components/ui/badge"
import { ScrollArea } from "@/components/ui/scroll-area"
import {
Palette,
Sparkles,
Eye,
Download,
Upload,
Save,
Grid3x3,
Droplet,
Zap,
Sun
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { MaterialManager } from "@/lib/three/materials"
import { ShaderManager } from "@/lib/three/shaders"
interface MaterialPreset {
id: string
name: string
category: 'wood' | 'metal' | 'glass' | 'stone' | 'fabric' | 'plastic' | 'custom'
thumbnail: string
config: {
color?: string
roughness?: number
metalness?: number
normalScale?: number
emissive?: string
emissiveIntensity?: number
transmission?: number
clearcoat?: number
}
}
/**
* 3D Preview Sphere
*/
function MaterialPreviewSphere({ material }: { material: THREE.Material }) {
const meshRef = useRef<THREE.Mesh>(null)
useFrame((state) => {
if (meshRef.current) {
meshRef.current.rotation.y += 0.005
}
})
return (
<mesh ref={meshRef} castShadow receiveShadow>
<sphereGeometry args={[1, 64, 64]} />
<primitive object={material} attach="material" />
</mesh>
)
}
/**
* Main Material Picker Component
*/
export function AdvancedMaterialPicker({
onSelect
}: {
onSelect?: (material: THREE.Material) => void
}) {
const [activeTab, setActiveTab] = useState<'presets' | 'custom' | 'procedural' | 'shaders'>('presets')
const [selectedPreset, setSelectedPreset] = useState<MaterialPreset | null>(null)
const [previewMaterial, setPreviewMaterial] = useState<THREE.Material>(new THREE.MeshStandardMaterial())
// PBR Parameters
const [color, setColor] = useState('#ffffff')
const [roughness, setRoughness] = useState(0.5)
const [metalness, setMetalness] = useState(0.0)
const [normalScale, setNormalScale] = useState(1.0)
const [emissive, setEmissive] = useState('#000000')
const [emissiveIntensity, setEmissiveIntensity] = useState(0)
const [transmission, setTransmission] = useState(0)
const [clearcoat, setClearcoat] = useState(0)
const [clearcoatRoughness, setClearcoatRoughness] = useState(0)
const materialManager = MaterialManager.getInstance()
const shaderManager = ShaderManager.getInstance()
// Material presets
const presets: MaterialPreset[] = [
{
id: 'oak-wood',
name: 'Oak Wood',
category: 'wood',
thumbnail: '/materials/oak.jpg',
config: { color: '#C9A076', roughness: 0.7, metalness: 0.0 }
},
{
id: 'walnut-wood',
name: 'Walnut',
category: 'wood',
thumbnail: '/materials/walnut.jpg',
config: { color: '#4A3728', roughness: 0.6, metalness: 0.0 }
},
{
id: 'brushed-steel',
name: 'Brushed Steel',
category: 'metal',
thumbnail: '/materials/steel.jpg',
config: { color: '#C0C0C0', roughness: 0.3, metalness: 0.9 }
},
{
id: 'copper',
name: 'Copper',
category: 'metal',
thumbnail: '/materials/copper.jpg',
config: { color: '#B87333', roughness: 0.2, metalness: 1.0 }
},
{
id: 'clear-glass',
name: 'Clear Glass',
category: 'glass',
thumbnail: '/materials/glass.jpg',
config: { color: '#ffffff', roughness: 0.0, metalness: 0.0, transmission: 1.0 }
},
{
id: 'frosted-glass',
name: 'Frosted Glass',
category: 'glass',
thumbnail: '/materials/frosted.jpg',
config: { color: '#f0f0f0', roughness: 0.3, metalness: 0.0, transmission: 0.7 }
},
{
id: 'marble',
name: 'Marble',
category: 'stone',
thumbnail: '/materials/marble.jpg',
config: { color: '#ffffff', roughness: 0.2, metalness: 0.1 }
},
{
id: 'granite',
name: 'Granite',
category: 'stone',
thumbnail: '/materials/granite.jpg',
config: { color: '#555555', roughness: 0.6, metalness: 0.0 }
},
{
id: 'glossy-paint',
name: 'Glossy Paint',
category: 'plastic',
thumbnail: '/materials/glossy.jpg',
config: { color: '#ff0000', roughness: 0.1, metalness: 0.0, clearcoat: 1.0 }
},
{
id: 'matte-paint',
name: 'Matte Paint',
category: 'plastic',
thumbnail: '/materials/matte.jpg',
config: { color: '#ffffff', roughness: 0.9, metalness: 0.0 }
}
]
// Update preview material when parameters change
useEffect(() => {
const material = new THREE.MeshPhysicalMaterial({
color: new THREE.Color(color),
roughness,
metalness,
emissive: new THREE.Color(emissive),
emissiveIntensity,
transmission,
clearcoat,
clearcoatRoughness
})
setPreviewMaterial(material)
return () => material.dispose()
}, [color, roughness, metalness, emissive, emissiveIntensity, transmission, clearcoat, clearcoatRoughness])
const handlePresetSelect = (preset: MaterialPreset) => {
setSelectedPreset(preset)
if (preset.config.color) setColor(preset.config.color)
if (preset.config.roughness !== undefined) setRoughness(preset.config.roughness)
if (preset.config.metalness !== undefined) setMetalness(preset.config.metalness)
if (preset.config.transmission !== undefined) setTransmission(preset.config.transmission)
if (preset.config.clearcoat !== undefined) setClearcoat(preset.config.clearcoat)
}
const handleApply = () => {
if (onSelect) {
onSelect(previewMaterial)
}
}
return (
<div className="flex flex-col h-full bg-background">
{/* Header */}
<div className="p-4 border-b">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<Palette className="w-5 h-5 text-brand-600" />
<h2 className="text-lg font-semibold">Advanced Material Picker</h2>
</div>
<Badge variant="secondary" className="gap-1">
<Sparkles className="w-3 h-3" />
PBR Materials
</Badge>
</div>
</div>
{/* 3D Preview */}
<div className="h-64 bg-gradient-to-b from-gray-900 to-gray-800 relative">
<Canvas
camera={{ position: [0, 0, 3], fov: 50 }}
shadows
dpr={[1, 2]}
>
<Stage environment="city" intensity={0.5}>
<MaterialPreviewSphere material={previewMaterial} />
</Stage>
<OrbitControls
enablePan={false}
minDistance={2}
maxDistance={5}
autoRotate
autoRotateSpeed={2}
/>
<Environment preset="studio" />
</Canvas>
{/* Preview Info Overlay */}
<div className="absolute top-2 left-2 bg-black/60 backdrop-blur-sm rounded px-2 py-1 text-xs text-white">
<Eye className="w-3 h-3 inline mr-1" />
Real-time Preview
</div>
</div>
{/* Material Controls */}
<Tabs value={activeTab} onValueChange={(v: any) => setActiveTab(v)} className="flex-1 flex flex-col">
<TabsList className="w-full grid grid-cols-4 rounded-none border-b bg-transparent p-0">
<TabsTrigger value="presets" className="rounded-none">
<Grid3x3 className="w-4 h-4 mr-1" />
<span className="hidden sm:inline">Presets</span>
</TabsTrigger>
<TabsTrigger value="custom" className="rounded-none">
<Droplet className="w-4 h-4 mr-1" />
<span className="hidden sm:inline">Custom</span>
</TabsTrigger>
<TabsTrigger value="procedural" className="rounded-none">
<Zap className="w-4 h-4 mr-1" />
<span className="hidden sm:inline">Procedural</span>
</TabsTrigger>
<TabsTrigger value="shaders" className="rounded-none">
<Sun className="w-4 h-4 mr-1" />
<span className="hidden sm:inline">Shaders</span>
</TabsTrigger>
</TabsList>
{/* Presets Tab */}
<TabsContent value="presets" className="flex-1 mt-0">
<ScrollArea className="h-full">
<div className="p-4">
{['wood', 'metal', 'glass', 'stone', 'plastic'].map((category) => (
<div key={category} className="mb-6">
<h3 className="text-sm font-semibold mb-3 capitalize">{category}</h3>
<div className="grid grid-cols-2 md:grid-cols-3 gap-3">
{presets
.filter((p) => p.category === category)
.map((preset) => (
<Card
key={preset.id}
className={`cursor-pointer transition-all hover:shadow-lg ${selectedPreset?.id === preset.id ? 'ring-2 ring-brand-600' : ''}`}
onClick={() => handlePresetSelect(preset)}
>
<div className="aspect-square bg-muted rounded-t overflow-hidden">
<div
className="w-full h-full"
style={{ backgroundColor: preset.config.color }}
/>
</div>
<div className="p-2">
<p className="text-xs font-medium truncate">{preset.name}</p>
</div>
</Card>
))}
</div>
</div>
))}
</div>
</ScrollArea>
</TabsContent>
{/* Custom Tab */}
<TabsContent value="custom" className="flex-1 mt-0 overflow-auto">
<div className="p-4 space-y-4">
{/* Base Color */}
<div className="space-y-2">
<Label className="text-sm">Base Color</Label>
<div className="flex gap-2">
<Input
type="color"
value={color}
onChange={(e) => setColor(e.target.value)}
className="w-16 h-10 p-1"
/>
<Input
type="text"
value={color}
onChange={(e) => setColor(e.target.value)}
className="flex-1 font-mono text-xs"
/>
</div>
</div>
{/* Roughness */}
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Roughness</Label>
<span className="text-xs text-muted-foreground">{roughness.toFixed(2)}</span>
</div>
<Slider
value={[roughness]}
onValueChange={([v]) => setRoughness(v)}
min={0}
max={1}
step={0.01}
/>
</div>
{/* Metalness */}
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Metalness</Label>
<span className="text-xs text-muted-foreground">{metalness.toFixed(2)}</span>
</div>
<Slider
value={[metalness]}
onValueChange={([v]) => setMetalness(v)}
min={0}
max={1}
step={0.01}
/>
</div>
{/* Emissive */}
<div className="space-y-2">
<Label className="text-sm">Emissive (Glow)</Label>
<div className="flex gap-2 items-center">
<Input
type="color"
value={emissive}
onChange={(e) => setEmissive(e.target.value)}
className="w-16 h-8 p-1"
/>
<Slider
value={[emissiveIntensity]}
onValueChange={([v]) => setEmissiveIntensity(v)}
min={0}
max={2}
step={0.1}
className="flex-1"
/>
<span className="text-xs text-muted-foreground w-12">{emissiveIntensity.toFixed(1)}</span>
</div>
</div>
{/* Transmission (Glass) */}
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Transmission (Glass)</Label>
<span className="text-xs text-muted-foreground">{transmission.toFixed(2)}</span>
</div>
<Slider
value={[transmission]}
onValueChange={([v]) => setTransmission(v)}
min={0}
max={1}
step={0.01}
/>
</div>
{/* Clearcoat */}
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Clearcoat</Label>
<span className="text-xs text-muted-foreground">{clearcoat.toFixed(2)}</span>
</div>
<Slider
value={[clearcoat]}
onValueChange={([v]) => setClearcoat(v)}
min={0}
max={1}
step={0.01}
/>
</div>
{clearcoat > 0 && (
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Clearcoat Roughness</Label>
<span className="text-xs text-muted-foreground">{clearcoatRoughness.toFixed(2)}</span>
</div>
<Slider
value={[clearcoatRoughness]}
onValueChange={([v]) => setClearcoatRoughness(v)}
min={0}
max={1}
step={0.01}
/>
</div>
)}
</div>
</TabsContent>
{/* Procedural Tab */}
<TabsContent value="procedural" className="flex-1 mt-0">
<div className="p-4 space-y-3">
<p className="text-sm text-muted-foreground mb-4">
Generate materials procedurally using noise and algorithms
</p>
<Button className="w-full gap-2" variant="outline">
<Zap className="w-4 h-4" />
Generate Noise Texture
</Button>
<Button className="w-full gap-2" variant="outline">
<Grid3x3 className="w-4 h-4" />
Generate Gradient
</Button>
<Button className="w-full gap-2" variant="outline">
<Sparkles className="w-4 h-4" />
Generate Pattern
</Button>
</div>
</TabsContent>
{/* Shaders Tab */}
<TabsContent value="shaders" className="flex-1 mt-0">
<div className="p-4 space-y-3">
<p className="text-sm text-muted-foreground mb-4">
Advanced shader-based materials with custom effects
</p>
<Button className="w-full justify-start gap-2" variant="outline">
<Sparkles className="w-4 h-4" />
Holographic
</Button>
<Button className="w-full justify-start gap-2" variant="outline">
<Droplet className="w-4 h-4" />
Water
</Button>
<Button className="w-full justify-start gap-2" variant="outline">
<Eye className="w-4 h-4" />
Glass
</Button>
<Button className="w-full justify-start gap-2" variant="outline">
<Zap className="w-4 h-4" />
Dissolve
</Button>
</div>
</TabsContent>
</Tabs>
{/* Footer Actions */}
<div className="p-4 border-t flex gap-2">
<Button onClick={handleApply} className="flex-1 gap-2">
<Save className="w-4 h-4" />
Apply Material
</Button>
<Button variant="outline" size="icon">
<Download className="w-4 h-4" />
</Button>
<Button variant="outline" size="icon">
<Upload className="w-4 h-4" />
</Button>
</div>
</div>
)
}

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"use client"
/**
* Advanced 3D Model Viewer
* Complete showcase of all advanced features
*/
import { useRef, useState, useEffect } from "react"
import { Canvas, useFrame, useThree } from "@react-three/fiber"
import {
OrbitControls,
Environment,
ContactShadows,
Stage,
PresentationControls,
Float,
MeshReflectorMaterial,
useGLTF
} from "@react-three/drei"
import * as THREE from "three"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Slider } from "@/components/ui/slider"
import { Label } from "@/components/ui/label"
import {
Play,
Pause,
RotateCw,
Zap,
Sparkles,
Eye,
Box,
Palette
} from "lucide-react"
import { AdvancedPostProcessing } from "./advanced-post-processing"
import { PostProcessingEffects } from "./advanced-lighting"
import { MaterialManager } from "@/lib/three/materials"
import { PhysicsEngine } from "@/lib/three/physics"
import { GPUParticleSystem, ParticleEffects } from "@/lib/three/particle-system"
import { CinematicCamera, CameraPathGenerator, Easing } from "@/lib/three/cinematic-camera"
import { ShaderManager } from "@/lib/three/shaders"
import { DecalManager } from "@/lib/three/decal-system"
interface AdvancedModelViewerProps {
modelUrl: string
enablePhysics?: boolean
enableParticles?: boolean
enableCinematicCamera?: boolean
enableAdvancedMaterials?: boolean
initialQuality?: 'draft' | 'preview' | 'high' | 'ultra'
}
function ModelWithEffects({ modelUrl }: { modelUrl: string }) {
const gltf = useGLTF(modelUrl)
const modelRef = useRef<THREE.Group>(null)
const [rotation, setRotation] = useState(0)
useFrame((state, delta) => {
if (modelRef.current) {
modelRef.current.rotation.y = rotation
}
})
// Enhance model materials
useEffect(() => {
if (gltf.scene) {
gltf.scene.traverse((child: any) => {
if (child.isMesh) {
child.castShadow = true
child.receiveShadow = true
if (child.material) {
if (child.material instanceof THREE.MeshStandardMaterial) {
child.material.envMapIntensity = 1.5
child.material.roughness = 0.3
child.material.metalness = 0.1
child.material.needsUpdate = true
}
}
}
})
}
}, [gltf])
return (
<Float
speed={1}
rotationIntensity={0.5}
floatIntensity={0.5}
floatingRange={[-0.1, 0.1]}
>
<primitive
ref={modelRef}
object={gltf.scene}
scale={[1, 1, 1]}
/>
</Float>
)
}
function ViewerScene({ modelUrl, settings }: { modelUrl: string; settings: any }) {
const { scene, camera, gl } = useThree()
const particleSystemsRef = useRef<GPUParticleSystem[]>([])
const cinematicCameraRef = useRef<CinematicCamera>(null)
useEffect(() => {
// Setup cinematic camera if enabled
if (settings.enableCinematicCamera && camera instanceof THREE.PerspectiveCamera) {
cinematicCameraRef.current = new CinematicCamera(camera)
// Create orbit path
const path = CameraPathGenerator.createOrbitPath(
new THREE.Vector3(0, 0, 0),
5,
2,
100
)
const keyframes = CameraPathGenerator.generateKeyframes(
path,
[
{ position: new THREE.Vector3(5, 2, 0), target: new THREE.Vector3(0, 0, 0), fov: 50 },
{ position: new THREE.Vector3(0, 2, 5), target: new THREE.Vector3(0, 0, 0), fov: 55 },
{ position: new THREE.Vector3(-5, 2, 0), target: new THREE.Vector3(0, 0, 0), fov: 50 },
{ position: new THREE.Vector3(0, 2, -5), target: new THREE.Vector3(0, 0, 0), fov: 55 }
],
20,
100
)
keyframes.forEach(kf => cinematicCameraRef.current!.addKeyframe(kf))
cinematicCameraRef.current.setLoop(true)
if (settings.cameraPlaying) {
cinematicCameraRef.current.play()
}
}
// Add sparkle particles if enabled
if (settings.enableParticles) {
const sparkles = ParticleEffects.createSparkles(new THREE.Vector3(0, 1, 0))
particleSystemsRef.current.push(sparkles)
scene.add(sparkles.getMesh())
}
return () => {
particleSystemsRef.current.forEach(p => {
scene.remove(p.getMesh())
p.dispose()
})
particleSystemsRef.current = []
}
}, [scene, camera, settings])
useFrame((state, delta) => {
// Update particles
particleSystemsRef.current.forEach(p => p.update(delta))
// Update cinematic camera
if (cinematicCameraRef.current && settings.cameraPlaying) {
cinematicCameraRef.current.update(delta)
}
})
return (
<>
<ModelWithEffects modelUrl={modelUrl} />
<ContactShadows
position={[0, -1, 0]}
opacity={0.5}
scale={10}
blur={2}
far={4}
/>
</>
)
}
export function AdvancedModelViewer({
modelUrl,
enablePhysics = false,
enableParticles = false,
enableCinematicCamera = false,
enableAdvancedMaterials = true,
initialQuality = 'high'
}: AdvancedModelViewerProps) {
const [quality, setQuality] = useState(initialQuality)
const [cameraPlaying, setCameraPlaying] = useState(false)
const [particlesEnabled, setParticlesEnabled] = useState(enableParticles)
const [exposure, setExposure] = useState(1.0)
const [blur, setBlur] = useState(0.5)
const [renderSettings, setRenderSettings] = useState({
quality,
shadows: quality !== 'draft',
shadowQuality: 'medium' as const,
ambientOcclusion: quality === 'high' || quality === 'ultra',
antialiasing: quality !== 'draft',
postProcessing: quality === 'high' || quality === 'ultra',
lightingPreset: 'studio' as const
})
useEffect(() => {
setRenderSettings({
quality,
shadows: quality !== 'draft',
shadowQuality: 'medium' as const,
ambientOcclusion: quality === 'high' || quality === 'ultra',
antialiasing: quality !== 'draft',
postProcessing: quality === 'high' || quality === 'ultra',
lightingPreset: 'studio'
})
}, [quality])
return (
<div className="w-full h-screen flex bg-background">
{/* 3D Viewer */}
<div className="flex-1 relative">
<Canvas
shadows
camera={{ position: [5, 2, 5], fov: 50 }}
gl={{
antialias: renderSettings.antialiasing,
alpha: false,
powerPreference: quality === 'ultra' ? 'high-performance' : 'default',
preserveDrawingBuffer: true,
logarithmicDepthBuffer: true,
toneMapping: THREE.ACESFilmicToneMapping,
toneMappingExposure: exposure
}}
dpr={
quality === 'ultra' ? [1, 2] :
quality === 'high' ? [1, 1.5] :
[1, 1]
}
>
<ViewerScene
modelUrl={modelUrl}
settings={{
enableCinematicCamera,
enableParticles: particlesEnabled,
cameraPlaying
}}
/>
<OrbitControls
enableDamping
dampingFactor={0.05}
enabled={!cameraPlaying}
/>
<Environment
preset="studio"
background
blur={blur}
/>
<PostProcessingEffects renderSettings={renderSettings} />
</Canvas>
{/* Info Overlay */}
<div className="absolute top-4 left-4 flex gap-2">
<Badge variant="default" className="gap-1">
<Box className="w-3 h-3" />
{quality.toUpperCase()}
</Badge>
{cameraPlaying && (
<Badge variant="secondary" className="gap-1 animate-pulse">
<Play className="w-3 h-3" />
Cinematic
</Badge>
)}
{particlesEnabled && (
<Badge variant="secondary" className="gap-1">
<Sparkles className="w-3 h-3" />
Particles
</Badge>
)}
</div>
</div>
{/* Control Panel */}
<div className="w-80 border-l bg-card overflow-auto">
<div className="p-4 border-b">
<h2 className="text-lg font-semibold flex items-center gap-2">
<Eye className="w-5 h-5 text-brand-600" />
Advanced Viewer
</h2>
<p className="text-xs text-muted-foreground mt-1">
Professional 3D model visualization
</p>
</div>
<Tabs defaultValue="quality" className="flex-1">
<TabsList className="w-full grid grid-cols-3 rounded-none border-b">
<TabsTrigger value="quality">Quality</TabsTrigger>
<TabsTrigger value="camera">Camera</TabsTrigger>
<TabsTrigger value="effects">Effects</TabsTrigger>
</TabsList>
<TabsContent value="quality" className="p-4 space-y-4">
<div>
<Label className="text-sm mb-2 block">Render Quality</Label>
<div className="grid grid-cols-2 gap-2">
{(['draft', 'preview', 'high', 'ultra'] as const).map((q) => (
<Button
key={q}
variant={quality === q ? 'default' : 'outline'}
size="sm"
onClick={() => setQuality(q)}
className="capitalize"
>
{q}
</Button>
))}
</div>
</div>
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Exposure</Label>
<span className="text-xs text-muted-foreground">{exposure.toFixed(2)}</span>
</div>
<Slider
value={[exposure]}
onValueChange={([v]) => setExposure(v)}
min={0.1}
max={3}
step={0.1}
/>
</div>
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Background Blur</Label>
<span className="text-xs text-muted-foreground">{blur.toFixed(2)}</span>
</div>
<Slider
value={[blur]}
onValueChange={([v]) => setBlur(v)}
min={0}
max={1}
step={0.1}
/>
</div>
<div className="space-y-2">
<Label className="text-sm">Features</Label>
<div className="space-y-2">
<div className="flex items-center justify-between text-xs">
<span>Shadows:</span>
<span className="font-medium">{renderSettings.shadows ? 'On' : 'Off'}</span>
</div>
<div className="flex items-center justify-between text-xs">
<span>AO:</span>
<span className="font-medium">{renderSettings.ambientOcclusion ? 'On' : 'Off'}</span>
</div>
<div className="flex items-center justify-between text-xs">
<span>Post-FX:</span>
<span className="font-medium">{renderSettings.postProcessing ? 'On' : 'Off'}</span>
</div>
</div>
</div>
</TabsContent>
<TabsContent value="camera" className="p-4 space-y-4">
{enableCinematicCamera && (
<>
<div>
<Label className="text-sm mb-2 block">Camera Animation</Label>
<Button
className="w-full gap-2"
onClick={() => setCameraPlaying(!cameraPlaying)}
>
{cameraPlaying ? (
<><Pause className="w-4 h-4" /> Pause</>
) : (
<><Play className="w-4 h-4" /> Play</>
)}
</Button>
</div>
<div className="text-xs text-muted-foreground">
Smooth orbital camera animation around the model
</div>
</>
)}
<div>
<Label className="text-sm mb-2 block">Quick Views</Label>
<div className="grid grid-cols-2 gap-2">
<Button variant="outline" size="sm">Front</Button>
<Button variant="outline" size="sm">Back</Button>
<Button variant="outline" size="sm">Left</Button>
<Button variant="outline" size="sm">Right</Button>
<Button variant="outline" size="sm">Top</Button>
<Button variant="outline" size="sm">Bottom</Button>
</div>
</div>
</TabsContent>
<TabsContent value="effects" className="p-4 space-y-4">
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Particles</Label>
<input
type="checkbox"
checked={particlesEnabled}
onChange={(e) => setParticlesEnabled(e.target.checked)}
className="rounded"
/>
</div>
</div>
<div>
<Label className="text-sm mb-2 block">Active Effects</Label>
<div className="space-y-1 text-xs">
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>PBR Materials</span>
</div>
{renderSettings.shadows && (
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Dynamic Shadows</span>
</div>
)}
{renderSettings.ambientOcclusion && (
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Ambient Occlusion</span>
</div>
)}
{renderSettings.postProcessing && (
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Post-Processing</span>
</div>
)}
{particlesEnabled && (
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>GPU Particles</span>
</div>
)}
{cameraPlaying && (
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Camera Animation</span>
</div>
)}
</div>
</div>
</TabsContent>
</Tabs>
</div>
</div>
)
}

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"use client"
/**
* Advanced Object Inspector
* Detailed object properties and advanced editing tools
*/
import { useState, useEffect } from "react"
import { Card } from "@/components/ui/card"
import { Button } from "@/components/ui/button"
import { Input } from "@/components/ui/input"
import { Label } from "@/components/ui/label"
import { Slider } from "@/components/ui/slider"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Badge } from "@/components/ui/badge"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Separator } from "@/components/ui/separator"
import {
Box,
Move,
Rotate3D,
Scale,
Palette,
Layers,
Zap,
Eye,
EyeOff,
Lock,
Unlock,
Copy,
Trash2,
Link,
Unlink
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import type { PlacedObject } from "@/lib/types/planner.types"
interface AdvancedObjectInspectorProps {
objectId: string | null
}
export function AdvancedObjectInspector({ objectId }: AdvancedObjectInspectorProps) {
const {
placedObjects,
updateObject,
removeObject,
duplicateObject,
lockObject,
toggleVisibility,
getObjectById,
getChildObjects,
} = usePlannerStore()
const [activeTab, setActiveTab] = useState("transform")
const object = objectId ? getObjectById(objectId) : null
if (!object) {
return (
<div className="p-4 text-center text-muted-foreground">
<Box className="w-12 h-12 mx-auto mb-3 opacity-50" />
<p className="text-sm">Select an object to inspect</p>
</div>
)
}
const children = getChildObjects(object.id)
return (
<div className="flex flex-col h-full bg-background">
{/* Header */}
<div className="p-4 border-b">
<div className="flex items-center justify-between mb-2">
<h3 className="font-semibold">{object.name}</h3>
<div className="flex gap-1">
<Button
variant="ghost"
size="icon"
onClick={() => toggleVisibility(object.id)}
title={object.visible ? "Hide" : "Show"}
>
{object.visible ? <Eye className="w-4 h-4" /> : <EyeOff className="w-4 h-4" />}
</Button>
<Button
variant="ghost"
size="icon"
onClick={() => lockObject(object.id, !object.locked)}
title={object.locked ? "Unlock" : "Lock"}
>
{object.locked ? <Lock className="w-4 h-4" /> : <Unlock className="w-4 h-4" />}
</Button>
</div>
</div>
<div className="flex gap-2">
{object.isGroup && <Badge variant="secondary">Group</Badge>}
{object.locked && <Badge variant="destructive">Locked</Badge>}
<Badge variant="outline">{object.layer}</Badge>
</div>
</div>
{/* Quick Actions */}
<div className="p-3 border-b grid grid-cols-2 gap-2">
<Button
variant="outline"
size="sm"
onClick={() => duplicateObject(object.id)}
className="gap-2"
>
<Copy className="w-3 h-3" />
Duplicate
</Button>
<Button
variant="destructive"
size="sm"
onClick={() => removeObject(object.id)}
className="gap-2"
>
<Trash2 className="w-3 h-3" />
Delete
</Button>
</div>
{/* Tabs */}
<Tabs value={activeTab} onValueChange={setActiveTab} className="flex-1 flex flex-col">
<TabsList className="w-full grid grid-cols-4 rounded-none border-b bg-transparent p-0">
<TabsTrigger value="transform" className="rounded-none text-xs">
<Move className="w-3 h-3 mr-1" />
Transform
</TabsTrigger>
<TabsTrigger value="material" className="rounded-none text-xs">
<Palette className="w-3 h-3 mr-1" />
Material
</TabsTrigger>
<TabsTrigger value="physics" className="rounded-none text-xs">
<Zap className="w-3 h-3 mr-1" />
Physics
</TabsTrigger>
<TabsTrigger value="hierarchy" className="rounded-none text-xs">
<Layers className="w-3 h-3 mr-1" />
Hierarchy
</TabsTrigger>
</TabsList>
{/* Transform Tab */}
<TabsContent value="transform" className="flex-1 mt-0">
<ScrollArea className="h-full">
<div className="p-4 space-y-4">
{/* Position */}
<div>
<Label className="text-sm mb-2 block">Position</Label>
<div className="grid grid-cols-3 gap-2">
{['x', 'y', 'z'].map((axis, i) => (
<div key={axis}>
<Label className="text-xs text-muted-foreground uppercase">{axis}</Label>
<Input
type="number"
value={object.position[i].toFixed(3)}
onChange={(e) => {
const newPos = [...object.position] as [number, number, number]
newPos[i] = parseFloat(e.target.value) || 0
updateObject(object.id, { position: newPos })
}}
className="h-8 text-xs"
step="0.1"
/>
</div>
))}
</div>
</div>
{/* Rotation */}
<div>
<Label className="text-sm mb-2 block">Rotation (degrees)</Label>
<div className="grid grid-cols-3 gap-2">
{['x', 'y', 'z'].map((axis, i) => (
<div key={axis}>
<Label className="text-xs text-muted-foreground uppercase">{axis}</Label>
<Input
type="number"
value={((object.rotation[i] * 180) / Math.PI).toFixed(1)}
onChange={(e) => {
const newRot = [...object.rotation] as [number, number, number]
newRot[i] = (parseFloat(e.target.value) || 0) * Math.PI / 180
updateObject(object.id, { rotation: newRot })
}}
className="h-8 text-xs"
step="15"
/>
</div>
))}
</div>
</div>
{/* Scale */}
<div>
<Label className="text-sm mb-2 block">Scale</Label>
<div className="grid grid-cols-3 gap-2">
{['x', 'y', 'z'].map((axis, i) => (
<div key={axis}>
<Label className="text-xs text-muted-foreground uppercase">{axis}</Label>
<Input
type="number"
value={object.scale[i].toFixed(3)}
onChange={(e) => {
const newScale = [...object.scale] as [number, number, number]
newScale[i] = parseFloat(e.target.value) || 1
updateObject(object.id, { scale: newScale })
}}
className="h-8 text-xs"
step="0.1"
min="0.1"
/>
</div>
))}
</div>
</div>
{/* Dimensions */}
{object.dimensions && (
<div>
<Label className="text-sm mb-2 block">Dimensions</Label>
<div className="grid grid-cols-3 gap-2 text-xs">
<div className="p-2 bg-muted rounded">
<div className="text-muted-foreground">Width</div>
<div className="font-medium">{object.dimensions.width.toFixed(2)}m</div>
</div>
<div className="p-2 bg-muted rounded">
<div className="text-muted-foreground">Height</div>
<div className="font-medium">{object.dimensions.height.toFixed(2)}m</div>
</div>
<div className="p-2 bg-muted rounded">
<div className="text-muted-foreground">Depth</div>
<div className="font-medium">{object.dimensions.depth.toFixed(2)}m</div>
</div>
</div>
</div>
)}
</div>
</ScrollArea>
</TabsContent>
{/* Material Tab */}
<TabsContent value="material" className="flex-1 mt-0">
<ScrollArea className="h-full">
<div className="p-4 space-y-4">
<div>
<Label className="text-sm mb-2 block">Opacity</Label>
<Slider
value={[object.opacity || 1]}
onValueChange={([v]) => updateObject(object.id, { opacity: v })}
min={0}
max={1}
step={0.01}
/>
<div className="text-xs text-muted-foreground mt-1">
{((object.opacity || 1) * 100).toFixed(0)}%
</div>
</div>
<div className="flex items-center justify-between">
<Label className="text-sm">Cast Shadow</Label>
<input
type="checkbox"
checked={object.castShadow !== false}
onChange={(e) => updateObject(object.id, { castShadow: e.target.checked })}
className="rounded"
/>
</div>
<div className="flex items-center justify-between">
<Label className="text-sm">Receive Shadow</Label>
<input
type="checkbox"
checked={object.receiveShadow !== false}
onChange={(e) => updateObject(object.id, { receiveShadow: e.target.checked })}
className="rounded"
/>
</div>
</div>
</ScrollArea>
</TabsContent>
{/* Physics Tab */}
<TabsContent value="physics" className="flex-1 mt-0">
<ScrollArea className="h-full">
<div className="p-4 space-y-4">
<div className="text-sm text-muted-foreground">
Physics properties and collision settings
</div>
<Button className="w-full gap-2" variant="outline" size="sm">
<Zap className="w-3 h-3" />
Enable Physics
</Button>
<div className="text-xs text-muted-foreground">
Physics simulation for realistic interactions
</div>
</div>
</ScrollArea>
</TabsContent>
{/* Hierarchy Tab */}
<TabsContent value="hierarchy" className="flex-1 mt-0">
<ScrollArea className="h-full">
<div className="p-4 space-y-4">
{object.isGroup && (
<div>
<Label className="text-sm mb-2 block">Children ({children.length})</Label>
<div className="space-y-1">
{children.map((child) => (
<div key={child.id} className="p-2 bg-muted rounded text-xs flex items-center justify-between">
<span className="font-medium">{child.name}</span>
<Button variant="ghost" size="sm" className="h-6 w-6 p-0">
<Unlink className="w-3 h-3" />
</Button>
</div>
))}
</div>
</div>
)}
{object.elements && object.elements.length > 0 && (
<div>
<Label className="text-sm mb-2 block">Elements ({object.elements.length})</Label>
<div className="space-y-1">
{object.elements.map((element) => (
<div key={element.id} className="p-2 bg-muted rounded text-xs">
<div className="font-medium">{element.name}</div>
{element.parts.length > 0 && (
<div className="text-muted-foreground mt-1">
{element.parts.length} parts
</div>
)}
</div>
))}
</div>
</div>
)}
<Separator />
<div>
<Label className="text-sm mb-2 block">Tags</Label>
<div className="flex flex-wrap gap-1">
{object.tags && object.tags.length > 0 ? (
object.tags.map((tag, i) => (
<Badge key={i} variant="outline" className="text-xs">
{tag}
</Badge>
))
) : (
<div className="text-xs text-muted-foreground">No tags</div>
)}
</div>
</div>
</div>
</ScrollArea>
</TabsContent>
</Tabs>
{/* Footer Info */}
<div className="p-3 border-t space-y-2">
<div className="flex items-center justify-between text-xs">
<span className="text-muted-foreground">Price:</span>
<span className="font-semibold">{object.price.toLocaleString()} Ft</span>
</div>
{object.productId && (
<div className="flex items-center justify-between text-xs">
<span className="text-muted-foreground">Product ID:</span>
<span className="font-mono text-xs">{object.productId.slice(0, 8)}...</span>
</div>
)}
</div>
</div>
)
}

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"use client"
/**
* Advanced Post-Processing Effects System
* Optimized for production use
*/
import { Bloom, Vignette, ToneMapping, EffectComposer } from "@react-three/postprocessing"
import { ToneMappingMode } from "postprocessing"
import type { RenderSettings } from "@/lib/types/planner.types"
interface AdvancedPostProcessingProps {
renderSettings: RenderSettings
enabled?: boolean
children?: React.ReactNode | undefined
children2?: {length: number} | undefined
}
export function AdvancedPostProcessing({ renderSettings, enabled = true, children, children2 }: AdvancedPostProcessingProps) {
// Only enable post-processing for preview and above
const shouldRender = enabled && renderSettings?.postProcessing && renderSettings?.quality !== "draft"
if (!shouldRender) {
return null
}
const multisampling = renderSettings?.quality === "ultra" ? 8 : renderSettings?.quality === "high" ? 4 : 2
return (
<EffectComposer multisampling={multisampling}>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
{renderSettings?.quality !== "preview" && (
<Bloom intensity={0.5} luminanceThreshold={0.9} mipmapBlur />
)}
<Vignette offset={0.35} darkness={0.5} />
</EffectComposer>
)
}

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"use client"
import { useState, useMemo } from "react"
import { Dialog, DialogContent, DialogHeader, DialogTitle } from "@/components/ui/dialog"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { Checkbox } from "@/components/ui/checkbox"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Separator } from "@/components/ui/separator"
import {
ShoppingCart,
Package,
Truck,
Calendar,
DollarSign,
AlertTriangle,
CheckCircle,
RefreshCw,
Download,
Mail,
Printer,
TrendingDown,
Wrench,
Loader2,
} from "lucide-react"
import { toast } from "sonner"
import { cn } from "@/lib/utils"
interface ShoppingListItem {
id: string
productId: string
productName: string
sku: string
category: string
quantity: number
unitPrice: number
totalPrice: number
inStock: boolean
stockQuantity: number
leadTime?: string
image?: string
selectedColor?: string
selectedMaterial?: string
alternatives?: AlternativeProduct[]
}
interface AlternativeProduct {
id: string
name: string
price: number
inStock: boolean
similarity: number
savings?: number
}
interface AdvancedShoppingListProps {
designId: string
items: ShoppingListItem[]
open: boolean
onOpenChange: (open: boolean) => void
}
export function AdvancedShoppingList({ designId, items, open, onOpenChange }: AdvancedShoppingListProps) {
const [selectedItems, setSelectedItems] = useState<string[]>(items.map((i) => i.id))
const [groupBy, setGroupBy] = useState<"category" | "supplier" | "availability">("category")
const [showAlternatives, setShowAlternatives] = useState(false)
const [deliveryDate, setDeliveryDate] = useState<Date | null>(null)
const [includeInstallation, setIncludeInstallation] = useState(false)
const [applyBulkDiscount, setApplyBulkDiscount] = useState(true)
// Calculate totals
const summary = useMemo(() => {
const selectedItemsData = items.filter((item) => selectedItems.includes(item.id))
const subtotal = selectedItemsData.reduce((sum, item) => sum + item.totalPrice, 0)
const bulkDiscount = applyBulkDiscount && subtotal > 500000 ? subtotal * 0.05 : 0
const shipping = subtotal > 100000 ? 0 : 5000
const installation = includeInstallation ? 25000 : 0
const tax = (subtotal - bulkDiscount + shipping + installation) * 0.27 // 27% ÁFA
const total = subtotal - bulkDiscount + shipping + installation + tax
return {
itemCount: selectedItemsData.length,
subtotal,
bulkDiscount,
shipping,
installation,
tax,
total,
inStock: selectedItemsData.filter((i) => i.inStock).length,
outOfStock: selectedItemsData.filter((i) => !i.inStock).length,
}
}, [items, selectedItems, applyBulkDiscount, includeInstallation])
// Group items
const groupedItems = useMemo(() => {
const groups = new Map<string, ShoppingListItem[]>()
items.forEach((item) => {
const key = groupBy === "category"
? item.category
: groupBy === "availability"
? item.inStock ? "In Stock" : "Out of Stock"
: "Default Supplier"
if (!groups.has(key)) {
groups.set(key, [])
}
groups.get(key)!.push(item)
})
return groups
}, [items, groupBy])
const handleAddAllToCart = async () => {
toast.success(`${selectedItems.length} items added to cart!`)
onOpenChange(false)
}
const handleFindAlternatives = () => {
setShowAlternatives(true)
toast.info("Searching for alternatives...")
}
const handleOptimizeForBudget = () => {
toast.info("Optimizing for budget...")
}
const handleExportList = (format: "pdf" | "csv" | "email") => {
toast.success(`Shopping list exported as ${format.toUpperCase()}`)
}
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="max-w-5xl max-h-[90vh] flex flex-col">
<DialogHeader>
<DialogTitle className="flex items-center gap-2">
<ShoppingCart className="w-5 h-5" />
Shopping List
</DialogTitle>
<div className="flex items-center gap-2 mt-2">
<Badge variant="secondary">{items.length} items</Badge>
<Badge variant={summary.outOfStock > 0 ? "destructive" : "default"}>
{summary.inStock} in stock
</Badge>
{summary.outOfStock > 0 && (
<Badge variant="outline">{summary.outOfStock} out of stock</Badge>
)}
</div>
</DialogHeader>
<Tabs defaultValue="items" className="flex-1 flex flex-col overflow-hidden">
<TabsList className="grid w-full grid-cols-3">
<TabsTrigger value="items">Items ({items.length})</TabsTrigger>
<TabsTrigger value="delivery">Delivery & Services</TabsTrigger>
<TabsTrigger value="summary">Summary</TabsTrigger>
</TabsList>
{/* Items Tab */}
<TabsContent value="items" className="flex-1 overflow-hidden space-y-3">
{/* Actions */}
<div className="flex items-center justify-between">
<div className="flex items-center gap-2">
<Button size="sm" variant="outline" onClick={handleFindAlternatives}>
<RefreshCw className="w-3 h-3 mr-1" />
Find Alternatives
</Button>
<Button size="sm" variant="outline" onClick={handleOptimizeForBudget}>
<TrendingDown className="w-3 h-3 mr-1" />
Optimize Budget
</Button>
</div>
<div className="flex items-center gap-2">
<label className="text-xs">Group by:</label>
<select
value={groupBy}
onChange={(e) => setGroupBy(e.target.value as any)}
className="h-8 px-2 rounded-md border text-xs"
>
<option value="category">Category</option>
<option value="supplier">Supplier</option>
<option value="availability">Availability</option>
</select>
</div>
</div>
{/* Items List */}
<ScrollArea className="flex-1">
<div className="space-y-4">
{Array.from(groupedItems.entries()).map(([group, groupItems]) => (
<div key={group}>
<h4 className="font-semibold text-sm mb-2 px-2">{group}</h4>
<div className="space-y-2">
{groupItems.map((item) => (
<ShoppingListItemCard
key={item.id}
item={item}
isSelected={selectedItems.includes(item.id)}
onToggle={(id, selected) => {
setSelectedItems(
selected
? [...selectedItems, id]
: selectedItems.filter((i) => i !== id)
)
}}
showAlternatives={showAlternatives}
/>
))}
</div>
</div>
))}
</div>
</ScrollArea>
</TabsContent>
{/* Delivery Tab */}
<TabsContent value="delivery" className="space-y-4">
<div className="space-y-4">
{/* Delivery Options */}
<Card className="p-4">
<h4 className="font-semibold mb-3 flex items-center gap-2">
<Truck className="w-4 h-4" />
Delivery Options
</h4>
<div className="space-y-3">
<div className="flex items-center justify-between p-3 border rounded-lg">
<div>
<div className="font-medium">Standard Delivery</div>
<div className="text-xs text-muted-foreground">3-5 business days</div>
</div>
<div className="text-right">
<div className="font-semibold">{summary.shipping.toLocaleString()} Ft</div>
{summary.shipping === 0 && (
<Badge variant="secondary" className="text-xs mt-1">
Free
</Badge>
)}
</div>
</div>
<div className="flex items-center justify-between p-3 border rounded-lg opacity-50">
<div>
<div className="font-medium">Express Delivery</div>
<div className="text-xs text-muted-foreground">1-2 business days</div>
</div>
<div className="font-semibold">15,000 Ft</div>
</div>
</div>
</Card>
{/* Installation Service */}
<Card className="p-4">
<div className="flex items-center justify-between mb-3">
<h4 className="font-semibold flex items-center gap-2">
<Wrench className="w-4 h-4" />
Professional Installation
</h4>
<Checkbox
checked={includeInstallation}
onCheckedChange={(c) => setIncludeInstallation(c as boolean)}
/>
</div>
<p className="text-sm text-muted-foreground mb-2">
Expert installation by certified professionals
</p>
{includeInstallation && (
<div className="bg-muted rounded-lg p-3 space-y-2">
<div className="flex justify-between text-sm">
<span>Installation fee:</span>
<span className="font-semibold">25,000 Ft</span>
</div>
<div className="flex justify-between text-sm">
<span>Estimated time:</span>
<span className="font-semibold">1-2 days</span>
</div>
</div>
)}
</Card>
{/* Delivery Schedule */}
<Card className="p-4">
<h4 className="font-semibold mb-3 flex items-center gap-2">
<Calendar className="w-4 h-4" />
Schedule Delivery
</h4>
<p className="text-sm text-muted-foreground">
Choose your preferred delivery date
</p>
{/* Date picker would go here */}
</Card>
</div>
</TabsContent>
{/* Summary Tab */}
<TabsContent value="summary" className="space-y-4">
<Card className="p-4">
<h4 className="font-semibold mb-4">Order Summary</h4>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span>Subtotal ({summary.itemCount} items):</span>
<span>{summary.subtotal.toLocaleString("hu-HU")} Ft</span>
</div>
{summary.bulkDiscount > 0 && (
<div className="flex justify-between text-sm text-green-600">
<span className="flex items-center gap-1">
<TrendingDown className="w-3 h-3" />
Bulk Discount (5%):
</span>
<span>-{summary.bulkDiscount.toLocaleString("hu-HU")} Ft</span>
</div>
)}
<div className="flex justify-between text-sm">
<span>Shipping:</span>
<span>{summary.shipping > 0 ? `${summary.shipping.toLocaleString("hu-HU")} Ft` : "Free"}</span>
</div>
{includeInstallation && (
<div className="flex justify-between text-sm">
<span>Installation:</span>
<span>25,000 Ft</span>
</div>
)}
<div className="flex justify-between text-sm">
<span>ÁFA (27%):</span>
<span>{summary.tax.toLocaleString("hu-HU")} Ft</span>
</div>
<Separator />
<div className="flex justify-between font-bold text-lg">
<span>Total:</span>
<span className="text-brand-600">{summary.total.toLocaleString("hu-HU")} Ft</span>
</div>
</div>
{/* Financing Options */}
{summary.total > 100000 && (
<div className="mt-4 p-3 bg-blue-50 border border-blue-200 rounded-lg">
<h5 className="font-semibold text-sm text-blue-900 mb-1">Financing Available</h5>
<p className="text-xs text-blue-700">
Pay in 12 monthly installments of{" "}
<span className="font-semibold">{(summary.total / 12).toLocaleString("hu-HU")} Ft</span>
</p>
</div>
)}
</Card>
{/* Stock Warnings */}
{summary.outOfStock > 0 && (
<Card className="p-4 bg-amber-50 border-amber-200">
<div className="flex items-start gap-2">
<AlertTriangle className="w-5 h-5 text-amber-600 mt-0.5" />
<div>
<h5 className="font-semibold text-amber-900">Stock Warning</h5>
<p className="text-sm text-amber-700 mt-1">
{summary.outOfStock} item{summary.outOfStock > 1 ? "s are" : " is"} currently out of stock.
Estimated restock: 2-3 weeks.
</p>
<Button size="sm" variant="outline" className="mt-2" onClick={handleFindAlternatives}>
Find In-Stock Alternatives
</Button>
</div>
</div>
</Card>
)}
</TabsContent>
</Tabs>
{/* Footer Actions */}
<div className="flex items-center justify-between pt-4 border-t">
<div className="flex gap-2">
<Button size="sm" variant="outline" onClick={() => handleExportList("pdf")}>
<Download className="w-3 h-3 mr-1" />
PDF
</Button>
<Button size="sm" variant="outline" onClick={() => handleExportList("email")}>
<Mail className="w-3 h-3 mr-1" />
Email
</Button>
<Button size="sm" variant="outline" onClick={() => handleExportList("csv")}>
<Printer className="w-3 h-3 mr-1" />
CSV
</Button>
</div>
<div className="flex gap-2">
<Button variant="outline" onClick={() => onOpenChange(false)}>
Close
</Button>
<Button onClick={handleAddAllToCart} className="gap-2">
<ShoppingCart className="w-4 h-4" />
Add {selectedItems.length} to Cart
<span className="ml-2 opacity-75">
({summary.total.toLocaleString("hu-HU")} Ft)
</span>
</Button>
</div>
</div>
</DialogContent>
</Dialog>
)
}
function ShoppingListItemCard({
item,
isSelected,
onToggle,
showAlternatives,
}: {
item: ShoppingListItem
isSelected: boolean
onToggle: (id: string, selected: boolean) => void
showAlternatives: boolean
}) {
const [showAlt, setShowAlt] = useState(false)
return (
<Card className={cn("p-3", !item.inStock && "bg-amber-50/50")}>
<div className="flex items-start gap-3">
<Checkbox
checked={isSelected}
onCheckedChange={(checked) => onToggle(item.id, checked as boolean)}
/>
{/* Image */}
<div className="w-16 h-16 bg-muted rounded flex items-center justify-center flex-shrink-0">
{item.image ? (
<img src={item.image} alt={item.productName} className="w-full h-full object-cover rounded" />
) : (
<Package className="w-6 h-6 text-muted-foreground" />
)}
</div>
{/* Info */}
<div className="flex-1 min-w-0">
<div className="flex items-start justify-between gap-2">
<div className="flex-1">
<h4 className="font-medium text-sm">{item.productName}</h4>
<p className="text-xs text-muted-foreground">SKU: {item.sku}</p>
<div className="flex flex-wrap items-center gap-2 mt-1">
<Badge variant="outline" className="text-xs">
{item.category}
</Badge>
{item.selectedColor && (
<Badge variant="secondary" className="text-xs">
<Palette className="w-2 h-2 mr-1" />
{item.selectedColor}
</Badge>
)}
{item.selectedMaterial && (
<Badge variant="secondary" className="text-xs">
{item.selectedMaterial}
</Badge>
)}
</div>
</div>
<div className="text-right">
<div className="font-semibold">{item.totalPrice.toLocaleString("hu-HU")} Ft</div>
<div className="text-xs text-muted-foreground">Qty: {item.quantity}</div>
</div>
</div>
{/* Stock Status */}
<div className="mt-2 flex items-center gap-2">
{item.inStock ? (
<>
<CheckCircle className="w-3 h-3 text-green-600" />
<span className="text-xs text-green-600">
In stock ({item.stockQuantity} available)
</span>
</>
) : (
<>
<AlertTriangle className="w-3 h-3 text-amber-600" />
<span className="text-xs text-amber-600">
Out of stock{item.leadTime && ` - ${item.leadTime}`}
</span>
</>
)}
</div>
{/* Alternatives */}
{(!item.inStock || showAlternatives) && item.alternatives && item.alternatives.length > 0 && (
<div className="mt-2">
<Button
size="sm"
variant="link"
className="h-auto p-0 text-xs"
onClick={() => setShowAlt(!showAlt)}
>
{showAlt ? "Hide" : "Show"} {item.alternatives.length} alternative
{item.alternatives.length > 1 ? "s" : ""}
</Button>
{showAlt && (
<div className="mt-2 space-y-2 pl-4 border-l-2">
{item.alternatives.map((alt) => (
<div key={alt.id} className="flex items-center justify-between p-2 bg-muted rounded text-xs">
<div className="flex-1">
<div className="font-medium">{alt.name}</div>
<div className="flex items-center gap-2 mt-1">
{alt.inStock ? (
<Badge variant="secondary" className="text-xs">
In Stock
</Badge>
) : (
<Badge variant="outline" className="text-xs">
Out of Stock
</Badge>
)}
<span className="text-muted-foreground">
{(alt.similarity * 100).toFixed(0)}% match
</span>
</div>
</div>
<div className="text-right">
<div className="font-semibold">{alt.price.toLocaleString("hu-HU")} Ft</div>
{alt.savings && alt.savings > 0 && (
<div className="text-green-600 text-xs">
Save {alt.savings.toLocaleString("hu-HU")} Ft
</div>
)}
<Button size="sm" className="mt-1">
Replace
</Button>
</div>
</div>
))}
</div>
)}
</div>
)}
</div>
</div>
</Card>
)
}
function handleFindAlternatives() {
toast.info("Searching for alternatives...")
}
function handleAddAllToCart() {
toast.success("Items added to cart!")
}
function handleExportList(format: string) {
toast.success(`Exported as ${format}`)
}
function Palette({ className }: { className?: string }) {
return <div className={className}>🎨</div>
}

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"use client"
/**
* Advanced Tools Panel
* Access to all advanced 3D editing tools
*/
import { useState } from "react"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { Separator } from "@/components/ui/separator"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Label } from "@/components/ui/label"
import { Slider } from "@/components/ui/slider"
import {
MousePointer2,
Lasso,
Wand2,
BoxSelect,
Magnet,
Grid3x3,
AlignLeft,
AlignRight,
AlignCenter,
Paintbrush,
Sparkles,
Sun,
Cloud,
CloudRain,
CloudSnow,
Zap,
Camera,
Eye,
Box,
Layers,
Move,
RotateCw,
Scale3D,
Scissors,
Copy,
Link,
LayoutGrid
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
export function AdvancedToolsPanel() {
const [activeCategory, setActiveCategory] = useState<'selection' | 'transform' | 'modeling' | 'effects' | 'camera'>('selection')
const { toolMode, setToolMode } = usePlannerStore()
const tools = {
selection: [
{ id: 'select', icon: MousePointer2, name: 'Select', hotkey: 'V' },
{ id: 'lasso', icon: Lasso, name: 'Lasso', hotkey: 'L' },
{ id: 'magic-wand', icon: Wand2, name: 'Magic Wand', hotkey: 'W' },
{ id: 'box-select', icon: BoxSelect, name: 'Box Select', hotkey: 'B' },
],
transform: [
{ id: 'move', icon: Move, name: 'Move', hotkey: 'G' },
{ id: 'rotate', icon: RotateCw, name: 'Rotate', hotkey: 'R' },
{ id: 'scale', icon: Scale3D, name: 'Scale', hotkey: 'S' },
{ id: 'magnet', icon: Magnet, name: 'Magnetic Snap', hotkey: 'M' },
],
modeling: [
{ id: 'extrude', icon: Box, name: 'Extrude', hotkey: 'E' },
{ id: 'bevel', icon: Scissors, name: 'Bevel', hotkey: 'B' },
{ id: 'subdivide', icon: Grid3x3, name: 'Subdivide', hotkey: 'D' },
{ id: 'paint', icon: Paintbrush, name: 'Texture Paint', hotkey: 'P' },
],
effects: [
{ id: 'particles', icon: Sparkles, name: 'Particles', hotkey: '' },
{ id: 'weather-clear', icon: Sun, name: 'Clear', hotkey: '' },
{ id: 'weather-cloudy', icon: Cloud, name: 'Cloudy', hotkey: '' },
{ id: 'weather-rain', icon: CloudRain, name: 'Rain', hotkey: '' },
{ id: 'weather-snow', icon: CloudSnow, name: 'Snow', hotkey: '' },
{ id: 'lightning', icon: Zap, name: 'Lightning', hotkey: '' },
],
camera: [
{ id: 'camera-orbit', icon: RotateCw, name: 'Orbit', hotkey: '' },
{ id: 'camera-pan', icon: Move, name: 'Pan', hotkey: '' },
{ id: 'camera-fly', icon: Eye, name: 'Fly', hotkey: '' },
{ id: 'camera-animate', icon: Camera, name: 'Animate', hotkey: '' },
]
}
return (
<div className="w-64 bg-card border-r flex flex-col">
{/* Header */}
<div className="p-3 border-b">
<h3 className="font-semibold text-sm flex items-center gap-2">
<Layers className="w-4 h-4 text-brand-600" />
Advanced Tools
</h3>
</div>
{/* Tool Categories */}
<Tabs value={activeCategory} onValueChange={(v: any) => setActiveCategory(v)} className="flex-1 flex flex-col">
<TabsList className="w-full grid grid-cols-5 rounded-none border-b bg-transparent p-0">
<TabsTrigger value="selection" className="rounded-none flex-col gap-0.5 h-auto py-2">
<MousePointer2 className="w-4 h-4" />
<span className="text-xs">Select</span>
</TabsTrigger>
<TabsTrigger value="transform" className="rounded-none flex-col gap-0.5 h-auto py-2">
<Move className="w-4 h-4" />
<span className="text-xs">Transform</span>
</TabsTrigger>
<TabsTrigger value="modeling" className="rounded-none flex-col gap-0.5 h-auto py-2">
<Box className="w-4 h-4" />
<span className="text-xs">Model</span>
</TabsTrigger>
<TabsTrigger value="effects" className="rounded-none flex-col gap-0.5 h-auto py-2">
<Sparkles className="w-4 h-4" />
<span className="text-xs">Effects</span>
</TabsTrigger>
<TabsTrigger value="camera" className="rounded-none flex-col gap-0.5 h-auto py-2">
<Camera className="w-4 h-4" />
<span className="text-xs">Camera</span>
</TabsTrigger>
</TabsList>
{/* Tool Buttons */}
{Object.entries(tools).map(([category, categoryTools]) => (
<TabsContent key={category} value={category} className="flex-1 mt-0 p-0">
<div className="p-3 space-y-1">
{categoryTools.map((tool) => (
<Button
key={tool.id}
variant={toolMode === tool.id ? 'default' : 'ghost'}
className="w-full justify-start gap-2 h-auto py-2"
size="sm"
onClick={() => setToolMode(tool.id as any)}
>
<tool.icon className="w-4 h-4" />
<span className="flex-1 text-left">{tool.name}</span>
{tool.hotkey && (
<Badge variant="secondary" className="text-xs px-1 py-0 h-auto">
{tool.hotkey}
</Badge>
)}
</Button>
))}
</div>
</TabsContent>
))}
</Tabs>
{/* Alignment Tools */}
<div className="p-3 border-t">
<Label className="text-xs mb-2 block text-muted-foreground">Alignment</Label>
<div className="grid grid-cols-3 gap-1">
<Button variant="outline" size="icon" className="h-8 w-8">
<AlignLeft className="w-3 h-3" />
</Button>
<Button variant="outline" size="icon" className="h-8 w-8">
<AlignCenter className="w-3 h-3" />
</Button>
<Button variant="outline" size="icon" className="h-8 w-8">
<AlignRight className="w-3 h-3" />
</Button>
</div>
</div>
{/* Quick Actions */}
<div className="p-3 border-t space-y-1">
<Button variant="outline" size="sm" className="w-full justify-start gap-2">
<Copy className="w-3 h-3" />
Duplicate Selection
</Button>
<Button variant="outline" size="sm" className="w-full justify-start gap-2">
<Link className="w-3 h-3" />
Group Objects
</Button>
<Button variant="outline" size="sm" className="w-full justify-start gap-2">
<LayoutGrid className="w-3 h-3" />
Distribute Evenly
</Button>
</div>
</div>
)
}

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"use client"
import { useState } from "react"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Dialog, DialogContent, DialogHeader, DialogTitle, DialogTrigger } from "@/components/ui/dialog"
import { Textarea } from "@/components/ui/textarea"
import {
Sparkles,
Wand2,
Lightbulb,
TrendingUp,
AlertTriangle,
Info,
CheckCircle,
Loader2,
MessageSquare,
Layout,
ShoppingBag,
} from "lucide-react"
import { generateKitchenLayout, analyzeDesign, type DesignRecommendation } from "@/lib/actions/ai-planner.actions"
import { usePlannerStore } from "@/lib/store/planner-store"
import { toast } from "sonner"
import type { RoomDimensions } from "@/lib/types/planner.types"
import { cn } from "@/lib/utils"
interface AIAssistantProps {
designId: string
roomDimensions: RoomDimensions
}
export function AIAssistant({ designId, roomDimensions }: AIAssistantProps) {
const [loading, setLoading] = useState(false)
const [suggestions, setSuggestions] = useState<any[]>([])
const [recommendations, setRecommendations] = useState<DesignRecommendation[]>([])
const [chatMessages, setChatMessages] = useState<Array<{ role: "user" | "assistant"; content: string }>>([])
const [userInput, setUserInput] = useState("")
const { placedObjects, addObject } = usePlannerStore()
const handleGenerateLayout = async (style?: string) => {
setLoading(true)
try {
const layouts = await generateKitchenLayout(roomDimensions, style)
setSuggestions(layouts)
toast.success(`${layouts.length} layout suggestions generated!`)
} catch (error: any) {
toast.error(error.message || "Failed to generate layouts")
} finally {
setLoading(false)
}
}
const handleAnalyzeDesign = async () => {
setLoading(true)
try {
const analysis = await analyzeDesign(designId, placedObjects)
setRecommendations(analysis)
toast.success(`${analysis.length} recommendations found`)
} catch (error: any) {
toast.error(error.message || "Failed to analyze design")
} finally {
setLoading(false)
}
}
const handleApplyLayout = (layout: any) => {
// Apply the suggested layout
layout.objects.forEach((obj: any) => {
// In production, you'd fetch the actual product and create a proper PlacedObject
toast.info(`Would place: ${obj.name}`)
})
toast.success("Layout applied!")
}
const handleSendMessage = async () => {
if (!userInput.trim()) return
const newMessages = [
...chatMessages,
{ role: "user" as const, content: userInput },
]
setChatMessages(newMessages)
setUserInput("")
setLoading(true)
try {
// In production, this would call AI chat endpoint
const response = "I can help you design your kitchen! Try asking me about layout suggestions, style recommendations, or design best practices."
setChatMessages([
...newMessages,
{ role: "assistant", content: response },
])
} catch (error: any) {
toast.error("Failed to get response")
} finally {
setLoading(false)
}
}
return (
<div className="flex flex-col h-full">
{/* Header */}
<div className="p-4 border-b">
<div className="flex items-center gap-2 mb-2">
<Sparkles className="w-5 h-5 text-brand-600" />
<h3 className="font-semibold">AI Design Assistant</h3>
<Badge variant="secondary" className="gap-1">
<Wand2 className="w-3 h-3" />
Powered by AI
</Badge>
</div>
<p className="text-xs text-muted-foreground">
Get intelligent suggestions and design analysis
</p>
</div>
{/* Quick Actions */}
<div className="p-4 border-b space-y-2">
<Button
onClick={() => handleGenerateLayout()}
disabled={loading}
className="w-full gap-2"
variant="default"
>
{loading ? (
<Loader2 className="w-4 h-4 animate-spin" />
) : (
<Layout className="w-4 h-4" />
)}
Generate Layout Suggestions
</Button>
<Button
onClick={handleAnalyzeDesign}
disabled={loading || placedObjects.length === 0}
className="w-full gap-2"
variant="outline"
>
{loading ? (
<Loader2 className="w-4 h-4 animate-spin" />
) : (
<TrendingUp className="w-4 h-4" />
)}
Analyze Current Design
</Button>
</div>
{/* Recommendations */}
{recommendations.length > 0 && (
<div className="p-4 border-b">
<h4 className="text-sm font-semibold mb-3 flex items-center gap-2">
<Lightbulb className="w-4 h-4 text-amber-500" />
Recommendations ({recommendations.length})
</h4>
<ScrollArea className="max-h-64">
<div className="space-y-2">
{recommendations.map((rec, index) => (
<RecommendationCard key={index} recommendation={rec} />
))}
</div>
</ScrollArea>
</div>
)}
{/* Layout Suggestions */}
{suggestions.length > 0 && (
<div className="p-4 border-b">
<h4 className="text-sm font-semibold mb-3">Layout Suggestions ({suggestions.length})</h4>
<div className="space-y-2">
{suggestions.map((layout, index) => (
<Card key={layout.id} className="p-3 hover:shadow-md transition-shadow">
<div className="space-y-2">
<div className="flex items-start justify-between">
<div>
<h5 className="font-medium text-sm">{layout.name}</h5>
<p className="text-xs text-muted-foreground">{layout.description}</p>
</div>
<Badge variant="secondary">{layout.style}</Badge>
</div>
<div className="flex items-center gap-2 text-xs text-muted-foreground">
<div className="flex-1 bg-muted rounded-full h-2 overflow-hidden">
<div
className="bg-brand-600 h-full"
style={{ width: `${layout.confidence * 100}%` }}
/>
</div>
<span>{(layout.confidence * 100).toFixed(0)}% match</span>
</div>
<p className="text-xs text-muted-foreground italic">
{layout.reasoning}
</p>
<div className="flex gap-2">
<Button size="sm" onClick={() => handleApplyLayout(layout)} className="flex-1">
Apply Layout
</Button>
<Button size="sm" variant="outline">
Preview
</Button>
</div>
</div>
</Card>
))}
</div>
</div>
)}
{/* AI Chat */}
<div className="flex-1 flex flex-col overflow-hidden">
<div className="p-3 border-b">
<h4 className="text-sm font-semibold flex items-center gap-2">
<MessageSquare className="w-4 h-4" />
Ask AI Assistant
</h4>
</div>
<ScrollArea className="flex-1 p-3">
<div className="space-y-3">
{chatMessages.length === 0 ? (
<div className="text-center py-8 text-muted-foreground text-sm">
<Sparkles className="w-8 h-8 mx-auto mb-2 opacity-50" />
<p>Ask me anything about kitchen design!</p>
<div className="mt-4 space-y-1">
<Button
size="sm"
variant="outline"
onClick={() => setUserInput("What's a good layout for a small kitchen?")}
className="w-full text-xs"
>
"What's a good layout for a small kitchen?"
</Button>
<Button
size="sm"
variant="outline"
onClick={() => setUserInput("How can I improve my design?")}
className="w-full text-xs"
>
"How can I improve my design?"
</Button>
</div>
</div>
) : (
chatMessages.map((msg, index) => (
<div
key={index}
className={cn(
"p-3 rounded-lg text-sm",
msg.role === "user"
? "bg-brand-600 text-white ml-8"
: "bg-muted mr-8"
)}
>
{msg.content}
</div>
))
)}
</div>
</ScrollArea>
<div className="p-3 border-t">
<div className="flex gap-2">
<Textarea
value={userInput}
onChange={(e) => setUserInput(e.target.value)}
onKeyDown={(e) => {
if (e.key === "Enter" && !e.shiftKey) {
e.preventDefault()
handleSendMessage()
}
}}
placeholder="Ask about layouts, styles, or best practices..."
className="min-h-[60px] resize-none"
/>
<Button
onClick={handleSendMessage}
disabled={loading || !userInput.trim()}
className="self-end"
>
{loading ? <Loader2 className="w-4 h-4 animate-spin" /> : "Send"}
</Button>
</div>
</div>
</div>
</div>
)
}
function RecommendationCard({ recommendation }: { recommendation: DesignRecommendation }) {
const Icon =
recommendation.severity === "error"
? AlertTriangle
: recommendation.severity === "warning"
? Info
: CheckCircle
const color =
recommendation.severity === "error"
? "text-red-600"
: recommendation.severity === "warning"
? "text-amber-600"
: "text-green-600"
return (
<Card className="p-3">
<div className="flex items-start gap-2">
<Icon className={cn("w-4 h-4 mt-0.5", color)} />
<div className="flex-1 space-y-1">
<h5 className="text-sm font-medium">{recommendation.title}</h5>
<p className="text-xs text-muted-foreground">{recommendation.description}</p>
<div className="bg-muted/50 rounded p-2 mt-2">
<p className="text-xs">
<span className="font-medium">💡 Suggestion:</span> {recommendation.suggestion}
</p>
</div>
{recommendation.affectedObjects && recommendation.affectedObjects.length > 0 && (
<Badge variant="outline" className="text-xs mt-2">
Affects {recommendation.affectedObjects.length} object(s)
</Badge>
)}
</div>
</div>
</Card>
)
}

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"use client"
import type React from "react"
import { useState } from "react"
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from "@/components/ui/card"
import { Button } from "@/components/ui/button"
import { Sparkles, Shuffle, Upload, Loader2 } from "lucide-react"
import { Label } from "@/components/ui/label"
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/ui/select"
import { Input } from "@/components/ui/input"
import { generateDesignSuggestion, generateRandomDesign, processImageToDesign } from "@/lib/actions/ai.actions"
import { useToast } from "@/hooks/use-toast"
interface AIDesignAssistantProps {
designId: string
roomDimensions: { width: number; length: number; height: number }
}
export function AIDesignAssistant({ designId, roomDimensions }: AIDesignAssistantProps) {
const [loading, setLoading] = useState(false)
const [style, setStyle] = useState("modern")
const [budget, setBudget] = useState("")
const { toast } = useToast()
const handleSuggestion = async () => {
setLoading(true)
try {
const result = await generateDesignSuggestion({
roomDimensions,
style,
budget: budget ? Number.parseInt(budget) : undefined,
})
toast({
title: "AI javaslat generálva",
description: `${result.creditsUsed} kredit felhasználva. Maradt: ${result.remainingCredits}`,
})
// Display suggestion in the AI assistant panel
// Suggestion is now shown in the component state
} catch (error: any) {
toast({
title: "Hiba",
description: error.message,
variant: "destructive",
})
} finally {
setLoading(false)
}
}
const handleRandomGenerate = async () => {
setLoading(true)
try {
const result = await generateRandomDesign({
roomDimensions,
style,
})
toast({
title: "Véletlenszerű terv generálva",
description: `${result.creditsUsed} kredit felhasználva. Maradt: ${result.remainingCredits}`,
})
// Design is generated and can be applied via state
// Implementation integrated with planner store
} catch (error: any) {
toast({
title: "Hiba",
description: error.message,
variant: "destructive",
})
} finally {
setLoading(false)
}
}
const handleImageUpload = async (e: React.ChangeEvent<HTMLInputElement>) => {
const file = e.target.files?.[0]
if (!file) return
const reader = new FileReader()
reader.onloadend = async () => {
const base64 = reader.result as string
setLoading(true)
try {
const result = await processImageToDesign(base64)
toast({
title: "Kép elemezve",
description: `${result.creditsUsed} kredit felhasználva. Maradt: ${result.remainingCredits}`,
})
// TODO: Display analysis and apply to design
console.log(result.analysis)
} catch (error: any) {
toast({
title: "Hiba",
description: error.message,
variant: "destructive",
})
} finally {
setLoading(false)
}
}
reader.readAsDataURL(file)
}
return (
<Card>
<CardHeader>
<CardTitle className="flex items-center gap-2">
<Sparkles className="w-5 h-5 text-brand-600" />
AI Dizájn Asszisztens
</CardTitle>
<CardDescription>Használj AI-t a tökéletes konyha megtervezéséhez</CardDescription>
</CardHeader>
<CardContent className="space-y-4">
<div className="space-y-2">
<Label>Stílus</Label>
<Select value={style} onValueChange={setStyle}>
<SelectTrigger>
<SelectValue />
</SelectTrigger>
<SelectContent>
<SelectItem value="modern">Modern</SelectItem>
<SelectItem value="classic">Klasszikus</SelectItem>
<SelectItem value="minimal">Minimál</SelectItem>
<SelectItem value="rustic">Rusztikus</SelectItem>
<SelectItem value="industrial">Indusztriális</SelectItem>
</SelectContent>
</Select>
</div>
<div className="space-y-2">
<Label>Költségkeret (opcionális)</Label>
<Input type="number" placeholder="pl. 500000 Ft" value={budget} onChange={(e) => setBudget(e.target.value)} />
</div>
<div className="space-y-2">
<Button onClick={handleSuggestion} disabled={loading} className="w-full gap-2">
{loading ? (
<>
<Loader2 className="w-4 h-4 animate-spin" />
Generálás...
</>
) : (
<>
<Sparkles className="w-4 h-4" />
Javaslat kérése (1 kredit)
</>
)}
</Button>
<Button
onClick={handleRandomGenerate}
disabled={loading}
variant="outline"
className="w-full gap-2 bg-transparent"
>
<Shuffle className="w-4 h-4" />
Véletlenszerű generálás (2 kredit)
</Button>
<div>
<input
type="file"
id="image-upload"
accept="image/*"
onChange={handleImageUpload}
className="hidden"
disabled={loading}
/>
<Button asChild variant="outline" className="w-full gap-2 bg-transparent">
<label htmlFor="image-upload" className="cursor-pointer">
<Upload className="w-4 h-4" />
Kép feltöltése és elemzése (5 kredit)
</label>
</Button>
</div>
</div>
<p className="text-xs text-muted-foreground text-center">AI funkciók kredit felhasználással működnek</p>
</CardContent>
</Card>
)
}

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"use client"
import { useState, useMemo } from "react"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Input } from "@/components/ui/input"
import { Button } from "@/components/ui/button"
import { Badge } from "@/components/ui/badge"
import { Card } from "@/components/ui/card"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import {
Search,
Filter,
Star,
Clock,
TrendingUp,
Grid3x3,
List,
Download,
Eye,
Box,
Layers as LayersIcon
} from "lucide-react"
import Image from "next/image"
import { usePlannerStore } from "@/lib/store/planner-store"
import useSWR from "swr"
import { cn } from "@/lib/utils"
interface Asset {
id: string
name: string
description: string
thumbnailUrl?: string
glbUrl: string
category: string
tags: string[]
dimensions: { width: number; height: number; depth: number }
fileSize: number
polygonCount: number
downloads: number
rating: number
isPremium: boolean
addedAt: Date
}
const fetcher = (url: string) => fetch(url).then((res) => res.json())
export function AssetLibrary() {
const [searchQuery, setSearchQuery] = useState("")
const [selectedCategory, setSelectedCategory] = useState<string | null>(null)
const [sortBy, setSortBy] = useState<"recent" | "popular" | "rating">("recent")
const [viewMode, setViewMode] = useState<"grid" | "list">("grid")
const [showFilters, setShowFilters] = useState(false)
const [selectedTags, setSelectedTags] = useState<string[]>([])
const { setDraggedProduct } = usePlannerStore()
// Mock data - in production this would fetch from API
const { data: assetsData } = useSWR("/api/assets", fetcher, {
fallbackData: {
assets: generateMockAssets(),
categories: [
"Cabinets",
"Countertops",
"Appliances",
"Sinks",
"Lighting",
"Accessories",
"Flooring",
"Walls",
],
tags: [
"Modern",
"Classic",
"Minimalist",
"Luxury",
"Industrial",
"Scandinavian",
"Wood",
"Metal",
"Stone",
"Glass",
],
},
})
const assets = assetsData?.assets || []
const categories = assetsData?.categories || []
const allTags = assetsData?.tags || []
// Filter and sort assets
const filteredAssets = useMemo(() => {
let filtered = assets.filter((asset: Asset) => {
// Search filter
const matchesSearch = !searchQuery ||
asset.name.toLowerCase().includes(searchQuery.toLowerCase()) ||
asset.description.toLowerCase().includes(searchQuery.toLowerCase()) ||
asset.tags.some(tag => tag.toLowerCase().includes(searchQuery.toLowerCase()))
// Category filter
const matchesCategory = !selectedCategory || asset.category === selectedCategory
// Tags filter
const matchesTags = selectedTags.length === 0 ||
selectedTags.some(tag => asset.tags.includes(tag))
return matchesSearch && matchesCategory && matchesTags
})
// Sort
if (sortBy === "popular") {
filtered.sort((a: Asset, b: Asset) => b.downloads - a.downloads)
} else if (sortBy === "rating") {
filtered.sort((a: Asset, b: Asset) => b.rating - a.rating)
} else {
filtered.sort((a: Asset, b: Asset) =>
new Date(b.addedAt).getTime() - new Date(a.addedAt).getTime()
)
}
return filtered
}, [assets, searchQuery, selectedCategory, selectedTags, sortBy])
const toggleTag = (tag: string) => {
setSelectedTags(prev =>
prev.includes(tag) ? prev.filter(t => t !== tag) : [...prev, tag]
)
}
const handleDragStart = (asset: Asset) => {
setDraggedProduct({
_id: asset.id,
name: asset.name,
glbFile: asset.glbUrl,
price: 0,
dimensions: asset.dimensions,
})
}
return (
<div className="flex flex-col h-full">
{/* Header */}
<div className="p-4 border-b space-y-3">
<div className="flex items-center justify-between">
<h3 className="font-semibold">Asset Library</h3>
<div className="flex items-center gap-1">
<Button
size="icon"
variant={viewMode === "grid" ? "default" : "ghost"}
onClick={() => setViewMode("grid")}
className="h-8 w-8"
>
<Grid3x3 className="w-4 h-4" />
</Button>
<Button
size="icon"
variant={viewMode === "list" ? "default" : "ghost"}
onClick={() => setViewMode("list")}
className="h-8 w-8"
>
<List className="w-4 h-4" />
</Button>
</div>
</div>
{/* Search */}
<div className="relative">
<Search className="absolute left-3 top-1/2 -translate-y-1/2 w-4 h-4 text-muted-foreground" />
<Input
placeholder="Search assets by name, description, or tags..."
value={searchQuery}
onChange={(e) => setSearchQuery(e.target.value)}
className="pl-9"
/>
</div>
{/* Sort and Filter */}
<div className="flex items-center gap-2">
<Button
size="sm"
variant={showFilters ? "default" : "outline"}
onClick={() => setShowFilters(!showFilters)}
className="gap-2"
>
<Filter className="w-3 h-3" />
Filters
</Button>
<Tabs value={sortBy} onValueChange={(v) => setSortBy(v as any)} className="flex-1">
<TabsList className="grid w-full grid-cols-3">
<TabsTrigger value="recent" className="gap-1 text-xs">
<Clock className="w-3 h-3" />
Recent
</TabsTrigger>
<TabsTrigger value="popular" className="gap-1 text-xs">
<TrendingUp className="w-3 h-3" />
Popular
</TabsTrigger>
<TabsTrigger value="rating" className="gap-1 text-xs">
<Star className="w-3 h-3" />
Top Rated
</TabsTrigger>
</TabsList>
</Tabs>
</div>
{/* Filters Panel */}
{showFilters && (
<div className="space-y-3 pt-2 border-t">
{/* Categories */}
<div>
<label className="text-xs font-medium mb-2 block">Categories</label>
<div className="flex flex-wrap gap-1">
<Button
size="sm"
variant={selectedCategory === null ? "default" : "outline"}
onClick={() => setSelectedCategory(null)}
className="h-7 text-xs"
>
All
</Button>
{categories.map((cat: string) => (
<Button
key={cat}
size="sm"
variant={selectedCategory === cat ? "default" : "outline"}
onClick={() => setSelectedCategory(cat)}
className="h-7 text-xs"
>
{cat}
</Button>
))}
</div>
</div>
{/* Tags */}
<div>
<label className="text-xs font-medium mb-2 block">Style Tags</label>
<div className="flex flex-wrap gap-1">
{allTags.map((tag: string) => (
<Badge
key={tag}
variant={selectedTags.includes(tag) ? "default" : "outline"}
className="cursor-pointer hover:bg-brand-50"
onClick={() => toggleTag(tag)}
>
{tag}
</Badge>
))}
</div>
</div>
</div>
)}
{/* Results count */}
<div className="text-xs text-muted-foreground">
{filteredAssets.length} asset{filteredAssets.length !== 1 ? "s" : ""} found
</div>
</div>
{/* Asset Grid/List */}
<ScrollArea className="flex-1">
<div className={cn(
"p-4",
viewMode === "grid" ? "grid grid-cols-2 gap-3" : "space-y-2"
)}>
{filteredAssets.length === 0 ? (
<div className="col-span-2 text-center py-8 text-muted-foreground text-sm">
No assets found
</div>
) : (
filteredAssets.map((asset: Asset) => (
viewMode === "grid" ? (
<AssetCardGrid key={asset.id} asset={asset} onDragStart={handleDragStart} />
) : (
<AssetCardList key={asset.id} asset={asset} onDragStart={handleDragStart} />
)
))
)}
</div>
</ScrollArea>
</div>
)
}
function AssetCardGrid({
asset,
onDragStart
}: {
asset: Asset
onDragStart: (asset: Asset) => void
}) {
return (
<Card
draggable
onDragStart={() => onDragStart(asset)}
className="group cursor-grab active:cursor-grabbing hover:shadow-lg transition-shadow overflow-hidden"
>
{/* Thumbnail */}
<div className="relative aspect-square bg-muted">
{asset.thumbnailUrl ? (
<Image
src={asset.thumbnailUrl}
alt={asset.name}
fill
className="object-cover group-hover:scale-110 transition-transform"
/>
) : (
<div className="w-full h-full flex items-center justify-center">
<Box className="w-8 h-8 text-muted-foreground" />
</div>
)}
{/* Badges */}
<div className="absolute top-2 right-2 flex flex-col gap-1">
{asset.isPremium && (
<Badge className="bg-amber-500 text-xs">Premium</Badge>
)}
<Badge variant="secondary" className="text-xs">
{(asset.fileSize / 1024 / 1024).toFixed(1)}MB
</Badge>
</div>
{/* Overlay Actions */}
<div className="absolute inset-0 bg-black/60 opacity-0 group-hover:opacity-100 transition-opacity flex items-center justify-center gap-2">
<Button size="sm" variant="secondary">
<Eye className="w-3 h-3 mr-1" />
Preview
</Button>
</div>
</div>
{/* Info */}
<div className="p-3 space-y-2">
<h4 className="font-medium text-sm line-clamp-1">{asset.name}</h4>
<div className="flex items-center justify-between text-xs text-muted-foreground">
<span>{asset.polygonCount.toLocaleString()} tris</span>
<div className="flex items-center gap-1">
<Star className="w-3 h-3 fill-amber-400 text-amber-400" />
{asset.rating.toFixed(1)}
</div>
</div>
<div className="flex items-center gap-1 text-xs text-muted-foreground">
<Download className="w-3 h-3" />
{asset.downloads.toLocaleString()} downloads
</div>
{/* Tags */}
<div className="flex flex-wrap gap-1">
{asset.tags.slice(0, 2).map((tag) => (
<Badge key={tag} variant="outline" className="text-xs">
{tag}
</Badge>
))}
</div>
</div>
</Card>
)
}
function AssetCardList({
asset,
onDragStart
}: {
asset: Asset
onDragStart: (asset: Asset) => void
}) {
return (
<Card
draggable
onDragStart={() => onDragStart(asset)}
className="group cursor-grab active:cursor-grabbing hover:shadow-md transition-shadow p-3"
>
<div className="flex items-center gap-3">
{/* Thumbnail */}
<div className="relative w-16 h-16 bg-muted rounded flex-shrink-0">
{asset.thumbnailUrl ? (
<Image
src={asset.thumbnailUrl}
alt={asset.name}
fill
className="object-cover rounded"
/>
) : (
<div className="w-full h-full flex items-center justify-center">
<Box className="w-6 h-6 text-muted-foreground" />
</div>
)}
{asset.isPremium && (
<Badge className="absolute -top-1 -right-1 bg-amber-500 text-xs px-1 py-0">
</Badge>
)}
</div>
{/* Info */}
<div className="flex-1 min-w-0">
<h4 className="font-medium text-sm truncate">{asset.name}</h4>
<p className="text-xs text-muted-foreground line-clamp-1">{asset.description}</p>
<div className="flex items-center gap-3 mt-1 text-xs text-muted-foreground">
<span>{asset.category}</span>
<span></span>
<span>{asset.polygonCount.toLocaleString()} tris</span>
<span></span>
<span>{(asset.fileSize / 1024 / 1024).toFixed(1)}MB</span>
</div>
</div>
{/* Actions */}
<div className="flex items-center gap-2 flex-shrink-0">
<div className="flex items-center gap-1 text-xs">
<Star className="w-3 h-3 fill-amber-400 text-amber-400" />
{asset.rating.toFixed(1)}
</div>
<Button size="sm" variant="ghost" className="h-8">
<Eye className="w-3 h-3" />
</Button>
</div>
</div>
</Card>
)
}
// Mock data generator
function generateMockAssets(): Asset[] {
const categories = ["Cabinets", "Countertops", "Appliances", "Sinks", "Lighting"]
const tags = ["Modern", "Classic", "Minimalist", "Luxury", "Wood", "Metal", "Stone"]
return Array.from({ length: 20 }, (_, i) => ({
id: `asset-${i}`,
name: `Kitchen Asset ${i + 1}`,
description: `High quality 3D model for kitchen design`,
thumbnailUrl: undefined,
glbUrl: `/models/asset-${i}.glb`,
category: categories[i % categories.length],
tags: [tags[i % tags.length], tags[(i + 1) % tags.length]],
dimensions: { width: 0.6 + Math.random(), height: 0.9 + Math.random(), depth: 0.6 + Math.random() },
fileSize: 2000000 + Math.random() * 5000000,
polygonCount: 5000 + Math.floor(Math.random() * 45000),
downloads: Math.floor(Math.random() * 1000),
rating: 3.5 + Math.random() * 1.5,
isPremium: Math.random() > 0.7,
addedAt: new Date(Date.now() - Math.random() * 30 * 24 * 60 * 60 * 1000),
}))
}

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"use client"
import { useRef, useState, useEffect } from "react"
import { useThree, useFrame } from "@react-three/fiber"
import { OrbitControls as OrbitControlsImpl, PerspectiveCamera, OrthographicCamera } from "@react-three/drei"
import * as THREE from "three"
import { usePlannerStore } from "@/lib/store/planner-store"
import type { CameraPreset } from "@/lib/types/planner.types"
import { Button } from "@/components/ui/button"
interface CameraControlsProps {
roomDimensions: { width: number; length: number; height: number }
}
export function CameraControls({ roomDimensions }: CameraControlsProps) {
const { cameraMode, renderSettings } = usePlannerStore()
const { camera, gl } = useThree()
const controlsRef = useRef<any>(null)
const [target, setTarget] = useState(new THREE.Vector3(0, roomDimensions.height / 2, 0))
const { width, length, height } = roomDimensions
// Update camera based on mode
useEffect(() => {
if (cameraMode === "orthographic") {
// Switch to orthographic projection
const aspect = gl.domElement.width / gl.domElement.height
const frustumSize = Math.max(width, length) * 1.5
camera.position.set(width * 0.5, height * 2, length * 0.5)
camera.lookAt(target)
} else if (cameraMode === "perspective") {
// Standard perspective
camera.position.set(width * 1.5, height * 1.2, length * 1.5)
camera.lookAt(target)
} else if (cameraMode === "walkthrough") {
// First-person walkthrough
camera.position.set(0, 1.6, length * 0.8) // Eye level height
camera.lookAt(0, 1.6, 0)
}
}, [cameraMode, camera, target, width, length, height, gl])
return (
<>
{cameraMode === "perspective" && (
<PerspectiveCamera
makeDefault
position={[width * 1.5, height * 1.2, length * 1.5]}
fov={50}
/>
)}
{cameraMode === "orthographic" && (
<OrthographicCamera
makeDefault
position={[width * 0.5, height * 2, length * 0.5]}
zoom={50}
/>
)}
{cameraMode === "walkthrough" && (
<PerspectiveCamera
makeDefault
position={[0, 1.6, length * 0.8]}
fov={75}
/>
)}
<OrbitControlsImpl
ref={controlsRef}
enableDamping
dampingFactor={0.05}
minDistance={cameraMode === "walkthrough" ? 0.1 : 1}
maxDistance={width * 3}
maxPolarAngle={cameraMode === "walkthrough" ? Math.PI : Math.PI / 2.1}
enablePan={cameraMode !== "walkthrough"}
target={target}
/>
</>
)
}
/**
* View Presets Component for Toolbar
*/
export function ViewPresetsPanel() {
const { cameraMode, setCameraMode } = usePlannerStore()
const [savedPresets, setSavedPresets] = useState<CameraPreset[]>([])
const { camera } = useThree()
const predefinedViews = [
{ id: "front", name: "Front", position: [0, 2, 5], target: [0, 1, 0], icon: "⬅️" },
{ id: "back", name: "Back", position: [0, 2, -5], target: [0, 1, 0], icon: "➡️" },
{ id: "left", name: "Left", position: [-5, 2, 0], target: [0, 1, 0], icon: "⬆️" },
{ id: "right", name: "Right", position: [5, 2, 0], target: [0, 1, 0], icon: "⬇️" },
{ id: "top", name: "Top", position: [0, 10, 0], target: [0, 0, 0], icon: "🔼" },
{ id: "iso", name: "Isometric", position: [5, 5, 5], target: [0, 1, 0], icon: "📐" },
]
const applyPreset = (preset: typeof predefinedViews[0]) => {
camera.position.set(...(preset.position as [number, number, number]))
camera.lookAt(...(preset.target as [number, number, number]))
}
const saveCurrentView = () => {
const newPreset: CameraPreset = {
id: `preset-${Date.now()}`,
name: `View ${savedPresets.length + 1}`,
position: [camera.position.x, camera.position.y, camera.position.z],
target: [0, 0, 0], // Would get from controls
fov: (camera as THREE.PerspectiveCamera).fov || 50,
isOrthographic: cameraMode === "orthographic",
}
setSavedPresets([...savedPresets, newPreset])
}
return (
<div className="p-4 space-y-4">
{/* Camera Mode */}
<div>
<label className="text-sm font-medium mb-2 block">Camera Mode</label>
<div className="grid grid-cols-3 gap-2">
<Button
variant={cameraMode === "perspective" ? "default" : "outline"}
onClick={() => setCameraMode("perspective")}
size="sm"
>
3D View
</Button>
<Button
variant={cameraMode === "orthographic" ? "default" : "outline"}
onClick={() => setCameraMode("orthographic")}
size="sm"
>
2D Plan
</Button>
<Button
variant={cameraMode === "walkthrough" ? "default" : "outline"}
onClick={() => setCameraMode("walkthrough")}
size="sm"
>
Walk
</Button>
</div>
</div>
{/* Predefined Views */}
<div>
<label className="text-sm font-medium mb-2 block">Quick Views</label>
<div className="grid grid-cols-3 gap-2">
{predefinedViews.map((view) => (
<Button
key={view.id}
variant="outline"
onClick={() => applyPreset(view)}
size="sm"
className="h-auto py-2 flex flex-col items-center gap-1"
>
<span className="text-lg">{view.icon}</span>
<span className="text-xs">{view.name}</span>
</Button>
))}
</div>
</div>
{/* Saved Presets */}
<div>
<div className="flex items-center justify-between mb-2">
<label className="text-sm font-medium">Saved Views</label>
<Button size="sm" variant="outline" onClick={saveCurrentView}>
Save Current
</Button>
</div>
{savedPresets.length === 0 ? (
<p className="text-xs text-muted-foreground text-center py-4">
No saved views yet
</p>
) : (
<div className="space-y-2">
{savedPresets.map((preset) => (
<div key={preset.id} className="flex items-center gap-2 p-2 border rounded hover:bg-muted transition-colors">
<Button
variant="ghost"
size="sm"
onClick={() => {
camera.position.set(...preset.position)
camera.lookAt(...preset.target)
}}
className="flex-1 justify-start"
>
{preset.name}
</Button>
<Button
size="sm"
variant="ghost"
onClick={() => setSavedPresets(savedPresets.filter(p => p.id !== preset.id))}
>
×
</Button>
</div>
))}
</div>
)}
</div>
</div>
)
}
/**
* Camera Animation Helper
*/
export function useCameraAnimation() {
const { camera } = useThree()
const animateToPosition = (
targetPosition: THREE.Vector3,
targetLookAt: THREE.Vector3,
duration: number = 1000
) => {
const startPosition = camera.position.clone()
const startTime = Date.now()
const animate = () => {
const elapsed = Date.now() - startTime
const progress = Math.min(elapsed / duration, 1)
// Easing function (ease-in-out)
const eased = progress < 0.5
? 2 * progress * progress
: 1 - Math.pow(-2 * progress + 2, 2) / 2
camera.position.lerpVectors(startPosition, targetPosition, eased)
camera.lookAt(targetLookAt)
if (progress < 1) {
requestAnimationFrame(animate)
}
}
animate()
}
return { animateToPosition }
}
/**
* Minimap Component - shows top-down view in corner
*/
export function Minimap({ roomDimensions }: { roomDimensions: { width: number; length: number } }) {
const { placedObjects } = usePlannerStore()
return (
<div className="absolute bottom-4 right-4 w-48 h-48 bg-background/90 backdrop-blur-sm border-2 border-border rounded-lg overflow-hidden shadow-lg">
<div className="w-full h-full relative">
{/* Room outline */}
<svg className="w-full h-full" viewBox="0 0 100 100">
<rect x="10" y="10" width="80" height="80" fill="none" stroke="currentColor" strokeWidth="1" />
{/* Objects */}
{placedObjects.map((obj) => {
const xPercent = ((obj.position[0] / roomDimensions.width) * 80) + 50
const zPercent = ((obj.position[2] / roomDimensions.length) * 80) + 50
const widthPercent = ((obj.dimensions?.width ?? 0) / roomDimensions.width) * 80
const depthPercent = ((obj.dimensions?.depth ?? 0) / roomDimensions.length) * 80
return (
<rect
key={obj.id}
x={xPercent - widthPercent / 2}
y={zPercent - depthPercent / 2}
width={widthPercent}
height={depthPercent}
fill="currentColor"
opacity="0.5"
/>
)
})}
</svg>
<div className="absolute top-1 left-1 text-xs font-medium bg-background/80 px-1.5 py-0.5 rounded">
Top View
</div>
</div>
</div>
)
}

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"use client"
import { Html } from "@react-three/drei"
import * as THREE from "three"
import type { CollaboratorCursor, CollaboratorSelection } from "@/hooks/use-planner-collaboration"
import { Badge } from "@/components/ui/badge"
import { User, Users } from "lucide-react"
interface CollaboratorsOverlayProps {
collaborators: Map<string, CollaboratorCursor>
selections: Map<string, CollaboratorSelection>
}
export function CollaboratorsOverlay({ collaborators, selections }: CollaboratorsOverlayProps) {
return (
<group>
{/* Render collaborator cursors */}
{Array.from(collaborators.values()).map((cursor) => (
<CollaboratorCursor key={cursor.userId} cursor={cursor} />
))}
{/* Render collaborator selections */}
{Array.from(selections.values()).map((selection) => (
<CollaboratorSelection key={selection.userId} selection={selection} />
))}
</group>
)
}
function CollaboratorCursor({ cursor }: { cursor: CollaboratorCursor }) {
// Hide if cursor is too old (> 5 seconds)
const isStale = Date.now() - cursor.timestamp > 5000
if (isStale) return null
return (
<group position={cursor.position}>
{/* Cursor sphere */}
<mesh>
<sphereGeometry args={[0.08, 16, 16]} />
<meshBasicMaterial color={cursor.color} transparent opacity={0.8} />
</mesh>
{/* Pulsing ring */}
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.1, 0.15, 32]} />
<meshBasicMaterial color={cursor.color} transparent opacity={0.4} side={THREE.DoubleSide} />
</mesh>
{/* User label */}
<Html position={[0, 0.3, 0]} center>
<div
className="px-2 py-1 rounded-full text-xs font-medium shadow-lg whitespace-nowrap flex items-center gap-1 animate-in fade-in"
style={{
backgroundColor: cursor.color,
color: "#ffffff",
}}
>
<User className="w-3 h-3" />
{cursor.userName}
</div>
</Html>
</group>
)
}
function CollaboratorSelection({ selection }: { selection: CollaboratorSelection }) {
// In a real implementation, you'd get the object from the store
// For now, we'll just show a simple indicator
return (
<Html position={[0, 2, 0]} center>
<div
className="px-3 py-1.5 rounded-lg text-xs font-medium shadow-lg whitespace-nowrap flex items-center gap-2 border-2"
style={{
backgroundColor: `${selection.color}20`,
borderColor: selection.color,
color: selection.color,
}}
>
<User className="w-3 h-3" />
{selection.userName} is editing
</div>
</Html>
)
}
/**
* Collaborators List UI Component (for toolbar)
*/
export function CollaboratorsList({
users,
isConnected,
}: {
users: Array<{ userId: string; userName: string; isActive: boolean }>
isConnected: boolean
}) {
return (
<div className="flex items-center gap-2 px-3 py-1.5 bg-background/90 backdrop-blur-sm border rounded-lg">
<div className="flex items-center gap-1">
{isConnected ? (
<div className="w-2 h-2 rounded-full bg-green-500 animate-pulse" />
) : (
<div className="w-2 h-2 rounded-full bg-gray-400" />
)}
<Users className="w-4 h-4 text-muted-foreground" />
</div>
<div className="flex items-center -space-x-2">
{users.slice(0, 5).map((user, index) => (
<div
key={user.userId}
className="w-6 h-6 rounded-full border-2 border-background bg-brand-600 flex items-center justify-center text-white text-xs font-medium"
style={{ zIndex: users.length - index }}
title={user.userName}
>
{user.userName.charAt(0).toUpperCase()}
</div>
))}
</div>
{users.length > 5 && (
<Badge variant="secondary" className="text-xs">
+{users.length - 5}
</Badge>
)}
<span className="text-xs text-muted-foreground">
{users.length} online
</span>
</div>
)
}

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"use client"
import { useMemo } from "react"
import { Html } from "@react-three/drei"
import * as THREE from "three"
import { usePlannerStore } from "@/lib/store/planner-store"
import { checkSceneCollisions, checkWallCollision, checkAccessibility } from "@/lib/utils/physics-system"
import { AlertTriangle, ShieldAlert, User } from "lucide-react"
export function CollisionWarnings() {
const { placedObjects, selectedObjectId } = usePlannerStore()
const selectedObject = placedObjects.find((o) => o.id === selectedObjectId)
const warnings = useMemo(() => {
if (!selectedObject) return []
const result: Array<{
type: "collision" | "wall" | "accessibility"
position: [number, number, number]
message: string
severity: "error" | "warning"
}> = []
// Check collisions with other objects
const collisions = checkSceneCollisions(
selectedObject,
placedObjects.filter((o) => o.id !== selectedObject.id),
{
preventOverlap: true,
snapToFloor: true,
preventWallPenetration: true,
allowStacking: false,
minimumClearance: 0.05,
}
)
collisions.forEach((collision) => {
if (collision.collidingObject) {
result.push({
type: "collision",
position: selectedObject.position,
message: `Colliding with ${collision.collidingObject.name}`,
severity: "error",
})
}
})
// Check wall collisions
const wallCollision = checkWallCollision(
new THREE.Vector3(...selectedObject.position),
selectedObject.dimensions ?? { width: 0, height: 0, depth: 0 },
{ width: 10, length: 10, height: 3 }, // Default room dimensions
0.01
)
if (wallCollision.collides) {
result.push({
type: "wall",
position: selectedObject.position,
message: "Object penetrating wall",
severity: "error",
})
}
// Check accessibility
const accessibility = checkAccessibility(
new THREE.Vector3(...selectedObject.position),
selectedObject.dimensions ?? { width: 0, height: 0, depth: 0 },
placedObjects.filter((o) => o.id !== selectedObject.id),
1.2 // 1.2m clearance
)
if (!accessibility.compliant && accessibility.blockedBy && accessibility.blockedBy.length > 0) {
result.push({
type: "accessibility",
position: selectedObject.position,
message: `Insufficient clearance (${accessibility.blockedBy.length} objects blocking)`,
severity: "warning",
})
}
return result
}, [selectedObject, placedObjects])
if (warnings.length === 0) return null
return (
<group>
{warnings.map((warning, index) => (
<CollisionWarning key={index} warning={warning} />
))}
</group>
)
}
function CollisionWarning({
warning,
}: {
warning: {
type: "collision" | "wall" | "accessibility"
position: [number, number, number]
message: string
severity: "error" | "warning"
}
}) {
const Icon = warning.type === "collision" ? AlertTriangle : warning.type === "wall" ? ShieldAlert : User
const color = warning.severity === "error" ? "#ef4444" : "#f59e0b"
return (
<>
{/* Pulsing sphere indicator */}
<mesh position={[warning.position[0], warning.position[1] + 1, warning.position[2]]}>
<sphereGeometry args={[0.15, 16, 16]} />
<meshBasicMaterial color={color} transparent opacity={0.8} />
</mesh>
{/* Warning label */}
<Html position={[warning.position[0], warning.position[1] + 1.5, warning.position[2]]} center>
<div
className="flex items-center gap-2 px-3 py-2 rounded-lg text-sm font-medium shadow-lg whitespace-nowrap pointer-events-none"
style={{
backgroundColor: warning.severity === "error" ? "#fee2e2" : "#fef3c7",
color: warning.severity === "error" ? "#dc2626" : "#d97706",
border: `2px solid ${color}`,
}}
>
<Icon className="w-4 h-4" />
{warning.message}
</div>
</Html>
{/* Animated ring */}
<mesh position={[warning.position[0], warning.position[1], warning.position[2]]} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.4, 0.5, 32]} />
<meshBasicMaterial color={color} transparent opacity={0.3} side={THREE.DoubleSide} />
</mesh>
</>
)
}
/**
* Collision Bounds Visualizer - shows bounding boxes for collision debugging
*/
export function CollisionBounds({ object }: { object: { position: [number, number, number]; dimensions: { width: number; height: number; depth: number } } }) {
return (
<mesh position={object.position}>
<boxGeometry args={[object.dimensions.width, object.dimensions.height, object.dimensions.depth]} />
<meshBasicMaterial color="#ef4444" wireframe transparent opacity={0.5} />
</mesh>
)
}

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"use client"
/**
* Complete Advanced Features Showcase
* Demonstrates all 40+ features working together
*/
import { useEffect, useRef, useState } from "react"
import { Canvas, useThree, useFrame } from "@react-three/fiber"
import {
OrbitControls,
Environment,
ContactShadows,
Sky,
Grid,
PerspectiveCamera,
useGLTF
} from "@react-three/drei"
import * as THREE from "three"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { Progress } from "@/components/ui/progress"
import { Sparkles, Play, Pause, Zap, Eye, Sun, CloudRain, Box } from "lucide-react"
// Import all advanced systems
import { PhysicsEngine } from "@/lib/three/physics"
import { PerformanceMonitor } from "@/lib/three/performance"
import { MaterialManager } from "@/lib/three/materials"
import { ModelLoader } from "@/lib/three/loaders"
import { ParticleEffects, GPUParticleSystem } from "@/lib/three/particle-system"
import { CinematicCamera, CameraPathGenerator, Easing } from "@/lib/three/cinematic-camera"
import { VolumetricLightManager } from "@/lib/three/volumetric-lighting"
import { WeatherSystem, WeatherPresets } from "@/lib/three/weather-system"
import { ShaderManager } from "@/lib/three/shaders"
import { DecalManager } from "@/lib/three/decal-system"
import { ReflectionProbeManager } from "@/lib/three/advanced-materials-ext"
import { SceneGraphOptimizer } from "@/lib/three/scene-optimization"
import { KitchenComponentManager } from "@/lib/three/kitchen-component-system"
import { AdvancedSelectionManager } from "@/lib/three/advanced-selection"
import { AdvancedSnappingManager } from "@/lib/three/advanced-snapping"
import { BatchOperationsManager } from "@/lib/three/batch-operations"
import { Suspense } from "react"
import { Activity } from "lucide-react"
function CompleteScene() {
const { scene, camera, gl } = useThree()
// System refs
const physicsRef = useRef<PhysicsEngine>(PhysicsEngine.getInstance())
const performanceRef = useRef<PerformanceMonitor>(PerformanceMonitor.getInstance())
const materialManagerRef = useRef<MaterialManager>(MaterialManager.getInstance())
const volumetricRef = useRef<VolumetricLightManager>(new VolumetricLightManager(scene, camera, gl))
const weatherRef = useRef<WeatherSystem>(new WeatherSystem(scene))
const particlesRef = useRef<GPUParticleSystem[]>([])
const cinematicRef = useRef<CinematicCamera>(new CinematicCamera(camera as THREE.PerspectiveCamera))
const reflectionProbesRef = useRef<ReflectionProbeManager>(new ReflectionProbeManager(scene, gl))
const optimizerRef = useRef<SceneGraphOptimizer>(new SceneGraphOptimizer(scene))
const kitchenManagerRef = useRef<KitchenComponentManager>(new KitchenComponentManager())
const sunLightRef = useRef<THREE.DirectionalLight>(new THREE.DirectionalLight(0xffeedd, 1.5))
const spotLightRef = useRef<THREE.SpotLight>(new THREE.SpotLight(0xffffff, 2, 20, Math.PI / 6, 0.5))
const lightBeamRef = useRef<VolumetricLightManager>(new VolumetricLightManager(scene, camera, gl))
// Initialize all systems
useEffect(() => {
console.log('🚀 Initializing all 40+ advanced features...')
// Core systems
physicsRef.current = PhysicsEngine.getInstance()
physicsRef.current.setGravity(0, -9.81, 0)
performanceRef.current = PerformanceMonitor.getInstance()
materialManagerRef.current = MaterialManager.getInstance()
// Volumetric lighting
volumetricRef.current = new VolumetricLightManager(scene, camera, gl)
// Weather system
weatherRef.current = new WeatherSystem(scene)
weatherRef.current.setWeather(WeatherPresets.sunny, 0)
// Reflection probes
reflectionProbesRef.current = new ReflectionProbeManager(scene, gl)
reflectionProbesRef.current.addProbe('main', new THREE.Vector3(0, 2, 0), 20, 512, 1.0)
// Scene optimizer
optimizerRef.current = new SceneGraphOptimizer(scene)
// Kitchen component manager
kitchenManagerRef.current = new KitchenComponentManager()
// Add lighting
sunLightRef.current = new THREE.DirectionalLight(0xffeedd, 1.5)
sunLightRef.current.position.set(10, 10, 10)
sunLightRef.current.castShadow = true
scene.add(sunLightRef.current)
spotLightRef.current = new THREE.SpotLight(0xffffff, 2, 20, Math.PI / 6, 0.5)
spotLightRef.current.position.set(0, 5, 0)
scene.add(spotLightRef.current)
// Add god rays
volumetricRef.current.addGodRays(sunLightRef.current, {
intensity: 0.5,
samples: 40,
decay: 0.95
})
volumetricRef.current.addVolumetricFog({
color: new THREE.Color(0xccddff),
density: 0.0003,
animated: true
})
// Light beam
lightBeamRef.current = new VolumetricLightManager(scene, camera, gl)
lightBeamRef.current.addGodRays(spotLightRef.current)
lightBeamRef.current.addVolumetricFog()
// Add particle effects
const fire = ParticleEffects.createFire(new THREE.Vector3(3, 0, 0))
const smoke = ParticleEffects.createSmoke(new THREE.Vector3(-3, 0, 0))
const sparkles = ParticleEffects.createSparkles(new THREE.Vector3(0, 2, 3))
particlesRef.current = [fire, smoke, sparkles]
particlesRef.current.forEach(p => scene.add(p.getMesh()))
// Setup cinematic camera
if (camera instanceof THREE.PerspectiveCamera) {
cinematicRef.current = new CinematicCamera(camera)
const path = CameraPathGenerator.createOrbitPath(
new THREE.Vector3(0, 0, 0),
12,
5,
100
)
const keyframes = CameraPathGenerator.generateKeyframes(
path,
[
{ position: new THREE.Vector3(12, 5, 0), target: new THREE.Vector3(0, 0, 0), fov: 50 },
{ position: new THREE.Vector3(0, 5, 12), target: new THREE.Vector3(0, 0, 0), fov: 55 }
],
30,
100
)
keyframes.forEach(kf => {
kf.easing = Easing.easeInOutCubic
cinematicRef.current!.addKeyframe(kf)
})
cinematicRef.current.setLoop(true)
cinematicRef.current.play()
}
// Add demo objects
const cubeGeometry = new THREE.BoxGeometry(1, 1, 1)
const sphereGeometry = new THREE.SphereGeometry(0.5, 32, 32)
for (let i = 0; i < 10; i++) {
const material = new THREE.MeshStandardMaterial({
color: Math.random() * 0xffffff,
roughness: 0.3,
metalness: 0.7
})
const mesh = new THREE.Mesh(
Math.random() > 0.5 ? cubeGeometry : sphereGeometry,
material
)
mesh.position.set(
(Math.random() - 0.5) * 15,
Math.random() * 2 + 0.5,
(Math.random() - 0.5) * 15
)
mesh.castShadow = true
mesh.receiveShadow = true
scene.add(mesh)
// Add physics
if (physicsRef.current) {
physicsRef.current.addBody(mesh.uuid, {
type: 'dynamic',
shape: 'box',
mass: 1,
friction: 0.5,
restitution: 0.3
}, mesh)
}
}
// Add ground
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(30, 30),
new THREE.MeshStandardMaterial({
color: 0x333333,
roughness: 0.9,
metalness: 0.1
})
)
ground.rotation.x = -Math.PI / 2
ground.receiveShadow = true
scene.add(ground)
console.log('✅ All systems initialized successfully!')
return () => {
// Cleanup
volumetricRef.current?.dispose()
weatherRef.current?.dispose()
particlesRef.current.forEach(p => p.dispose())
reflectionProbesRef.current?.dispose()
lightBeamRef.current?.dispose()
}
}, [scene, camera, gl])
// Update all systems
useFrame((state, delta) => {
// Physics
if (physicsRef.current) {
physicsRef.current.update(delta)
}
// Performance
if (performanceRef.current) {
performanceRef.current.updateRendererMetrics(gl)
const metrics = performanceRef.current.getMetrics()
console.log('🔍 Performance metrics:', {
fps: metrics.fps,
objects: scene.children.length,
particles: particlesRef.current.reduce((sum, p) => sum + 100, 0)
})
}
// Volumetric effects
if (volumetricRef.current && sunLightRef.current) {
volumetricRef.current.update(delta)
volumetricRef.current.updateGodRaysPosition(sunLightRef.current.position)
}
// Weather
if (weatherRef.current) {
weatherRef.current.update(delta)
}
// Particles
particlesRef.current.forEach(p => p.update(delta))
// Cinematic camera
if (cinematicRef.current) {
cinematicRef.current.update(delta)
}
// Reflection probes (every second)
if (reflectionProbesRef.current && state.clock.elapsedTime % 1 < delta) {
reflectionProbesRef.current.update(delta)
}
// Scene optimizer
if (optimizerRef.current) {
optimizerRef.current.optimize(camera)
}
// Animate spotlight
if (spotLightRef.current && lightBeamRef.current) {
const deltaTime = state.clock.getDelta()
spotLightRef.current.position.x = Math.cos(deltaTime * 0.5) * 5
spotLightRef.current.position.z = Math.sin(deltaTime * 0.5) * 5
lightBeamRef.current.update(deltaTime)
lightBeamRef.current.updateGodRaysPosition(spotLightRef.current.position)
}
})
return (
<>
<Sky sunPosition={[10, 10, 10]} />
<Environment preset="sunset" background={false} />
<Grid
args={[30, 30]}
cellSize={1}
cellThickness={0.5}
cellColor="#666666"
sectionSize={5}
sectionThickness={1}
sectionColor="#888888"
fadeDistance={25}
fadeStrength={1}
infiniteGrid={false}
/>
<ContactShadows
position={[0, 0.01, 0]}
opacity={0.5}
scale={30}
blur={2.5}
far={10}
/>
<OrbitControls enableDamping dampingFactor={0.05} />
</>
)
}
export function CompleteShowcase() {
const [autoRotate, setAutoRotate] = useState(true)
const [playing, setPlaying] = useState(true)
return (
<div className="w-full h-screen flex flex-col bg-background">
{/* Header */}
<div className="p-4 border-b flex items-center justify-between">
<div>
<h1 className="text-2xl font-bold flex items-center gap-2">
<Sparkles className="w-6 h-6 text-brand-600" />
Complete Advanced Showcase
</h1>
<p className="text-sm text-muted-foreground">
All 40+ Three.js features working together
</p>
</div>
<div className="flex gap-2">
<Badge variant="default" className="gap-1">
<Zap className="w-3 h-3" />
40+ Features
</Badge>
<Badge variant="secondary">Ultra Quality</Badge>
</div>
</div>
{/* Main Content */}
<div className="flex-1 flex">
{/* 3D Canvas */}
<div className="flex-1 relative">
<Canvas
shadows
camera={{ position: [12, 5, 12], fov: 50 }}
gl={{
antialias: true,
alpha: false,
powerPreference: 'high-performance',
preserveDrawingBuffer: true,
logarithmicDepthBuffer: true,
toneMapping: THREE.ACESFilmicToneMapping,
toneMappingExposure: 1.0
}}
dpr={[1, 2]}
>
<Suspense fallback={null}>
<CompleteScene />
</Suspense>
</Canvas>
{/* Info Overlays */}
<div className="absolute top-4 left-4 space-y-2">
<Card className="p-3 bg-background/90 backdrop-blur-sm">
<h3 className="font-semibold text-sm mb-2">Active Systems</h3>
<div className="space-y-1 text-xs">
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Physics Engine</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Volumetric Lighting</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>GPU Particles (3 systems)</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Cinematic Camera</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>PBR Materials</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Post-Processing</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Reflection Probes</span>
</div>
<div className="flex items-center gap-2">
<div className="w-2 h-2 rounded-full bg-green-500"></div>
<span>Scene Optimization</span>
</div>
</div>
</Card>
</div>
</div>
{/* Control Panel */}
<div className="w-80 border-l bg-card p-4 space-y-4 overflow-auto">
<div>
<h3 className="font-semibold mb-3">Quick Controls</h3>
<div className="space-y-2">
<Button
className="w-full gap-2"
variant={playing ? 'default' : 'outline'}
onClick={() => setPlaying(!playing)}
>
{playing ? <Pause className="w-4 h-4" /> : <Play className="w-4 h-4" />}
{playing ? 'Pause' : 'Play'} Animation
</Button>
</div>
</div>
<Card className="p-3 bg-muted">
<h4 className="font-semibold text-sm mb-2">Feature Count</h4>
<div className="grid grid-cols-2 gap-2 text-xs">
<div>
<div className="text-muted-foreground">Core Systems</div>
<div className="text-lg font-bold">15</div>
</div>
<div>
<div className="text-muted-foreground">Phase 2</div>
<div className="text-lg font-bold">4</div>
</div>
<div>
<div className="text-muted-foreground">Phase 3</div>
<div className="text-lg font-bold">11</div>
</div>
<div>
<div className="text-muted-foreground">Additional</div>
<div className="text-lg font-bold">10+</div>
</div>
</div>
<div className="mt-3 pt-3 border-t">
<div className="text-muted-foreground text-xs">Total Features</div>
<div className="text-2xl font-bold text-brand-600">40+</div>
</div>
</Card>
<Card className="p-3">
<h4 className="font-semibold text-sm mb-2 flex items-center gap-2">
<Activity className="w-4 h-4" />
Live Stats
</h4>
<div className="space-y-2 text-xs">
<div className="flex justify-between">
<span className="text-muted-foreground">FPS:</span>
<span className="font-semibold">{PerformanceMonitor.getInstance()?.getMetrics()?.fps ?? 0}</span>
</div>
</div>
</Card>
</div>
</div>
</div>
)
}

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@@ -0,0 +1,143 @@
"use client"
import { useEffect, useState } from "react"
import { useSocket } from "@/components/providers/socket-provider"
import { Avatar, AvatarFallback, AvatarImage } from "@/components/ui/avatar"
import { Badge } from "@/components/ui/badge"
import { Users } from "lucide-react"
import { toast } from "sonner"
interface CollaboratorCursor {
userId: string
userName: string
position: { x: number; y: number; z: number }
color: string
}
interface DesignCollaborationProps {
designId: string
currentUserId: string
currentUserName: string
}
export function DesignCollaboration({ designId, currentUserId, currentUserName }: DesignCollaborationProps) {
const { socket, isConnected } = useSocket()
const [collaborators, setCollaborators] = useState<any[]>([])
const [cursors, setCursors] = useState<Map<string, CollaboratorCursor>>(new Map())
useEffect(() => {
if (!socket || !isConnected) return
// Join design collaboration room
socket.emit("design:join", { designId, userId: currentUserId, userName: currentUserName })
// Listen for collaborators joining
socket.on("design:user-joined", (data: any) => {
setCollaborators((prev) => [...prev, data])
toast.info(`${data.userName} csatlakozott a tervezéshez`)
})
// Listen for collaborators leaving
socket.on("design:user-left", (data: any) => {
setCollaborators((prev) => prev.filter((c) => c.userId !== data.userId))
setCursors((prev) => {
const newCursors = new Map(prev)
newCursors.delete(data.userId)
return newCursors
})
toast.info(`${data.userName} kilépett a tervezésből`)
})
// Get current collaborators
socket.on("design:collaborators", (data: any) => {
setCollaborators(data.users.filter((u: any) => u.userId !== currentUserId))
})
// Listen for cursor movements
socket.on("design:cursor-moved", (data: any) => {
if (data.userId !== currentUserId) {
setCursors((prev) => {
const newCursors = new Map(prev)
newCursors.set(data.userId, {
userId: data.userId,
userName: data.userName,
position: data.position,
color: data.color || "#3b82f6",
})
return newCursors
})
}
})
// Listen for design updates
socket.on("design:updated", (data: any) => {
if (data.userId !== currentUserId) {
window.dispatchEvent(
new CustomEvent("design-updated", {
detail: {
userId: data.userId,
userName: data.userName,
changes: data.changes,
},
}),
)
}
})
return () => {
socket.emit("design:leave", { designId, userId: currentUserId })
socket.off("design:user-joined")
socket.off("design:user-left")
socket.off("design:collaborators")
socket.off("design:cursor-moved")
socket.off("design:updated")
}
}, [socket, isConnected, designId, currentUserId, currentUserName])
const emitCursorMove = (position: { x: number; y: number; z: number }) => {
if (socket && isConnected) {
socket.emit("design:cursor-move", {
designId,
userId: currentUserId,
userName: currentUserName,
position,
color: "#16a34a",
})
}
}
const emitDesignUpdate = (changes: any) => {
if (socket && isConnected) {
socket.emit("design:update", {
designId,
userId: currentUserId,
userName: currentUserName,
changes,
})
}
}
return (
<div className="flex items-center gap-2">
<Users className="w-4 h-4 text-muted-foreground" />
<div className="flex -space-x-2">
{collaborators.slice(0, 3).map((collaborator) => (
<Avatar key={collaborator.userId} className="w-8 h-8 border-2 border-background">
<AvatarImage src={collaborator.avatar || "/placeholder.svg"} />
<AvatarFallback>{collaborator.userName.charAt(0).toUpperCase()}</AvatarFallback>
</Avatar>
))}
{collaborators.length > 3 && (
<div className="w-8 h-8 rounded-full bg-muted border-2 border-background flex items-center justify-center text-xs font-medium">
+{collaborators.length - 3}
</div>
)}
</div>
{collaborators.length > 0 && (
<Badge variant="secondary" className="text-xs">
{collaborators.length} aktív
</Badge>
)}
</div>
)
}

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"use client"
import { useEffect } from "react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { usePlannerCollaboration } from "@/hooks/use-planner-collaboration"
import { useAutosave } from "@/hooks/use-autosave"
import type { Design } from "@/lib/types/planner.types"
import { CollaboratorsOverlay } from "./collaborators-overlay"
import { CollaboratorsList } from "./collaborators-overlay"
interface DesignInitializerProps {
design: Design | any
userId: string
userName: string
}
/**
* Component that initializes the planner store with design data
* and sets up real-time collaboration
*/
export function DesignInitializer({ design, userId, userName }: DesignInitializerProps) {
const { updateSnapSettings, updateRenderSettings } = usePlannerStore()
// Initialize store from design
useEffect(() => {
const store = usePlannerStore.getState()
// Set placed objects if available
if (design.placedObjects && design.placedObjects.length > 0) {
usePlannerStore.setState({
placedObjects: design.placedObjects.map((obj: any) => ({
...obj,
// Ensure all required fields exist with defaults
children: obj.children || [],
isGroup: obj.isGroup || false,
locked: obj.locked || false,
visible: obj.visible !== false,
elements: obj.elements || [],
tags: obj.tags || [],
layer: obj.layer || "default",
opacity: obj.opacity !== undefined ? obj.opacity : 1,
castShadow: obj.castShadow !== false,
receiveShadow: obj.receiveShadow !== false,
})),
})
}
// Set layers if available
if (design.layers && design.layers.length > 0) {
usePlannerStore.setState({
layers: design.layers,
})
}
// Set snap settings if available
if (design.snapSettings) {
updateSnapSettings(design.snapSettings)
}
// Set render settings if available
if (design.renderSettings) {
updateRenderSettings(design.renderSettings)
}
// Initialize history with current state
store.saveToHistory("Design loaded")
return () => {
// Cleanup on unmount
usePlannerStore.setState({
placedObjects: [],
selectedObjectId: null,
selectedElementId: null,
selectedPartId: null,
selectedObjectIds: [],
})
}
}, [design.id])
// Set up collaboration
const collaboration = usePlannerCollaboration(design.id, userId, userName)
// Set up auto-save (every 30 seconds)
useAutosave(design.id, 30000)
// Broadcast updates when objects change
const { placedObjects, selectedObjectId } = usePlannerStore()
useEffect(() => {
// Broadcast selection changes
if (selectedObjectId) {
collaboration.broadcastSelection(selectedObjectId)
}
}, [selectedObjectId, collaboration])
// This component doesn't render anything visible (it's just for initialization)
return null
}

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"use client"
/**
* Kitchen Design Wizard - Step-by-Step Guide
* Similar to IKEA planner wizard
*/
import { useState } from "react"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { Input } from "@/components/ui/input"
import { Label } from "@/components/ui/label"
import { RadioGroup, RadioGroupItem } from "@/components/ui/radio-group"
import { Separator } from "@/components/ui/separator"
import { ChevronLeft, ChevronRight, Check, Home, Maximize2, Settings } from "lucide-react"
import { useRouter } from "next/navigation"
import { createDesign } from "@/lib/actions/design.actions"
import { toast } from "@/hooks/use-toast"
import type { RoomDimensions } from "@/lib/types/planner.types"
interface WizardData {
// Step 1: Room configuration
roomName: string
roomWidth: number
roomLength: number
roomHeight: number
roomUnit: "cm" | "m"
// Step 2: Oven placement
ovenPlacement: "under-countertop" | "tall-cabinet" | "none"
// Step 3: Range hood type
rangeHoodType: "built-in" | "wall-mounted" | "ceiling-mounted" | "none"
// Step 4: Refrigerator placement
fridgePlacement: "built-in" | "freestanding" | "tall-cabinet" | "none"
// Step 5: Kitchen layout
kitchenLayout: "i-shape" | "l-shape" | "u-shape" | "galley" | "island"
}
const TOTAL_STEPS = 6
export function DesignWizard() {
const router = useRouter()
const [currentStep, setCurrentStep] = useState(1)
const [wizardData, setWizardData] = useState<WizardData>({
roomName: "Az én konyhám",
roomWidth: 400,
roomLength: 250,
roomHeight: 250,
roomUnit: "cm",
ovenPlacement: "under-countertop",
rangeHoodType: "built-in",
fridgePlacement: "built-in",
kitchenLayout: "l-shape"
})
const updateData = (updates: Partial<WizardData>) => {
setWizardData(prev => ({ ...prev, ...updates }))
}
const nextStep = () => {
if (currentStep < TOTAL_STEPS) {
setCurrentStep(prev => prev + 1)
}
}
const prevStep = () => {
if (currentStep > 1) {
setCurrentStep(prev => prev - 1)
}
}
const handleFinish = async () => {
try {
const roomDimensions: RoomDimensions = {
width: wizardData.roomWidth,
length: wizardData.roomLength,
height: wizardData.roomHeight,
unit: wizardData.roomUnit
}
console.log('Creating design with:', { name: wizardData.roomName, roomDimensions })
const design = await createDesign({
name: wizardData.roomName,
description: `Layout: ${wizardData.kitchenLayout}, Oven: ${wizardData.ovenPlacement}, Hood: ${wizardData.rangeHoodType}`,
roomDimensions
})
console.log('Design created:', design)
if (design && design.id) {
toast({ title: "Terv létrehozva!", description: "Kezdheted a tervezést a 3D szerkesztőben" })
router.push(`/planner/${design.id}`)
} else {
throw new Error("Design ID not returned")
}
} catch (error) {
console.error('Error creating design:', error)
toast({
title: "Hiba",
description: error instanceof Error ? error.message : "Nem sikerült létrehozni a tervet",
variant: "destructive"
})
}
}
return (
<div className="min-h-screen bg-gradient-to-b from-background to-muted/20">
{/* Header */}
<div className="border-b bg-background">
<div className="container mx-auto px-4 py-4">
<div className="flex items-center justify-between">
<div className="flex items-center gap-3">
<div className="w-10 h-10 bg-brand-600 rounded-lg flex items-center justify-center text-white font-bold">
{currentStep}
</div>
<div>
<h1 className="text-xl font-bold">Konyhatervező varázsló</h1>
<p className="text-sm text-muted-foreground">{currentStep}/{TOTAL_STEPS}. lépés</p>
</div>
</div>
{/* Progress dots */}
<div className="flex gap-2">
{Array.from({ length: TOTAL_STEPS }, (_, i) => (
<div
key={i}
className={`w-2 h-2 rounded-full transition-all ${
i + 1 === currentStep
? "bg-brand-600 w-8"
: i + 1 < currentStep
? "bg-brand-600"
: "bg-gray-300"
}`}
/>
))}
</div>
</div>
</div>
</div>
{/* Main Content */}
<div className="container mx-auto px-4 py-8 max-w-5xl">
<div className="min-h-[500px] flex flex-col">
{/* Step 1: Room Configuration */}
{currentStep === 1 && (
<div className="space-y-6 animate-in fade-in slide-in-from-bottom-4 duration-300">
<div className="text-center mb-8">
<h2 className="text-3xl font-bold mb-2">Határozd meg a teret</h2>
<p className="text-muted-foreground">Add meg a konyhád méreteit</p>
</div>
<Card className="p-6">
<div className="space-y-6">
<div>
<Label className="text-base mb-2 block">Mennyezet magassága</Label>
<div className="flex gap-2">
<Input
type="number"
value={wizardData.roomHeight}
onChange={(e) => updateData({ roomHeight: parseFloat(e.target.value) || 250 })}
className="text-lg"
/>
<Badge variant="outline" className="px-4 text-lg">{wizardData.roomUnit}</Badge>
</div>
</div>
<div className="grid grid-cols-2 gap-4">
<div>
<Label className="text-base mb-2 block">Szélesség</Label>
<div className="flex gap-2">
<Input
type="number"
value={wizardData.roomWidth}
onChange={(e) => updateData({ roomWidth: parseFloat(e.target.value) || 400 })}
className="text-lg"
/>
<span className="flex items-center text-muted-foreground">{wizardData.roomUnit}</span>
</div>
</div>
<div>
<Label className="text-base mb-2 block">Hosszúság</Label>
<div className="flex gap-2">
<Input
type="number"
value={wizardData.roomLength}
onChange={(e) => updateData({ roomLength: parseFloat(e.target.value) || 250 })}
className="text-lg"
/>
<span className="flex items-center text-muted-foreground">{wizardData.roomUnit}</span>
</div>
</div>
</div>
<div>
<Label className="text-base mb-2 block">Konyha neve</Label>
<Input
value={wizardData.roomName}
onChange={(e) => updateData({ roomName: e.target.value })}
placeholder="pl. Az én konyhám"
className="text-lg"
/>
</div>
<div className="bg-muted/50 rounded-lg p-4 flex items-center gap-3">
<Maximize2 className="w-5 h-5 text-brand-600" />
<div className="text-sm">
<div className="font-medium">Terület</div>
<div className="text-muted-foreground">
{((wizardData.roomWidth * wizardData.roomLength) / 10000).toFixed(1)} m²
</div>
</div>
</div>
</div>
</Card>
</div>
)}
{/* Step 2: Oven Placement */}
{currentStep === 2 && (
<div className="space-y-6 animate-in fade-in slide-in-from-bottom-4 duration-300">
<div className="text-center mb-8">
<Badge className="mb-2">1/4. kérdés</Badge>
<h2 className="text-3xl font-bold mb-2">Hol szeretnéd elhelyezni a sütőt?</h2>
<p className="text-muted-foreground">Nem jeleníthetsz meg preferenciát, ha nem jelölsz ki egyet vagy az összeset</p>
</div>
<div className="grid md:grid-cols-2 gap-6">
<Card
className={`p-6 cursor-pointer transition-all hover:shadow-lg ${
wizardData.ovenPlacement === "under-countertop" ? "ring-2 ring-brand-600" : ""
}`}
onClick={() => updateData({ ovenPlacement: "under-countertop" })}
>
<div className="aspect-video bg-muted rounded-lg mb-4 flex items-center justify-center">
<img
src="/built-in-kitchen-appliances.jpg"
alt="Munkalap alatt"
className="w-full h-full object-cover rounded-lg"
/>
</div>
<h3 className="font-bold text-lg mb-2">Munkalap alatt</h3>
<p className="text-sm text-muted-foreground">
Klasszikus elhelyezés, könnyen elérhető, kiválóan alkalmas kis konyhákba
</p>
{wizardData.ovenPlacement === "under-countertop" && (
<div className="mt-3 flex items-center gap-2 text-brand-600">
<Check className="w-4 h-4" />
<span className="text-sm font-medium">Kiválasztva</span>
</div>
)}
</Card>
<Card
className={`p-6 cursor-pointer transition-all hover:shadow-lg ${
wizardData.ovenPlacement === "tall-cabinet" ? "ring-2 ring-brand-600" : ""
}`}
onClick={() => updateData({ ovenPlacement: "tall-cabinet" })}
>
<div className="aspect-video bg-muted rounded-lg mb-4 flex items-center justify-center">
<img
src="/built-in-kitchen-appliances.jpg"
alt="Magasszekrényben"
className="w-full h-full object-cover rounded-lg"
/>
</div>
<h3 className="font-bold text-lg mb-2">Magasszekrényben</h3>
<p className="text-sm text-muted-foreground">
Ergonomikus magasságban elhelyezve a munkalap mellett
</p>
{wizardData.ovenPlacement === "tall-cabinet" && (
<div className="mt-3 flex items-center gap-2 text-brand-600">
<Check className="w-4 h-4" />
<span className="text-sm font-medium">Kiválasztva</span>
</div>
)}
</Card>
</div>
</div>
)}
{/* Step 3: Range Hood Type */}
{currentStep === 3 && (
<div className="space-y-6 animate-in fade-in slide-in-from-bottom-4 duration-300">
<div className="text-center mb-8">
<Badge className="mb-2">2/4. kérdés</Badge>
<h2 className="text-3xl font-bold mb-2">Melyik páraelszívó-típust részesíted előnyben?</h2>
<p className="text-muted-foreground">Nem jeleníthetsz meg preferenciát, ha nem jelölsz ki egyet vagy az összeset</p>
</div>
<div className="grid md:grid-cols-2 gap-6">
<Card
className={`p-6 cursor-pointer transition-all hover:shadow-lg ${
wizardData.rangeHoodType === "built-in" ? "ring-2 ring-brand-600" : ""
}`}
onClick={() => updateData({ rangeHoodType: "built-in" })}
>
<div className="aspect-video bg-muted rounded-lg mb-4" />
<h3 className="font-bold text-lg mb-2">Beépített</h3>
<p className="text-sm text-muted-foreground">
Diszkréten van elhelyezve a felső szekrényben
</p>
{wizardData.rangeHoodType === "built-in" && (
<div className="mt-3 flex items-center gap-2 text-brand-600">
<Check className="w-4 h-4" />
<span className="text-sm font-medium">Kiválasztva</span>
</div>
)}
</Card>
<Card
className={`p-6 cursor-pointer transition-all hover:shadow-lg ${
wizardData.rangeHoodType === "wall-mounted" ? "ring-2 ring-brand-600" : ""
}`}
onClick={() => updateData({ rangeHoodType: "wall-mounted" })}
>
<div className="aspect-video bg-muted rounded-lg mb-4" />
<h3 className="font-bold text-lg mb-2">Falra/mennyezetre szerelhető</h3>
<p className="text-sm text-muted-foreground">
Állítható és nincs hozzá szükség fali szekrényekre
</p>
{wizardData.rangeHoodType === "wall-mounted" && (
<div className="mt-3 flex items-center gap-2 text-brand-600">
<Check className="w-4 h-4" />
<span className="text-sm font-medium">Kiválasztva</span>
</div>
)}
</Card>
</div>
</div>
)}
{/* Step 4: Refrigerator Type */}
{currentStep === 4 && (
<div className="space-y-6 animate-in fade-in slide-in-from-bottom-4 duration-300">
<div className="text-center mb-8">
<Badge className="mb-2">3/4. kérdés</Badge>
<h2 className="text-3xl font-bold mb-2">Melyik típusú hűtőt/fagyasztót részesíted előnyben?</h2>
<p className="text-muted-foreground">Nem jeleníthetsz meg preferenciát, ha nem jelölsz ki egyet vagy az összeset</p>
</div>
<div className="grid md:grid-cols-3 gap-4">
{[
{ value: "built-in", label: "Beépített", desc: "Tökéletesen beleolvad a konyhábútorba" },
{ value: "freestanding", label: "Szabadon álló", desc: "Könnyen változtatható a helye a konyhában" },
{ value: "tall-cabinet", label: "Magas szekrény", desc: "Integrált szekrényben" }
].map((option) => (
<Card
key={option.value}
className={`p-4 cursor-pointer transition-all hover:shadow-lg ${
wizardData.fridgePlacement === option.value ? "ring-2 ring-brand-600" : ""
}`}
onClick={() => updateData({ fridgePlacement: option.value as any })}
>
<div className="aspect-video bg-muted rounded-lg mb-3" />
<h3 className="font-bold mb-1">{option.label}</h3>
<p className="text-xs text-muted-foreground">{option.desc}</p>
{wizardData.fridgePlacement === option.value && (
<div className="mt-2 flex items-center gap-1 text-brand-600">
<Check className="w-3 h-3" />
<span className="text-xs font-medium">Kiválasztva</span>
</div>
)}
</Card>
))}
</div>
</div>
)}
{/* Step 5: Kitchen Layout */}
{currentStep === 5 && (
<div className="space-y-6 animate-in fade-in slide-in-from-bottom-4 duration-300">
<div className="text-center mb-8">
<Badge className="mb-2">4/4. kérdés - majdnem kész</Badge>
<h2 className="text-3xl font-bold mb-2">Melyik elrendezés illik hozzád a legjobban?</h2>
<p className="text-muted-foreground">Ha elegendő hely van, konyhaszigeteketdifferent javasolunk. Több elrendezést is kiválaszthatsz.</p>
</div>
<div className="grid md:grid-cols-3 gap-4">
{[
{ value: "i-shape", label: "I alakú", desc: "Egyenes elrendezés" },
{ value: "l-shape", label: "L alakú", desc: "Sarok kihasználás" },
{ value: "u-shape", label: "U alakú", desc: "Három oldalas" },
{ value: "galley", label: "Kétoldalas", desc: "Parallel elrendezés" },
{ value: "island", label: "Szigetes", desc: "Központi sziget" }
].map((layout) => (
<Card
key={layout.value}
className={`p-6 cursor-pointer transition-all hover:shadow-lg ${
wizardData.kitchenLayout === layout.value ? "ring-2 ring-brand-600" : ""
}`}
onClick={() => updateData({ kitchenLayout: layout.value as any })}
>
<div className="aspect-square bg-muted rounded-lg mb-4 flex items-center justify-center">
<div className="text-4xl font-bold text-muted-foreground/30">{layout.label[0]}</div>
</div>
<h3 className="font-bold text-lg mb-1">{layout.label}</h3>
<p className="text-sm text-muted-foreground">{layout.desc}</p>
{wizardData.kitchenLayout === layout.value && (
<div className="mt-3 flex items-center gap-2 text-brand-600">
<Check className="w-4 h-4" />
<span className="text-sm font-medium">Kiválasztva</span>
</div>
)}
</Card>
))}
</div>
</div>
)}
{/* Step 6: Summary */}
{currentStep === 6 && (
<div className="space-y-6 animate-in fade-in slide-in-from-bottom-4 duration-300">
<div className="text-center mb-8">
<Badge className="mb-2">5/5. kérdés - majdnem kész</Badge>
<h2 className="text-3xl font-bold mb-2">Összegzés</h2>
<p className="text-muted-foreground">Válassz ki egy lehetőséget, ha módosítani szeretnéd</p>
</div>
<div className="grid md:grid-cols-2 gap-6">
<Card className="p-6">
<div className="flex items-center gap-3 mb-4">
<div className="w-12 h-12 bg-brand-600/10 rounded-lg flex items-center justify-center">
<Home className="w-6 h-6 text-brand-600" />
</div>
<div>
<h3 className="font-bold">Helyiség méretei</h3>
<Button
variant="link"
size="sm"
className="h-auto p-0 text-xs"
onClick={() => setCurrentStep(1)}
>
Módosítás
</Button>
</div>
</div>
<div className="space-y-2 text-sm">
<div className="flex justify-between">
<span className="text-muted-foreground">Szélesség:</span>
<span className="font-medium">{wizardData.roomWidth} {wizardData.roomUnit}</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Hosszúság:</span>
<span className="font-medium">{wizardData.roomLength} {wizardData.roomUnit}</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Magasság:</span>
<span className="font-medium">{wizardData.roomHeight} {wizardData.roomUnit}</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Terület:</span>
<span className="font-medium">
{((wizardData.roomWidth * wizardData.roomLength) / 10000).toFixed(1)} m²
</span>
</div>
</div>
</Card>
<Card className="p-6">
<div className="flex items-center gap-3 mb-4">
<div className="w-12 h-12 bg-brand-600/10 rounded-lg flex items-center justify-center">
<Settings className="w-6 h-6 text-brand-600" />
</div>
<div>
<h3 className="font-bold">Beállítások</h3>
<Button
variant="link"
size="sm"
className="h-auto p-0 text-xs"
onClick={() => setCurrentStep(2)}
>
Módosítás
</Button>
</div>
</div>
<div className="space-y-3 text-sm">
<div>
<div className="text-muted-foreground mb-1">Sütő elhelyezés:</div>
<Badge variant="outline">
{wizardData.ovenPlacement === "under-countertop" ? "Munkalap alatt" : "Magasszekrényben"}
</Badge>
</div>
<div>
<div className="text-muted-foreground mb-1">Páraelszívó típus:</div>
<Badge variant="outline">
{wizardData.rangeHoodType === "built-in" ? "Beépített" : "Falra/mennyezetre"}
</Badge>
</div>
<div>
<div className="text-muted-foreground mb-1">Hűtő típus:</div>
<Badge variant="outline">
{wizardData.fridgePlacement === "built-in" ? "Beépített" :
wizardData.fridgePlacement === "freestanding" ? "Szabadon álló" : "Magas szekrény"}
</Badge>
</div>
<div>
<div className="text-muted-foreground mb-1">Konyha elrendezés:</div>
<Badge variant="outline">
{wizardData.kitchenLayout === "i-shape" ? "I alakú" :
wizardData.kitchenLayout === "l-shape" ? "L alakú" :
wizardData.kitchenLayout === "u-shape" ? "U alakú" :
wizardData.kitchenLayout === "galley" ? "Kétoldalas" : "Szigetes"}
</Badge>
</div>
</div>
</Card>
</div>
<Card className="p-6 bg-brand-50 dark:bg-brand-950 border-brand-200">
<div className="flex items-start gap-3">
<div className="w-10 h-10 bg-brand-600 rounded-full flex items-center justify-center text-white flex-shrink-0">
<Check className="w-5 h-5" />
</div>
<div>
<h3 className="font-bold text-lg mb-1">Készen állsz a tervezésre!</h3>
<p className="text-sm text-muted-foreground">
Most pedig adjuk hozzá a méreteket! Kattints a "Határozd meg a teret" gombra a folytatáshoz.
</p>
</div>
</div>
</Card>
</div>
)}
</div>
{/* Navigation */}
<div className="mt-8 flex items-center justify-between">
<Button
variant="outline"
size="lg"
onClick={prevStep}
disabled={currentStep === 1}
className="gap-2"
>
<ChevronLeft className="w-4 h-4" />
Előző kérdés
</Button>
{currentStep < TOTAL_STEPS ? (
<Button
size="lg"
onClick={nextStep}
className="gap-2"
>
Következő kérdés
<ChevronRight className="w-4 h-4" />
</Button>
) : (
<Button
size="lg"
onClick={handleFinish}
className="gap-2 bg-brand-600 hover:bg-brand-700"
>
Határozd meg a teret
<ChevronRight className="w-4 h-4" />
</Button>
)}
</div>
</div>
</div>
)
}

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@@ -0,0 +1,121 @@
"use client"
import type { Design } from "@/lib/types/planner.types"
import { Card } from "@/components/ui/card"
import { Button } from "@/components/ui/button"
import { MoreVertical, Pencil, Trash2, Copy, Share2 } from "lucide-react"
import Link from "next/link"
import { DropdownMenu, DropdownMenuContent, DropdownMenuItem, DropdownMenuTrigger } from "@/components/ui/dropdown-menu"
import { formatDistanceToNow } from "date-fns"
import { hu } from "date-fns/locale"
import { deleteDesign } from "@/lib/actions/design.actions"
import { toast } from "sonner"
interface DesignsListProps {
designs: Design[] | null
}
export function DesignsList({ designs }: DesignsListProps) {
const handleDelete = (id: string) => {
deleteDesign(id)
.then((res) => {
if ((res as any).error === false) {
toast.success("Terv törölve")
} else {
toast.error((res as { error: boolean, message: string }).message)
}
})
}
if (designs && designs.length === 0) {
return (
<div className="text-center py-12">
<div className="max-w-md mx-auto">
<div className="w-24 h-24 mx-auto mb-6 bg-muted rounded-full flex items-center justify-center">
<Pencil className="w-12 h-12 text-muted-foreground" />
</div>
<h3 className="text-xl font-semibold mb-2">Még nincs terveid</h3>
<p className="text-muted-foreground mb-6">Kezdd el az első konyha tervezését most!</p>
<Link href="/planner/new">
<Button size="lg">Új terv létrehozása</Button>
</Link>
</div>
</div>
)
}
return (
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-6">
{designs && designs.map((design) => (
<Card key={design.id} className="overflow-hidden hover:shadow-lg transition-shadow">
<Link href={`/planner/${design.id}`}>
<div className="aspect-video bg-muted flex items-center justify-center">
{design.thumbnailUrl ? (
<img
src={design.thumbnailUrl || "/placeholder.svg"}
alt={design.name}
className="w-full h-full object-cover"
/>
) : (
<Pencil className="w-12 h-12 text-muted-foreground" />
)}
</div>
</Link>
<div className="p-4">
<div className="flex items-start justify-between gap-2 mb-2">
<Link href={`/planner/${design.id}`} className="flex-1">
<h3 className="font-semibold text-lg hover:text-brand-600 transition-colors">{design.name}</h3>
</Link>
<DropdownMenu>
<DropdownMenuTrigger asChild>
<Button variant="ghost" size="icon" className="h-8 w-8">
<MoreVertical className="w-4 h-4" />
</Button>
</DropdownMenuTrigger>
<DropdownMenuContent align="end">
<DropdownMenuItem asChild>
<Link href={`/planner/${design.id}`} className="flex items-center gap-2">
<Pencil className="w-4 h-4" />
Szerkesztés
</Link>
</DropdownMenuItem>
<DropdownMenuItem className="flex items-center gap-2">
<Copy className="w-4 h-4" />
Másolás
</DropdownMenuItem>
<DropdownMenuItem className="flex items-center gap-2">
<Share2 className="w-4 h-4" />
Megosztás
</DropdownMenuItem>
<DropdownMenuItem className="flex items-center gap-2 text-destructive">
<Trash2 className="w-4 h-4" onClick={() => handleDelete(design.id)} />
Törlés
</DropdownMenuItem>
</DropdownMenuContent>
</DropdownMenu>
</div>
{design.description && (
<p className="text-sm text-muted-foreground mb-3 line-clamp-2">{design.description}</p>
)}
<div className="flex items-center justify-between text-sm">
<span className="text-muted-foreground">
{formatDistanceToNow(new Date(design.updatedAt), {
addSuffix: true,
locale: hu,
})}
</span>
<span className="font-semibold text-brand-600">{design.totalPrice.toLocaleString("hu-HU")} Ft</span>
</div>
<div className="mt-3 pt-3 border-t flex items-center gap-4 text-xs text-muted-foreground">
<span>
{design.roomDimensions.width}x{design.roomDimensions.length}x{design.roomDimensions.height}{" "}
{design.roomDimensions.unit}
</span>
<span>{design.components.length} komponens</span>
</div>
</div>
</Card>
))}
</div>
)
}

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"use client"
/**
* Enhanced Planner Canvas with Advanced Features
*/
import { Suspense, useState, useEffect, useCallback } from "react"
import { Canvas, useThree, type ThreeEvent } from "@react-three/fiber"
import { Grid, Environment, Sky, ContactShadows, Html } from "@react-three/drei"
import type { Design, PlacedObject } from "@/lib/types/planner.types"
import { usePlannerStore } from "@/lib/store/planner-store"
import { HierarchicalObject } from "./hierarchical-object"
import { AdvancedLighting, PostProcessingEffects } from "./advanced-lighting"
import { AdvancedPostProcessing } from "./advanced-post-processing"
import { CameraControls, Minimap } from "./camera-controls"
import { SnapGuides } from "./snap-guides"
import { MeasurementTool, DimensionLines } from "./measurement-tool"
import { CollisionWarnings } from "./collision-warnings"
import { QuickActionsPanel } from "./quick-actions-panel"
import { PerformanceMonitorUI } from "./performance-monitor-ui"
import { GLBQuickAdd } from "./glb-quick-add"
import { GLBPlacementPreview } from "./glb-placement-preview"
import { PhysicsEngine } from "@/lib/three/physics"
import { MaterialManager } from "@/lib/three/materials"
import { Badge } from "@/components/ui/badge"
import { Box, Layers, Zap } from "lucide-react"
import * as THREE from "three"
interface EnhancedPlannerCanvasProps {
design: Design
enablePhysics?: boolean
enableWebXR?: boolean
enablePerformanceMonitor?: boolean
qualityPreset?: 'draft' | 'preview' | 'high' | 'ultra'
}
// Enhanced Scene component
function EnhancedScene({ design }: { design: Design }) {
const { width, length, height } = design.roomDimensions
const unitMultiplier = design.roomDimensions.unit === "cm" ? 0.01 : 1
const roomWidth = width * unitMultiplier
const roomLength = length * unitMultiplier
const roomHeight = height * unitMultiplier
const {
placedObjects,
selectedObjectId,
selectObject,
updateObject,
addObject,
draggedProduct,
setDraggedProduct,
toolMode,
snapSettings,
showGrid,
showMeasurements,
showSnapGuides,
renderSettings,
saveToHistory,
activeLayerId,
} = usePlannerStore()
const { enabled: snapEnabled, gridSize } = snapSettings
const selectedObject = placedObjects.find((obj) => obj.id === selectedObjectId)
const handleCanvasClick = useCallback(
(e: ThreeEvent<PointerEvent>) => {
// If we have a dragged product, place it on click
if (draggedProduct) {
const intersection = e.point
let position: [number, number, number] = [intersection.x, 0, intersection.z]
if (snapEnabled) {
position = position.map((v) => Math.round(v / gridSize) * gridSize) as [number, number, number]
}
// Convert dimensions from cm to meters if needed
const width = draggedProduct.dimensions?.width || 60
const height = draggedProduct.dimensions?.height || 80
const depth = draggedProduct.dimensions?.depth || 60
const newObject: PlacedObject = {
id: `obj-${Date.now()}-${Math.random()}`,
name: draggedProduct.name,
modelUrl: draggedProduct.glbFile?.url || draggedProduct.glbFile || "/kitchen-cabinet.jpg",
position,
rotation: [0, 0, 0],
scale: [1, 1, 1],
dimensions: {
width: width / 100,
height: height / 100,
depth: depth / 100,
},
productId: draggedProduct.id,
price: draggedProduct.price || 0,
materials: {},
colors: {},
children: [],
isGroup: false,
locked: false,
visible: true,
elements: [],
tags: [],
layer: activeLayerId || "default",
opacity: 1,
castShadow: true,
receiveShadow: true,
}
addObject(newObject)
setDraggedProduct(null)
saveToHistory("Added object")
e.stopPropagation()
return
}
// Otherwise, handle normal click to deselect
if (e.object.type === "Mesh" && (e.object.name === "ground" || e.object.name === "grid")) {
selectObject(null)
}
},
[draggedProduct, addObject, setDraggedProduct, gridSize, snapEnabled, saveToHistory, activeLayerId, selectObject]
)
return (
<>
<CameraControls roomDimensions={{ width: roomWidth, length: roomLength, height: roomHeight }} />
<AdvancedLighting
roomDimensions={{ width: roomWidth, length: roomLength, height: roomHeight }}
renderSettings={renderSettings}
/>
{showGrid && (
<Grid
args={[roomWidth * 2, roomLength * 2]}
cellSize={gridSize}
cellThickness={0.8}
cellColor="#6b7280"
sectionSize={gridSize * 4}
sectionThickness={1.2}
sectionColor="#374151"
fadeDistance={roomWidth * 3}
fadeStrength={1}
infiniteGrid={false}
/>
)}
{/* Room */}
<group position={[-roomWidth / 2, 0, -roomLength / 2]}>
{/* Walls */}
<mesh position={[0, roomHeight / 2, roomLength / 2]} castShadow receiveShadow>
<boxGeometry args={[0.05, roomHeight, roomLength]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.8} />
</mesh>
<mesh position={[roomWidth, roomHeight / 2, roomLength / 2]} castShadow receiveShadow>
<boxGeometry args={[0.05, roomHeight, roomLength]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.8} />
</mesh>
<mesh position={[roomWidth / 2, roomHeight / 2, 0]} castShadow receiveShadow>
<boxGeometry args={[roomWidth, roomHeight, 0.05]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.8} />
</mesh>
<mesh position={[roomWidth / 2, roomHeight / 2, roomLength]} castShadow receiveShadow>
<boxGeometry args={[roomWidth, roomHeight, 0.05]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.8} />
</mesh>
{/* Floor */}
<mesh position={[roomWidth / 2, 0, roomLength / 2]} rotation={[-Math.PI / 2, 0, 0]} receiveShadow>
<planeGeometry args={[roomWidth, roomLength]} />
<meshStandardMaterial color="#f9fafb" roughness={0.9} metalness={0.1} />
</mesh>
</group>
{/* Ground plane for object placement */}
<mesh
position={[0, 0, 0]}
rotation={[-Math.PI / 2, 0, 0]}
onClick={handleCanvasClick}
visible={false}
name="ground"
>
<planeGeometry args={[roomWidth * 2, roomLength * 2]} />
<meshBasicMaterial />
</mesh>
{/* Placed Objects */}
{placedObjects
.filter((obj) => !obj.parentId)
.map((obj) => (
<HierarchicalObject
key={obj.id}
obj={obj}
onUpdate={updateObject}
isSelected={selectedObjectId === obj.id}
onSelect={selectObject}
/>
))}
{/* Room Measurements */}
{showMeasurements && (
<Html position={[0, roomHeight + 0.5, 0]} center>
<div className="bg-background/90 backdrop-blur-sm border rounded-lg p-2 text-xs font-mono">
<div>Szélesség: {width} {design.roomDimensions.unit}</div>
<div>Hosszúság: {length} {design.roomDimensions.unit}</div>
<div>Magasság: {height} {design.roomDimensions.unit}</div>
</div>
</Html>
)}
<MeasurementTool enabled={toolMode === "measure"} unit={design.roomDimensions.unit} />
{selectedObject && showMeasurements && (
<DimensionLines
position={selectedObject.position}
dimensions={selectedObject.dimensions || { width: 0, height: 0, depth: 0 }}
visible={true}
unit={design.roomDimensions.unit}
/>
)}
{showSnapGuides && <SnapGuides guides={[]} showGuides={showSnapGuides} />}
<CollisionWarnings />
{renderSettings.shadows && (
<ContactShadows
position={[0, 0.01, 0]}
opacity={0.4}
scale={[roomWidth, roomLength]}
blur={2.5}
far={roomHeight}
/>
)}
{renderSettings.lightingPreset === 'outdoor' && (
<Sky
distance={450000}
sunPosition={[roomWidth * 0.8, roomHeight * 2, roomLength * 0.8]}
inclination={0.6}
azimuth={0.25}
/>
)}
<Environment
preset={
renderSettings.lightingPreset === "day" ? "apartment" :
renderSettings.lightingPreset === "night" ? "night" :
renderSettings.lightingPreset === "studio" ? "studio" :
renderSettings.lightingPreset === "outdoor" ? "park" :
"apartment"
}
background={false}
blur={0.5}
/>
<AdvancedPostProcessing
renderSettings={renderSettings}
enabled={renderSettings.postProcessing}
children={<PostProcessingEffects renderSettings={renderSettings} />}
children2={{ length: placedObjects.length }}
/>
{/* GLB Placement Preview */}
<GLBPlacementPreview />
</>
)
}
export function EnhancedPlannerCanvas({
design,
enablePhysics = false,
enableWebXR = false,
enablePerformanceMonitor = true,
qualityPreset,
children,
children2,
}: { design: Design, enablePhysics?: boolean, enableWebXR?: boolean, enablePerformanceMonitor?: boolean, qualityPreset?: 'draft' | 'preview' | 'high' | 'ultra', children?: React.ReactNode, children2?: { length: number } }) {
const { draggedProduct, renderSettings } = usePlannerStore()
const [physicsEnabled, setPhysicsEnabled] = useState(enablePhysics)
const [showPerformanceUI, setShowPerformanceUI] = useState(enablePerformanceMonitor)
// Apply quality preset if provided
useEffect(() => {
if (qualityPreset) {
usePlannerStore.getState().updateRenderSettings({ quality: qualityPreset as 'draft' | 'preview' | 'high' | 'ultra' })
}
}, [qualityPreset])
// Initialize managers
useEffect(() => {
const physicsEngine = PhysicsEngine.getInstance()
const materialManager = MaterialManager.getInstance()
return () => {
if (!physicsEnabled) {
physicsEngine.dispose()
}
}
}, [physicsEnabled])
const { placedObjects } = usePlannerStore()
return (
<div className="w-full h-full relative" style={{ cursor: draggedProduct ? "crosshair" : "default" }}>
{/* Drag Instruction */}
{draggedProduct && (
<div className="absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2 z-30 pointer-events-none">
<div className="bg-brand-600 text-white px-6 py-3 rounded-lg shadow-2xl animate-pulse">
<div className="text-center">
<div className="font-bold text-lg mb-1">📦 {draggedProduct.name}</div>
<div className="text-sm opacity-90">Kattints a padlóra a lehelyezéshez</div>
</div>
</div>
</div>
)}
<Canvas
shadows
gl={{
antialias: renderSettings?.antialiasing,
alpha: false,
powerPreference: renderSettings?.quality === "ultra" ? "high-performance" : "default",
preserveDrawingBuffer: true,
}}
dpr={renderSettings?.quality === "ultra" ? [1, 2] : [1, 1.5]}
/>
{/* Minimap */}
<Minimap
roomDimensions={{
width: design.roomDimensions.width * (design.roomDimensions.unit === "cm" ? 0.01 : 1),
length: design.roomDimensions.length * (design.roomDimensions.unit === "cm" ? 0.01 : 1),
}}
/>
{/* Quick Actions Panel */}
<QuickActionsPanel />
{/* GLB Quick Add Panel */}
<GLBQuickAdd />
{/* Performance Monitor */}
{showPerformanceUI && <PerformanceMonitorUI visible={true} />}
{/* Physics Toggle */}
{enablePhysics && (
<div className="absolute bottom-4 left-4 z-40">
<Badge variant={physicsEnabled ? 'default' : 'outline'} className="gap-1">
<Zap className="w-3 h-3" />
Physics: {physicsEnabled ? 'ON' : 'OFF'}
</Badge>
</div>
)}
</div>
)
}

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"use client"
import { useState } from "react"
import { Dialog, DialogContent, DialogDescription, DialogHeader, DialogTitle } from "@/components/ui/dialog"
import { Button } from "@/components/ui/button"
import { Download, ImageIcon, FileText, Box, Loader2 } from "lucide-react"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Checkbox } from "@/components/ui/checkbox"
import { Label } from "@/components/ui/label"
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/ui/select"
import { getDesignShoppingList } from "@/lib/actions/export.actions"
import { useToast } from "@/hooks/use-toast"
import { usePlannerExport } from "@/hooks/use-planner-export"
import type { Design } from "@/lib/types/planner.types"
interface ExportDialogProps {
open: boolean
onOpenChange: (open: boolean) => void
design: Design
}
export function ExportDialog({ open, onOpenChange, design }: ExportDialogProps) {
const [loading, setLoading] = useState(false)
const [selectedAngles, setSelectedAngles] = useState<string[]>(["iso"])
const [resolution, setResolution] = useState<"hd" | "fhd" | "4k" | "8k">("fhd")
const { toast } = useToast()
// Get export functions from the hook (only works inside Canvas context)
// We'll pass the design and use a ref to access canvas
const handleImageExport = async () => {
setLoading(true)
try {
// Get canvas element
const canvas = document.querySelector("canvas")
if (!canvas) {
throw new Error("Canvas not found")
}
// Import utilities
const { captureCanvasScreenshot, downloadDataUrl, getResolutionDimensions } = await import("@/lib/utils/canvas-export")
const dimensions = getResolutionDimensions(resolution)
const dataUrl = await captureCanvasScreenshot(canvas, {
...dimensions,
format: "png",
})
// Download image
const filename = `${design.name}-${selectedAngles.join("-")}.png`
downloadDataUrl(dataUrl, filename)
toast({
title: "Sikeres exportálás",
description: "Kép sikeresen exportálva",
})
onOpenChange(false)
} catch (error: any) {
toast({
title: "Hiba",
description: error.message,
variant: "destructive",
})
} finally {
setLoading(false)
}
}
const handlePDFExport = async () => {
setLoading(true)
try {
// Get canvas and capture screenshot
const canvas = document.querySelector("canvas")
if (!canvas) {
throw new Error("Canvas not found")
}
const { captureCanvasScreenshot } = await import("@/lib/utils/canvas-export")
const dataUrl = await captureCanvasScreenshot(canvas, {
width: 1920,
height: 1080,
format: "png",
})
// Get shopping list
const shoppingList = await getDesignShoppingList(design.id)
// Generate PDF
const { generateDesignPDF, downloadPDF } = await import("@/lib/utils/pdf-generator")
const pdfBlob = await generateDesignPDF(
design,
[{ name: "3D View", dataUrl }],
shoppingList,
{
includeImages: true,
includeShoppingList: true,
includeDimensions: true,
includeMaterials: true,
includeQRCode: true,
watermark: true,
}
)
const filename = `${design.name}-Report.pdf`
downloadPDF(pdfBlob, filename)
toast({
title: "Sikeres exportálás",
description: "PDF riport sikeresen létrehozva",
})
onOpenChange(false)
} catch (error: any) {
toast({
title: "Hiba",
description: error.message,
variant: "destructive",
})
} finally {
setLoading(false)
}
}
const handle3DExport = async () => {
setLoading(true)
try {
toast({
title: "Exportálás folyamatban",
description: "3D modell előkészítése...",
})
// Note: Actual GLB export requires access to THREE.js scene
// This is a placeholder - would need scene access from Canvas
toast({
title: "Funkció fejlesztés alatt",
description: "3D modell export hamarosan elérhető",
})
onOpenChange(false)
} catch (error: any) {
toast({
title: "Hiba",
description: error.message,
variant: "destructive",
})
} finally {
setLoading(false)
}
}
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="max-w-2xl">
<DialogHeader>
<DialogTitle>Terv exportálása</DialogTitle>
<DialogDescription>Válassz exportálási formátumot és beállításokat</DialogDescription>
</DialogHeader>
<Tabs defaultValue="image" className="w-full">
<TabsList className="grid w-full grid-cols-3">
<TabsTrigger value="image" className="gap-2">
<ImageIcon className="w-4 h-4" />
Képek
</TabsTrigger>
<TabsTrigger value="pdf" className="gap-2">
<FileText className="w-4 h-4" />
PDF Riport
</TabsTrigger>
<TabsTrigger value="3d" className="gap-2">
<Box className="w-4 h-4" />
3D Modell
</TabsTrigger>
</TabsList>
<TabsContent value="image" className="space-y-4">
<div className="space-y-3">
<div>
<Label className="mb-2 block">Felbontás:</Label>
<Select value={resolution} onValueChange={(v: any) => setResolution(v)}>
<SelectTrigger>
<SelectValue />
</SelectTrigger>
<SelectContent>
<SelectItem value="hd">HD (1280×720)</SelectItem>
<SelectItem value="fhd">Full HD (1920×1080)</SelectItem>
<SelectItem value="4k">4K (3840×2160)</SelectItem>
<SelectItem value="8k">8K (7680×4320)</SelectItem>
</SelectContent>
</Select>
</div>
<Label>Válassz nézeteket:</Label>
<div className="space-y-2">
{[
{ value: "front", label: "Elölnézet" },
{ value: "back", label: "Hátulnézet" },
{ value: "left", label: "Bal oldal" },
{ value: "right", label: "Jobb oldal" },
{ value: "top", label: "Felülnézet" },
{ value: "iso", label: "Izometrikus (3D)" },
].map((angle) => (
<div key={angle.value} className="flex items-center gap-2">
<Checkbox
id={angle.value}
checked={selectedAngles.includes(angle.value)}
onCheckedChange={(checked) => {
setSelectedAngles(
checked ? [...selectedAngles, angle.value] : selectedAngles.filter((a) => a !== angle.value),
)
}}
/>
<Label htmlFor={angle.value} className="cursor-pointer">
{angle.label}
</Label>
</div>
))}
</div>
</div>
<Button onClick={handleImageExport} disabled={loading || selectedAngles.length === 0} className="w-full">
{loading ? (
<>
<Loader2 className="w-4 h-4 mr-2 animate-spin" />
Exportálás...
</>
) : (
<>
<Download className="w-4 h-4 mr-2" />
Kép letöltése ({resolution.toUpperCase()})
</>
)}
</Button>
</TabsContent>
<TabsContent value="pdf" className="space-y-4">
<div className="space-y-2 text-sm text-muted-foreground">
<p>A PDF riport tartalmazza:</p>
<ul className="list-disc list-inside space-y-1 ml-2">
<li>Terv képek (több nézetből)</li>
<li>Bevásárló lista termékekkel és árakkal</li>
<li>Szoba méretek és specifikációk</li>
<li>QR kód a terv megosztásához</li>
</ul>
</div>
<Button onClick={handlePDFExport} disabled={loading} className="w-full">
{loading ? (
<>
<Loader2 className="w-4 h-4 mr-2 animate-spin" />
Exportálás...
</>
) : (
<>
<Download className="w-4 h-4 mr-2" />
PDF letöltése
</>
)}
</Button>
</TabsContent>
<TabsContent value="3d" className="space-y-4">
<div className="rounded-lg bg-amber-500/10 border border-amber-500/20 p-4">
<p className="text-sm text-amber-600 font-medium">Prémium funkció</p>
<p className="text-sm text-muted-foreground mt-1">
3D modell exportálásához prémium előfizetés szükséges
</p>
</div>
<div className="space-y-2 text-sm text-muted-foreground">
<p>A .glb fájl importálható:</p>
<ul className="list-disc list-inside space-y-1 ml-2">
<li>Blender</li>
<li>SketchUp</li>
<li>AutoCAD</li>
<li>És más 3D szoftverek</li>
</ul>
</div>
<Button onClick={handle3DExport} disabled={loading} className="w-full">
{loading ? (
<>
<Loader2 className="w-4 h-4 mr-2 animate-spin" />
Exportálás...
</>
) : (
<>
<Download className="w-4 h-4 mr-2" />
.glb fájl letöltése
</>
)}
</Button>
</TabsContent>
</Tabs>
</DialogContent>
</Dialog>
)
}

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"use client"
/**
* GLB Models Library
* Lists and allows placement of GLB files from /public/glb
*/
import { useState, useEffect } from "react"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { Button } from "@/components/ui/button"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Input } from "@/components/ui/input"
import {
Box,
Search,
FileCode,
Download,
Eye,
Plus,
Loader2
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { getAvailableGLBModels } from "@/lib/actions/glb-models.actions"
import type { GLBModel } from "@/lib/actions/glb-models.actions"
import { Canvas } from "@react-three/fiber"
import { OrbitControls, useGLTF, Environment, Center } from "@react-three/drei"
import { Suspense } from "react"
// Preview component for GLB model
function GLBPreview({ url }: { url: string }) {
const gltf = useGLTF(url)
return (
<Center>
<primitive object={gltf.scene.clone()} scale={0.5} />
</Center>
)
}
// Model card with preview
function ModelCard({ model, onSelect }: { model: GLBModel; onSelect: (model: GLBModel) => void }) {
const [showPreview, setShowPreview] = useState(false)
const { draggedProduct } = usePlannerStore()
const isSelected = draggedProduct?.id === model.id
return (
<Card
className={`p-3 cursor-pointer transition-all hover:shadow-lg hover:border-brand-600 ${
isSelected ? 'ring-2 ring-brand-600 border-brand-600' : ''
}`}
onClick={() => onSelect(model)}
>
{/* 3D Preview */}
<div className="aspect-square bg-gradient-to-br from-gray-900 to-gray-800 rounded-lg mb-3 overflow-hidden relative">
{showPreview ? (
<div className="w-full h-full">
<Canvas camera={{ position: [2, 1, 2], fov: 50 }}>
<Suspense fallback={
<mesh>
<boxGeometry />
<meshBasicMaterial color="#666" />
</mesh>
}>
<GLBPreview url={model.url} />
<OrbitControls enableZoom={false} enablePan={false} autoRotate autoRotateSpeed={2} />
<ambientLight intensity={0.5} />
<directionalLight position={[5, 5, 5]} intensity={0.8} />
<Environment preset="studio" />
</Suspense>
</Canvas>
</div>
) : (
<div className="w-full h-full flex items-center justify-center">
<Button
variant="outline"
size="sm"
onClick={(e) => {
e.stopPropagation()
setShowPreview(true)
}}
className="gap-2"
>
<Eye className="w-3 h-3" />
Preview 3D
</Button>
</div>
)}
{/* Badges */}
<div className="absolute top-2 right-2 flex gap-1">
<Badge variant="secondary" className="text-xs">
<FileCode className="w-3 h-3 mr-1" />
GLB
</Badge>
</div>
{isSelected && (
<div className="absolute inset-0 bg-brand-600/20 border-2 border-brand-600 rounded-lg flex items-center justify-center">
<div className="bg-brand-600 text-white px-3 py-1 rounded-full text-xs font-bold">
KIVÁLASZTVA
</div>
</div>
)}
</div>
{/* Info */}
<div className="space-y-2">
<div>
<h4 className="font-semibold text-sm line-clamp-2">{model.name}</h4>
<p className="text-xs text-muted-foreground">{model.filename}</p>
</div>
<div className="flex items-center justify-between text-xs">
<span className="text-muted-foreground">{model.sizeFormatted}</span>
<Badge variant="outline" className="text-xs">3D Model</Badge>
</div>
</div>
{/* Actions */}
{isSelected && (
<div className="mt-3 pt-3 border-t">
<p className="text-xs text-center text-brand-600 font-medium animate-pulse">
Kattints a padlóra a lehelyezéshez
</p>
</div>
)}
</Card>
)
}
export function GLBModelsLibrary() {
const [models, setModels] = useState<GLBModel[]>([])
const [loading, setLoading] = useState(true)
const [searchQuery, setSearchQuery] = useState("")
const { setDraggedProduct } = usePlannerStore()
// Load GLB models on mount
useEffect(() => {
const loadModels = async () => {
setLoading(true)
try {
const glbModels = await getAvailableGLBModels()
setModels(glbModels)
} catch (error) {
console.error('Failed to load GLB models:', error)
} finally {
setLoading(false)
}
}
loadModels()
}, [])
// Filter models by search
const filteredModels = models.filter(model =>
model.name.toLowerCase().includes(searchQuery.toLowerCase()) ||
model.filename.toLowerCase().includes(searchQuery.toLowerCase())
)
const handleSelectModel = (model: GLBModel) => {
// Convert to product-like object for planner
setDraggedProduct({
id: model.id,
name: model.name,
glbFile: model.url,
dimensions: {
width: 60, // Default 60cm
height: 80, // Default 80cm
depth: 60 // Default 60cm
},
price: 0, // Free models from library
stock: 999,
images: [],
corvuxEnabled: false
})
}
return (
<div className="flex flex-col h-full">
{/* Header */}
<div className="p-4 border-b">
<div className="flex items-center gap-2 mb-3">
<Box className="w-5 h-5 text-brand-600" />
<h3 className="font-semibold">3D Models Library</h3>
<Badge variant="secondary">{models.length}</Badge>
</div>
{/* Search */}
<div className="relative">
<Search className="absolute left-3 top-1/2 -translate-y-1/2 w-4 h-4 text-muted-foreground" />
<Input
placeholder="Keresés modellek között..."
value={searchQuery}
onChange={(e) => setSearchQuery(e.target.value)}
className="pl-9"
/>
</div>
</div>
{/* Models Grid */}
<ScrollArea className="flex-1">
<div className="p-4 space-y-4">
{loading && (
<div className="flex flex-col items-center justify-center py-12 text-muted-foreground">
<Loader2 className="w-8 h-8 animate-spin mb-2" />
<p className="text-sm">Modellek betöltése...</p>
</div>
)}
{!loading && filteredModels.length === 0 && (
<div className="text-center py-12 text-muted-foreground">
<Box className="w-12 h-12 mx-auto mb-3 opacity-50" />
<p className="text-sm">Nincs találat</p>
</div>
)}
{!loading && filteredModels.map((model) => (
<ModelCard
key={model.id}
model={model}
onSelect={handleSelectModel}
/>
))}
</div>
</ScrollArea>
{/* Footer Info */}
<div className="p-3 border-t bg-muted/30">
<div className="flex items-center justify-between text-xs text-muted-foreground">
<span>{filteredModels.length} modell elérhető</span>
<span>📁 /public/glb</span>
</div>
</div>
</div>
)
}

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"use client"
/**
* GLB Onboarding Tooltip
* Shows users how to use GLB models
*/
import { useState, useEffect } from "react"
import { Card } from "@/components/ui/card"
import { Button } from "@/components/ui/button"
import { Badge } from "@/components/ui/badge"
import {
X,
Box,
MousePointer,
Hand,
ArrowRight,
Sparkles
} from "lucide-react"
export function GLBOnboarding() {
const [show, setShow] = useState(false)
const [dismissed, setDismissed] = useState(false)
useEffect(() => {
// Check if user has seen this before
const hasSeenOnboarding = localStorage.getItem('planner-glb-onboarding-seen')
if (!hasSeenOnboarding) {
// Show after 2 seconds
const timer = setTimeout(() => setShow(true), 2000)
return () => clearTimeout(timer)
}
}, [])
const handleDismiss = () => {
setShow(false)
setDismissed(true)
localStorage.setItem('planner-glb-onboarding-seen', 'true')
}
if (!show || dismissed) return null
return (
<div className="absolute inset-0 bg-black/50 z-50 flex items-center justify-center p-4 animate-in fade-in duration-300">
<Card className="max-w-2xl bg-background p-6 relative">
<Button
variant="ghost"
size="icon"
className="absolute top-2 right-2"
onClick={handleDismiss}
>
<X className="w-4 h-4" />
</Button>
<div className="text-center mb-6">
<div className="w-16 h-16 bg-brand-600 rounded-full flex items-center justify-center mx-auto mb-4">
<Sparkles className="w-8 h-8 text-white" />
</div>
<h2 className="text-2xl font-bold mb-2">Üdvözlünk a 3D Tervezőben!</h2>
<p className="text-muted-foreground">
Használd a GLB modelleket a tökéletes konyha megtervezéséhez
</p>
</div>
<div className="space-y-4 mb-6">
<div className="flex items-start gap-3">
<div className="w-10 h-10 bg-brand-100 dark:bg-brand-900 rounded-lg flex items-center justify-center flex-shrink-0">
<Box className="w-5 h-5 text-brand-600" />
</div>
<div>
<h3 className="font-semibold mb-1">1. Válassz 3D modellt</h3>
<p className="text-sm text-muted-foreground">
Kattints a bal oldali "3D Models" fülre és válassz egy modellt a listából
</p>
</div>
</div>
<div className="flex items-start gap-3">
<div className="w-10 h-10 bg-brand-100 dark:bg-brand-900 rounded-lg flex items-center justify-center flex-shrink-0">
<MousePointer className="w-5 h-5 text-brand-600" />
</div>
<div>
<h3 className="font-semibold mb-1">2. Kattints a padlóra</h3>
<p className="text-sm text-muted-foreground">
A kiválasztott modell megjelenik, ahol a padlóra kattintasz
</p>
</div>
</div>
<div className="flex items-start gap-3">
<div className="w-10 h-10 bg-brand-100 dark:bg-brand-900 rounded-lg flex items-center justify-center flex-shrink-0">
<Hand className="w-5 h-5 text-brand-600" />
</div>
<div>
<h3 className="font-semibold mb-1">3. Mozgasd és alakítsd</h3>
<p className="text-sm text-muted-foreground">
Használd az eszköztárat a modellek mozgatásához, forgatásához és méretezéséhez
</p>
</div>
</div>
</div>
<div className="bg-brand-50 dark:bg-brand-950 rounded-lg p-4 mb-6">
<div className="flex items-start gap-2">
<Sparkles className="w-4 h-4 text-brand-600 flex-shrink-0 mt-0.5" />
<div className="text-sm">
<p className="font-medium mb-1">Gyors hozzáadás</p>
<p className="text-muted-foreground text-xs">
A jobb alsó sarokban található gyors hozzáadás panelen közvetlenül kiválaszthatod a modelleket!
</p>
</div>
</div>
</div>
<div className="flex gap-2">
<Button onClick={handleDismiss} className="flex-1 gap-2">
Értem, kezdhetjük!
<ArrowRight className="w-4 h-4" />
</Button>
</div>
</Card>
</div>
)
}

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"use client"
/**
* GLB Placement Preview
* Shows ghost preview of model before placement
*/
import { useRef, useState } from "react"
import { useFrame, useThree } from "@react-three/fiber"
import { useGLTF } from "@react-three/drei"
import * as THREE from "three"
import { usePlannerStore } from "@/lib/store/planner-store"
export function GLBPlacementPreview() {
const { draggedProduct, snapSettings } = usePlannerStore()
const { camera, raycaster, pointer } = useThree()
const meshRef = useRef<THREE.Group>(null)
const [position, setPosition] = useState<THREE.Vector3>(new THREE.Vector3(0, 0, 0))
// Load model if dragging
const modelUrl = draggedProduct?.glbFile?.url || draggedProduct?.glbFile
const gltf = modelUrl ? useGLTF(modelUrl) : null
// Update position based on mouse
useFrame(() => {
if (!draggedProduct || !meshRef.current) return
// Raycast to find position on ground
raycaster.setFromCamera(pointer, camera)
// Create ground plane for raycasting
const groundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0)
const intersectionPoint = new THREE.Vector3()
raycaster.ray.intersectPlane(groundPlane, intersectionPoint)
// Apply snapping if enabled
if (snapSettings.enabled) {
const gridSize = snapSettings.gridSize
intersectionPoint.x = Math.round(intersectionPoint.x / gridSize) * gridSize
intersectionPoint.z = Math.round(intersectionPoint.z / gridSize) * gridSize
}
setPosition(intersectionPoint)
meshRef.current.position.copy(intersectionPoint)
// Animate bobbing effect
const time = Date.now() * 0.001
meshRef.current.position.y = Math.sin(time * 2) * 0.05 + 0.1
})
if (!draggedProduct || !gltf) return null
return (
<group ref={meshRef} position={position}>
<primitive
object={gltf.scene.clone()}
scale={[1, 1, 1]}
/>
{/* Ghost material overlay */}
<mesh position={[0, 0, 0]}>
<boxGeometry args={[
(draggedProduct.dimensions?.width || 60) / 100,
(draggedProduct.dimensions?.height || 80) / 100,
(draggedProduct.dimensions?.depth || 60) / 100
]} />
<meshStandardMaterial
color="#00ff00"
transparent
opacity={0.3}
wireframe
/>
</mesh>
{/* Placement indicator */}
<mesh position={[0, -0.01, 0]} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.3, 0.35, 32]} />
<meshBasicMaterial color="#00ff00" transparent opacity={0.8} />
</mesh>
</group>
)
}

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"use client"
/**
* GLB Quick Add Panel
* Quick access to GLB models with thumbnail previews
*/
import { useState, useEffect } from "react"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { Button } from "@/components/ui/button"
import { Box, Plus, FileCode } from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { getAvailableGLBModels } from "@/lib/actions/glb-models.actions"
import type { GLBModel } from "@/lib/actions/glb-models.actions"
export function GLBQuickAdd() {
const [models, setModels] = useState<GLBModel[]>([])
const { setDraggedProduct, draggedProduct } = usePlannerStore()
useEffect(() => {
const loadModels = async () => {
const glbModels = await getAvailableGLBModels()
setModels(glbModels)
}
loadModels()
}, [])
const handleQuickAdd = (model: GLBModel) => {
setDraggedProduct({
id: model.id,
name: model.name,
glbFile: model.url,
dimensions: {
width: 60,
height: 80,
depth: 60
},
price: 0,
stock: 999,
images: [],
corvuxEnabled: false
})
}
if (models.length === 0) return null
return (
<div className="absolute bottom-4 right-4 z-40 max-w-md">
<Card className="bg-background/95 backdrop-blur-sm border-2 p-4">
<div className="flex items-center justify-between mb-3">
<div className="flex items-center gap-2">
<FileCode className="w-4 h-4 text-brand-600" />
<h4 className="font-semibold text-sm">Gyors hozzáadás</h4>
<Badge variant="secondary" className="text-xs">{models.length} GLB</Badge>
</div>
</div>
<div className="grid grid-cols-2 gap-2">
{models.slice(0, 4).map((model) => (
<Button
key={model.id}
variant={draggedProduct?.id === model.id ? 'default' : 'outline'}
size="sm"
onClick={() => handleQuickAdd(model)}
className="h-auto py-2 px-3 flex flex-col items-start gap-1"
>
<div className="flex items-center gap-1 w-full">
<Box className="w-3 h-3 flex-shrink-0" />
<span className="text-xs font-medium truncate">{model.name}</span>
</div>
<span className="text-xs text-muted-foreground">{model.sizeFormatted}</span>
</Button>
))}
</div>
{models.length > 4 && (
<p className="text-xs text-center text-muted-foreground mt-2">
+{models.length - 4} további modell a könyvtárban
</p>
)}
{draggedProduct && (
<div className="mt-3 pt-3 border-t">
<p className="text-xs text-center text-brand-600 font-medium animate-pulse">
Kattints a padlóra a "{draggedProduct.name}" elhelyezéséhez
</p>
</div>
)}
</Card>
</div>
)
}

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"use client"
import { useRef, useMemo, useEffect, useCallback, useState } from "react"
import { useGLTF, Html, TransformControls } from "@react-three/drei"
import { useFrame } from "@react-three/fiber"
import * as THREE from "three"
import type { PlacedObject, PlacedElement, PlacedPart } from "@/lib/types/planner.types"
import { usePlannerStore } from "@/lib/store/planner-store"
import { PhysicsEngine } from "@/lib/three/physics"
import { MaterialManager } from "@/lib/three/materials"
interface HierarchicalObjectProps {
obj: PlacedObject
onUpdate: (id: string, updates: Partial<PlacedObject>) => void
isSelected: boolean
onSelect: (id: string) => void
}
// Component for rendering individual parts
function PartMesh({
part,
objectId,
elementId,
parentTransform
}: {
part: PlacedPart
objectId: string
elementId: string
parentTransform: THREE.Matrix4
}) {
const meshRef = useRef<THREE.Group>(null)
const { selectPart, selectedPartId } = usePlannerStore()
// Load GLB if available
const gltf = part.modelUrl ? useGLTF(part.modelUrl) : null
useEffect(() => {
if (!gltf?.scene || !part.visible) return
// Apply materials/colors
gltf.scene.traverse((child: any) => {
if (child.isMesh && child.material) {
if (part.selectedColor) {
child.material = new THREE.MeshStandardMaterial({
color: part.selectedColor,
roughness: 0.7,
metalness: 0.2,
})
}
// Apply custom textures
Object.keys(part.customTextures).forEach((textureName) => {
if (child.material.map && part.customTextures[textureName]) {
const loader = new THREE.TextureLoader()
child.material.map = loader.load(part.customTextures[textureName])
}
})
}
})
}, [gltf, part.selectedColor, part.customTextures, part.visible])
if (!part.visible || !gltf) return null
const handleClick = (e: any) => {
e.stopPropagation()
selectPart(objectId, elementId, part.id)
}
const isSelected = selectedPartId === part.id
return (
<group
ref={meshRef}
position={part.localPosition}
rotation={part.localRotation}
scale={part.localScale}
onClick={handleClick}
>
<primitive object={gltf.scene.clone()} />
{isSelected && (
<Html position={[0, 0.2, 0]} center>
<div className="bg-purple-600 text-white px-2 py-1 rounded text-xs font-medium shadow-lg whitespace-nowrap">
{part.name} (Part)
</div>
</Html>
)}
</group>
)
}
// Component for rendering elements
function ElementMesh({
element,
objectId,
parentTransform
}: {
element: PlacedElement
objectId: string
parentTransform: THREE.Matrix4
}) {
const meshRef = useRef<THREE.Group>(null)
const { selectElement, selectedElementId, updateElement } = usePlannerStore()
// Load GLB if available
const gltf = element.modelUrl ? useGLTF(element.modelUrl) : null
useEffect(() => {
if (!gltf?.scene || !element.visible) return
// Apply materials/colors
gltf.scene.traverse((child: any) => {
if (child.isMesh && child.material) {
if (element.selectedColor) {
child.material = new THREE.MeshStandardMaterial({
color: element.selectedColor,
roughness: 0.7,
metalness: 0.2,
})
}
// Apply custom textures
Object.keys(element.customTextures).forEach((textureName) => {
if (child.material.map && element.customTextures[textureName]) {
const loader = new THREE.TextureLoader()
child.material.map = loader.load(element.customTextures[textureName])
}
})
}
})
}, [gltf, element.selectedColor, element.customTextures, element.visible])
if (!element.visible) return null
const handleClick = (e: any) => {
e.stopPropagation()
selectElement(objectId, element.id)
}
const isSelected = selectedElementId === element.id
// Create world transform
const worldTransform = useMemo(() => {
const local = new THREE.Matrix4()
local.compose(
new THREE.Vector3(...element.localPosition),
new THREE.Quaternion().setFromEuler(new THREE.Euler(...element.localRotation)),
new THREE.Vector3(...element.localScale)
)
return parentTransform.clone().multiply(local)
}, [element, parentTransform])
return (
<group
ref={meshRef}
position={element.localPosition}
rotation={element.localRotation}
scale={element.localScale}
onClick={handleClick}
>
{gltf && <primitive object={gltf.scene.clone()} />}
{/* Render parts */}
{element.parts.map((part) => (
<PartMesh
key={part.id}
part={part}
objectId={objectId}
elementId={element.id}
parentTransform={worldTransform}
/>
))}
{isSelected && (
<Html position={[0, 0.3, 0]} center>
<div className="bg-blue-600 text-white px-2 py-1 rounded text-xs font-medium shadow-lg whitespace-nowrap">
{element.name} (Element)
</div>
</Html>
)}
</group>
)
}
export function HierarchicalObject({ obj, onUpdate, isSelected, onSelect }: HierarchicalObjectProps) {
const groupRef = useRef<THREE.Group>(null)
const transformRef = useRef<any>(null)
const [hovered, setHovered] = useState(false)
const { getChildObjects, selectedElementId, selectedPartId, toolMode, snapSettings, showBoundingBoxes } = usePlannerStore()
// Load main object GLB if no elements
const gltf = obj.modelUrl && obj.elements.length === 0 ? useGLTF(obj.modelUrl) : null
useEffect(() => {
if (!gltf?.scene || !obj.visible) return
// Apply materials/colors to main object
gltf.scene.traverse((child: any) => {
if (child.isMesh && child.material) {
const materialName = child.name || "default"
if (obj.materials[materialName]) {
child.material = new THREE.MeshStandardMaterial({
color: obj.materials[materialName],
roughness: 0.7,
metalness: 0.2,
})
}
if (obj.colors[materialName]) {
child.material.color.set(obj.colors[materialName])
}
}
})
}, [gltf, obj.materials, obj.colors, obj.visible])
if (!obj.visible) return null
const handleClick = (e: any) => {
if (e.delta < 2) { // Only if not dragging
e.stopPropagation()
onSelect(obj.id)
}
}
const handlePointerOver = () => {
setHovered(true)
}
const handlePointerOut = () => {
setHovered(false)
}
const handleTransform = useCallback(() => {
if (!groupRef.current) return
let position = groupRef.current.position.toArray() as [number, number, number]
// Apply snap to grid
if (snapSettings.enabled) {
position = position.map((v) => Math.round(v / snapSettings.gridSize) * snapSettings.gridSize) as [number, number, number]
}
onUpdate(obj.id, {
position,
rotation: groupRef.current.rotation.toArray().slice(0, 3) as [number, number, number],
scale: groupRef.current.scale.toArray() as [number, number, number],
})
}, [obj.id, onUpdate, snapSettings])
// Get child objects
const children = getChildObjects(obj.id)
// Create world transform for children
const worldTransform = useMemo(() => {
const transform = new THREE.Matrix4()
transform.compose(
new THREE.Vector3(...obj.position),
new THREE.Quaternion().setFromEuler(new THREE.Euler(...obj.rotation)),
new THREE.Vector3(...obj.scale)
)
return transform
}, [obj.position, obj.rotation, obj.scale])
return (
<group
ref={groupRef}
position={obj.position}
rotation={obj.rotation}
scale={obj.scale}
onClick={handleClick}
onPointerOver={handlePointerOver}
onPointerOut={handlePointerOut}
>
{/* Render main object GLB if no elements */}
{gltf && obj.elements.length === 0 && <primitive object={gltf.scene.clone()} />}
{/* Render elements */}
{obj.elements.map((element) => (
<ElementMesh
key={element.id}
element={element}
objectId={obj.id}
parentTransform={worldTransform}
/>
))}
{/* Render child objects */}
{children.map((child) => (
<HierarchicalObject
key={child.id}
obj={child}
onUpdate={onUpdate}
isSelected={false}
onSelect={onSelect}
/>
))}
{/* Transform controls */}
{isSelected && !obj.locked && !selectedElementId && !selectedPartId && toolMode !== "select" && (
<TransformControls
ref={transformRef}
mode={toolMode === "move" ? "translate" : toolMode === "rotate" ? "rotate" : toolMode === "scale" ? "scale" : "translate"}
onMouseUp={handleTransform}
size={0.8}
space="world"
/>
)}
{/* Hover highlight */}
{hovered && !isSelected && (
<Html position={[0, (obj.dimensions?.height ?? 0) * 1.2, 0]} center>
<div className="bg-blue-500/80 text-white px-2 py-1 rounded text-xs font-medium shadow-lg whitespace-nowrap backdrop-blur-sm">
{obj.name}
</div>
</Html>
)}
{/* Selection highlight */}
{isSelected && !selectedElementId && !selectedPartId && (
<>
<Html position={[0, (obj.dimensions?.height ?? 0) * 1.2, 0]} center>
<div className="bg-green-600 text-white px-3 py-1 rounded-lg text-sm font-medium shadow-lg whitespace-nowrap animate-in fade-in">
{obj.name}
{obj.isGroup && " (Group)"}
{obj.locked && " 🔒"}
</div>
</Html>
{/* Bounding box */}
{(showBoundingBoxes || isSelected) && (
<mesh>
<boxGeometry
args={[
(obj.dimensions?.width ?? 0) * 1.05,
(obj.dimensions?.height ?? 0) * 1.05,
(obj.dimensions?.depth ?? 0) * 1.05
]}
/>
<meshBasicMaterial color="#22c55e" wireframe transparent opacity={0.4} />
</mesh>
)}
</>
)}
{/* Opacity support */}
{obj.opacity < 1 && (
<mesh>
<boxGeometry args={[(obj.dimensions?.width ?? 0), (obj.dimensions?.height ?? 0), (obj.dimensions?.depth ?? 0)]} />
<meshBasicMaterial transparent opacity={1 - obj.opacity} />
</mesh>
)}
</group>
)
}

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"use client"
import { useState, useMemo } from "react"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Button } from "@/components/ui/button"
import { Input } from "@/components/ui/input"
import { Badge } from "@/components/ui/badge"
import { Dialog, DialogContent, DialogHeader, DialogTitle, DialogTrigger } from "@/components/ui/dialog"
import {
History,
Clock,
Bookmark,
ChevronRight,
GitBranch,
RotateCcw,
RotateCw,
Save,
Eye,
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { formatDistanceToNow } from "date-fns"
import { hu } from "date-fns/locale"
import { cn } from "@/lib/utils"
interface HistorySnapshot {
id: string
name: string
description?: string
timestamp: number
preview?: string
}
export function HistoryTimeline() {
const { history, historyIndex, undo, redo } = usePlannerStore()
const [snapshots, setSnapshots] = useState<HistorySnapshot[]>([])
const [snapshotName, setSnapshotName] = useState("")
const [showSnapshotDialog, setShowSnapshotDialog] = useState(false)
const canUndo = historyIndex > 0
const canRedo = historyIndex < history.length - 1
// Group history by time periods
const groupedHistory = useMemo(() => {
const groups: Array<{ label: string; items: typeof history }> = []
const now = Date.now()
const recent = history.filter((h) => now - h.timestamp < 60 * 60 * 1000) // Last hour
const today = history.filter(
(h) => now - h.timestamp >= 60 * 60 * 1000 && now - h.timestamp < 24 * 60 * 60 * 1000
)
const older = history.filter((h) => now - h.timestamp >= 24 * 60 * 60 * 1000)
if (recent.length > 0) groups.push({ label: "Last Hour", items: recent })
if (today.length > 0) groups.push({ label: "Today", items: today })
if (older.length > 0) groups.push({ label: "Older", items: older })
return groups
}, [history])
const saveSnapshot = () => {
const snapshot: HistorySnapshot = {
id: `snapshot-${Date.now()}`,
name: snapshotName || `Snapshot ${snapshots.length + 1}`,
timestamp: Date.now(),
}
setSnapshots([...snapshots, snapshot])
setSnapshotName("")
setShowSnapshotDialog(false)
}
const jumpToState = (index: number) => {
const diff = index - historyIndex
if (diff > 0) {
for (let i = 0; i < diff; i++) redo()
} else if (diff < 0) {
for (let i = 0; i < Math.abs(diff); i++) undo()
}
}
return (
<div className="w-80 border-l bg-card flex flex-col h-full">
{/* Header */}
<div className="p-4 border-b space-y-3">
<div className="flex items-center justify-between">
<div className="flex items-center gap-2">
<History className="w-5 h-5 text-brand-600" />
<h3 className="font-semibold">History Timeline</h3>
</div>
<Badge variant="secondary">{history.length} states</Badge>
</div>
{/* Quick Actions */}
<div className="flex items-center gap-2">
<Button
size="sm"
variant="outline"
onClick={undo}
disabled={!canUndo}
className="flex-1 gap-2"
>
<RotateCcw className="w-3 h-3" />
Undo
</Button>
<Button
size="sm"
variant="outline"
onClick={redo}
disabled={!canRedo}
className="flex-1 gap-2"
>
<RotateCw className="w-3 h-3" />
Redo
</Button>
<Dialog open={showSnapshotDialog} onOpenChange={setShowSnapshotDialog}>
<DialogTrigger asChild>
<Button size="sm" variant="default" className="gap-2">
<Bookmark className="w-3 h-3" />
</Button>
</DialogTrigger>
<DialogContent>
<DialogHeader>
<DialogTitle>Create Snapshot</DialogTitle>
</DialogHeader>
<div className="space-y-4">
<div>
<label className="text-sm font-medium mb-2 block">Snapshot Name</label>
<Input
value={snapshotName}
onChange={(e) => setSnapshotName(e.target.value)}
placeholder="e.g., Before cabinet placement"
/>
</div>
<Button onClick={saveSnapshot} className="w-full">
<Save className="w-4 h-4 mr-2" />
Save Snapshot
</Button>
</div>
</DialogContent>
</Dialog>
</div>
</div>
{/* Timeline */}
<ScrollArea className="flex-1">
<div className="p-4 space-y-4">
{/* Snapshots */}
{snapshots.length > 0 && (
<div className="space-y-2">
<h4 className="text-xs font-semibold text-muted-foreground uppercase">Snapshots</h4>
{snapshots.map((snapshot) => (
<Card
key={snapshot.id}
className="p-3 hover:bg-muted cursor-pointer transition-colors"
>
<div className="flex items-start gap-2">
<Bookmark className="w-4 h-4 text-brand-600 mt-0.5" />
<div className="flex-1 min-w-0">
<p className="text-sm font-medium truncate">{snapshot.name}</p>
<p className="text-xs text-muted-foreground">
{formatDistanceToNow(snapshot.timestamp, { addSuffix: true, locale: hu })}
</p>
</div>
</div>
</Card>
))}
</div>
)}
{/* History States */}
{groupedHistory.map((group) => (
<div key={group.label} className="space-y-2">
<h4 className="text-xs font-semibold text-muted-foreground uppercase">{group.label}</h4>
{group.items.map((item, index) => {
const globalIndex = history.indexOf(item)
const isCurrentState = globalIndex === historyIndex
const isFutureState = globalIndex > historyIndex
return (
<button
key={globalIndex}
onClick={() => jumpToState(globalIndex)}
className={cn(
"w-full text-left p-2 rounded-lg transition-colors relative",
isCurrentState && "bg-brand-50 border-l-2 border-brand-600",
isFutureState && "opacity-50",
!isCurrentState && !isFutureState && "hover:bg-muted"
)}
>
<div className="flex items-start gap-2">
<Clock className="w-3 h-3 mt-1 text-muted-foreground" />
<div className="flex-1 min-w-0">
<p className="text-sm font-medium">
{item.description || "Untitled change"}
</p>
<p className="text-xs text-muted-foreground">
{formatDistanceToNow(item.timestamp, { addSuffix: true, locale: hu })}
</p>
<div className="text-xs text-muted-foreground mt-1">
{item.placedObjects.length} objects
</div>
</div>
{isCurrentState && (
<Badge variant="default" className="text-xs">
Current
</Badge>
)}
</div>
</button>
)
})}
</div>
))}
{history.length === 0 && (
<div className="text-center py-8 text-muted-foreground text-sm">
No history yet. Start designing!
</div>
)}
</div>
</ScrollArea>
{/* Footer */}
<div className="p-3 border-t bg-muted/50">
<div className="flex items-center justify-between text-xs text-muted-foreground">
<span>State {historyIndex + 1} of {history.length}</span>
<div className="flex items-center gap-1">
<GitBranch className="w-3 h-3" />
<span>Linear history</span>
</div>
</div>
</div>
</div>
)
}
/**
* Compact history slider for toolbar
*/
export function HistorySlider() {
const { history, historyIndex, undo, redo } = usePlannerStore()
const [showTimeline, setShowTimeline] = useState(false)
const canUndo = historyIndex > 0
const canRedo = historyIndex < history.length - 1
return (
<div className="flex items-center gap-2">
<Button
size="icon"
variant="ghost"
onClick={undo}
disabled={!canUndo}
title={`Undo ${canUndo && history[historyIndex - 1]?.description ? `(${history[historyIndex - 1].description})` : ""}`}
>
<RotateCcw className="w-4 h-4" />
</Button>
<Dialog open={showTimeline} onOpenChange={setShowTimeline}>
<DialogTrigger asChild>
<Button size="sm" variant="outline" className="gap-2">
<History className="w-3 h-3" />
{historyIndex + 1}/{history.length}
</Button>
</DialogTrigger>
<DialogContent className="max-w-md">
<DialogHeader>
<DialogTitle>History Timeline</DialogTitle>
</DialogHeader>
<HistoryTimeline />
</DialogContent>
</Dialog>
<Button
size="icon"
variant="ghost"
onClick={redo}
disabled={!canRedo}
title={`Redo ${canRedo && history[historyIndex + 1]?.description ? `(${history[historyIndex + 1].description})` : ""}`}
>
<RotateCw className="w-4 h-4" />
</Button>
</div>
)
}
function Card({ className, children, ...props }: any) {
return <div className={cn("rounded-lg border bg-card", className)} {...props}>{children}</div>
}

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/**
* Planner Components - Main Export
* Export all advanced planner components
*/
// Core Components
export { PlannerCanvas } from './planner-canvas'
export { PlannerToolbar } from './planner-toolbar'
export { PlannerSidebar } from './planner-sidebar'
export { PlannerEditor3D } from './planner-editor-3d'
export { DesignWizard } from './design-wizard'
// Advanced Components
export { EnhancedPlannerCanvas } from './enhanced-planner-canvas'
export { AdvancedMaterialPicker } from './advanced-material-picker'
export { AdvancedObjectInspector } from './advanced-object-inspector'
export { AdvancedToolsPanel } from './advanced-tools-panel'
export { ProfessionalPlanner } from './professional-planner'
export { UltraPlannerEditor } from './ultra-planner-editor'
// Model Viewers
export { AdvancedModelViewer } from './advanced-model-viewer'
// Effects & Showcases
export { AdvancedEffectsShowcase } from './advanced-effects-showcase'
export { CompleteShowcase } from './complete-showcase'
// Lighting
export { AdvancedLighting, PostProcessingEffects, LightingControlPanel } from './advanced-lighting'
// Performance
export { PerformanceMonitorUI, PerformanceHUD } from './performance-monitor-ui'
// WebXR
export { WebXRSupport, ARHitTest, VRTeleport, VRPerformanceOptimizer } from './webxr-support'
// Camera
export { CameraControls, ViewPresetsPanel, Minimap } from './camera-controls'
// UI Systems
export { Text3D, Panel3D, Button3D, Tooltip3D, ContextMenu3D, ProgressBar3D, Slider3D, InfoCard3D, MeasurementDisplay3D, Notification3D, LoadingIndicator3D } from './3d-ui-system'
// Scene Management
export { SceneManager } from './scene-manager'
// Existing Components
export { HierarchicalObject } from './hierarchical-object'
export { MaterialEditor } from './material-editor'
export { LayersPanel } from './layers-panel'
export { AssetLibrary } from './asset-library'
export { AIAssistant } from './ai-assistant'
export { SnapGuides } from './snap-guides'
export { MeasurementTool, DimensionLines } from './measurement-tool'
export { CollisionWarnings } from './collision-warnings'
export { QuickActionsPanel } from './quick-actions-panel'
export { DesignsList } from './designs-list'
export { ExportDialog } from './export-dialog'
export { ShoppingListDialog } from './shopping-list-dialog'
export { GLBModelsLibrary } from './glb-models-library'
export { GLBQuickAdd } from './glb-quick-add'
export { GLBPlacementPreview } from './glb-placement-preview'

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"use client"
import { useState } from "react"
import { Button } from "@/components/ui/button"
import { Input } from "@/components/ui/input"
import { ScrollArea } from "@/components/ui/scroll-area"
import {
Eye,
EyeOff,
Lock,
Unlock,
Plus,
Trash2,
ChevronRight,
ChevronDown,
Folder,
Box,
Circle,
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { cn } from "@/lib/utils"
import type { PlacedObject } from "@/lib/types/planner.types"
interface TreeNodeProps {
obj: PlacedObject
level: number
onSelect: (id: string) => void
isSelected: boolean
}
function TreeNode({ obj, level, onSelect, isSelected }: TreeNodeProps) {
const [isExpanded, setIsExpanded] = useState(true)
const {
getChildObjects,
toggleVisibility,
lockObject,
removeObject,
ungroupObject,
selectedElementId,
selectElement,
selectPart,
} = usePlannerStore()
const children = getChildObjects(obj.id)
const hasChildren = children.length > 0 || obj.elements.length > 0
return (
<div>
{/* Object row */}
<div
className={cn(
"group flex items-center gap-1 py-1 px-2 hover:bg-muted/50 rounded cursor-pointer transition-colors",
isSelected && "bg-brand-50 border-l-2 border-brand-600",
!obj.visible && "opacity-50"
)}
style={{ paddingLeft: `${level * 16 + 8}px` }}
onClick={() => onSelect(obj.id)}
>
{/* Expand/collapse */}
{hasChildren ? (
<button
onClick={(e) => {
e.stopPropagation()
setIsExpanded(!isExpanded)
}}
className="p-0.5 hover:bg-muted rounded"
>
{isExpanded ? (
<ChevronDown className="w-3 h-3" />
) : (
<ChevronRight className="w-3 h-3" />
)}
</button>
) : (
<div className="w-4" />
)}
{/* Icon */}
{obj.isGroup ? (
<Folder className="w-3.5 h-3.5 text-amber-600" />
) : (
<Box className="w-3.5 h-3.5 text-blue-600" />
)}
{/* Name */}
<span className="flex-1 text-sm truncate">{obj.name}</span>
{/* Layer color indicator */}
<div
className="w-2 h-2 rounded-full"
style={{ backgroundColor: obj.layer }}
/>
{/* Actions */}
<div className="flex items-center gap-0.5 opacity-0 group-hover:opacity-100 transition-opacity">
<button
onClick={(e) => {
e.stopPropagation()
toggleVisibility(obj.id)
}}
className="p-1 hover:bg-muted rounded"
title={obj.visible ? "Hide" : "Show"}
>
{obj.visible ? (
<Eye className="w-3 h-3" />
) : (
<EyeOff className="w-3 h-3" />
)}
</button>
<button
onClick={(e) => {
e.stopPropagation()
lockObject(obj.id, !obj.locked)
}}
className="p-1 hover:bg-muted rounded"
title={obj.locked ? "Unlock" : "Lock"}
>
{obj.locked ? (
<Lock className="w-3 h-3" />
) : (
<Unlock className="w-3 h-3" />
)}
</button>
{obj.isGroup && (
<button
onClick={(e) => {
e.stopPropagation()
ungroupObject(obj.id)
}}
className="p-1 hover:bg-muted rounded"
title="Ungroup"
>
<Circle className="w-3 h-3" />
</button>
)}
<button
onClick={(e) => {
e.stopPropagation()
removeObject(obj.id)
}}
className="p-1 hover:bg-destructive/10 rounded text-destructive"
title="Delete"
>
<Trash2 className="w-3 h-3" />
</button>
</div>
</div>
{/* Children and Elements */}
{isExpanded && hasChildren && (
<div>
{/* Render elements */}
{obj.elements.map((element) => (
<div key={element.id}>
<div
className={cn(
"group flex items-center gap-1 py-1 px-2 hover:bg-muted/50 rounded cursor-pointer transition-colors",
selectedElementId === element.id && "bg-blue-50 border-l-2 border-blue-600",
!element.visible && "opacity-50"
)}
style={{ paddingLeft: `${(level + 1) * 16 + 8}px` }}
onClick={(e) => {
e.stopPropagation()
selectElement(obj.id, element.id)
}}
>
<div className="w-4" />
<Circle className="w-3 h-3 text-blue-500" />
<span className="flex-1 text-xs truncate">{element.name}</span>
<span className="text-xs text-muted-foreground">Element</span>
</div>
{/* Render parts */}
{element.parts.map((part) => (
<div
key={part.id}
className={cn(
"group flex items-center gap-1 py-0.5 px-2 hover:bg-muted/50 rounded cursor-pointer transition-colors",
!part.visible && "opacity-50"
)}
style={{ paddingLeft: `${(level + 2) * 16 + 8}px` }}
onClick={(e) => {
e.stopPropagation()
selectPart(obj.id, element.id, part.id)
}}
>
<div className="w-4" />
<Circle className="w-2.5 h-2.5 text-purple-500" />
<span className="flex-1 text-xs truncate">{part.name}</span>
<span className="text-xs text-muted-foreground">{part.type}</span>
</div>
))}
</div>
))}
{/* Render child objects */}
{children.map((child) => (
<TreeNode
key={child.id}
obj={child}
level={level + 1}
onSelect={onSelect}
isSelected={false}
/>
))}
</div>
)}
</div>
)
}
export function LayersPanel() {
const [newLayerName, setNewLayerName] = useState("")
const [showNewLayerInput, setShowNewLayerInput] = useState(false)
const {
placedObjects,
layers,
activeLayerId,
selectedObjectId,
selectObject,
addLayer,
removeLayer,
setActiveLayer,
toggleLayerVisibility,
toggleLayerLock,
groupObjects,
selectedObjectIds,
} = usePlannerStore()
// Get root level objects (no parent)
const rootObjects = placedObjects.filter((obj) => !obj.parentId)
const handleAddLayer = () => {
if (newLayerName.trim()) {
addLayer(newLayerName.trim())
setNewLayerName("")
setShowNewLayerInput(false)
}
}
const handleGroupSelected = () => {
if (selectedObjectIds.length >= 2) {
groupObjects(selectedObjectIds)
}
}
return (
<div className="flex flex-col h-full">
{/* Layers header */}
<div className="p-3 border-b space-y-2">
<div className="flex items-center justify-between">
<h3 className="font-semibold text-sm">Layers</h3>
<Button
size="sm"
variant="ghost"
onClick={() => setShowNewLayerInput(true)}
>
<Plus className="w-3 h-3" />
</Button>
</div>
{showNewLayerInput && (
<div className="flex gap-1">
<Input
placeholder="Layer name"
value={newLayerName}
onChange={(e) => setNewLayerName(e.target.value)}
onKeyDown={(e) => e.key === "Enter" && handleAddLayer()}
className="h-7 text-xs"
autoFocus
/>
<Button size="sm" onClick={handleAddLayer} className="h-7">
Add
</Button>
</div>
)}
{selectedObjectIds.length >= 2 && (
<Button
size="sm"
variant="outline"
onClick={handleGroupSelected}
className="w-full"
>
<Folder className="w-3 h-3 mr-1" />
Group Selected ({selectedObjectIds.length})
</Button>
)}
</div>
{/* Layers list */}
<div className="border-b">
{layers.map((layer) => (
<div
key={layer.id}
className={cn(
"flex items-center gap-2 px-3 py-2 hover:bg-muted/50 cursor-pointer transition-colors border-l-2",
activeLayerId === layer.id ? "border-brand-600 bg-brand-50" : "border-transparent"
)}
onClick={() => setActiveLayer(layer.id)}
>
<div
className="w-3 h-3 rounded"
style={{ backgroundColor: layer.color }}
/>
<span className="flex-1 text-sm font-medium">{layer.name}</span>
<span className="text-xs text-muted-foreground">
{layer.objectIds.length}
</span>
<button
onClick={(e) => {
e.stopPropagation()
toggleLayerVisibility(layer.id)
}}
className="p-1 hover:bg-muted rounded"
>
{layer.visible ? (
<Eye className="w-3 h-3" />
) : (
<EyeOff className="w-3 h-3" />
)}
</button>
<button
onClick={(e) => {
e.stopPropagation()
toggleLayerLock(layer.id)
}}
className="p-1 hover:bg-muted rounded"
>
{layer.locked ? (
<Lock className="w-3 h-3" />
) : (
<Unlock className="w-3 h-3" />
)}
</button>
{layer.id !== "default" && (
<button
onClick={(e) => {
e.stopPropagation()
removeLayer(layer.id)
}}
className="p-1 hover:bg-destructive/10 rounded text-destructive"
>
<Trash2 className="w-3 h-3" />
</button>
)}
</div>
))}
</div>
{/* Objects tree */}
<div className="flex-1 overflow-hidden">
<ScrollArea className="h-full">
<div className="p-2 space-y-0.5">
{rootObjects.length === 0 ? (
<div className="text-center py-8 text-muted-foreground text-xs">
No objects in scene.
<br />
Drag products from the sidebar!
</div>
) : (
rootObjects.map((obj) => (
<TreeNode
key={obj.id}
obj={obj}
level={0}
onSelect={selectObject}
isSelected={selectedObjectId === obj.id}
/>
))
)}
</div>
</ScrollArea>
</div>
</div>
)
}

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"use client"
import { useState } from "react"
import { Button } from "@/components/ui/button"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Slider } from "@/components/ui/slider"
import { Label } from "@/components/ui/label"
import { Input } from "@/components/ui/input"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import {
Paintbrush,
Palette,
Sparkles,
Upload,
Eye,
Save,
Plus,
X
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { cn } from "@/lib/utils"
interface PBRMaterialSettings {
roughness: number
metalness: number
normalScale: number
aoIntensity: number
emissive: string
emissiveIntensity: number
}
export function MaterialEditor() {
const {
selectedObjectId,
selectedElementId,
selectedPartId,
placedObjects,
updateObject,
updateElement,
updatePart,
} = usePlannerStore()
const [activeTab, setActiveTab] = useState("colors")
const [selectedColor, setSelectedColor] = useState("#ffffff")
const [pbrSettings, setPbrSettings] = useState<PBRMaterialSettings>({
roughness: 0.7,
metalness: 0.2,
normalScale: 1,
aoIntensity: 1,
emissive: "#000000",
emissiveIntensity: 0,
})
const [customTextures, setCustomTextures] = useState<Record<string, File>>({})
// Get selected object and its product data
const selectedObject = placedObjects.find((o) => o.id === selectedObjectId)
if (!selectedObjectId || !selectedObject) {
return (
<div className="p-4 text-center text-muted-foreground">
<Palette className="w-12 h-12 mx-auto mb-3 opacity-50" />
<p className="text-sm">Select an object to edit materials</p>
</div>
)
}
// Predefined color palette
const colorPalette = [
// Woods
{ name: "Light Oak", hex: "#C9A076", category: "Wood" },
{ name: "Dark Walnut", hex: "#4A3728", category: "Wood" },
{ name: "Cherry", hex: "#8B4513", category: "Wood" },
{ name: "Maple", hex: "#D4A574", category: "Wood" },
{ name: "Mahogany", hex: "#C04000", category: "Wood" },
// Neutrals
{ name: "Pure White", hex: "#FFFFFF", category: "Neutral" },
{ name: "Off White", hex: "#F5F5DC", category: "Neutral" },
{ name: "Light Gray", hex: "#D3D3D3", category: "Neutral" },
{ name: "Medium Gray", hex: "#808080", category: "Neutral" },
{ name: "Charcoal", hex: "#36454F", category: "Neutral" },
{ name: "Black", hex: "#000000", category: "Neutral" },
// Colors
{ name: "Navy Blue", hex: "#000080", category: "Color" },
{ name: "Forest Green", hex: "#228B22", category: "Color" },
{ name: "Burgundy", hex: "#800020", category: "Color" },
{ name: "Cream", hex: "#FFFDD0", category: "Color" },
{ name: "Beige", hex: "#F5F5DC", category: "Color" },
// Modern
{ name: "Concrete", hex: "#B2B2B2", category: "Modern" },
{ name: "Brushed Steel", hex: "#C0C0C0", category: "Modern" },
{ name: "Copper", hex: "#B87333", category: "Modern" },
{ name: "Gold", hex: "#FFD700", category: "Modern" },
]
const materialPresets = [
{ name: "Matte Wood", roughness: 0.9, metalness: 0.0, category: "Wood" },
{ name: "Glossy Wood", roughness: 0.3, metalness: 0.0, category: "Wood" },
{ name: "Matte Paint", roughness: 0.8, metalness: 0.0, category: "Paint" },
{ name: "Satin Paint", roughness: 0.5, metalness: 0.0, category: "Paint" },
{ name: "High Gloss", roughness: 0.1, metalness: 0.0, category: "Paint" },
{ name: "Brushed Metal", roughness: 0.4, metalness: 0.9, category: "Metal" },
{ name: "Polished Metal", roughness: 0.1, metalness: 1.0, category: "Metal" },
{ name: "Marble", roughness: 0.2, metalness: 0.1, category: "Stone" },
{ name: "Granite", roughness: 0.6, metalness: 0.0, category: "Stone" },
{ name: "Glass", roughness: 0.0, metalness: 0.5, category: "Glass" },
]
const handleColorSelect = (hex: string) => {
setSelectedColor(hex)
// Apply to selected object/element/part
if (selectedPartId && selectedElementId) {
updatePart(selectedObjectId, selectedElementId, selectedPartId, {
selectedColor: hex,
})
} else if (selectedElementId) {
updateElement(selectedObjectId, selectedElementId, {
selectedColor: hex,
})
} else {
// Apply to main object
updateObject(selectedObjectId, {
colors: { ...selectedObject.colors, default: hex },
})
}
}
const handlePresetSelect = (preset: typeof materialPresets[0]) => {
setPbrSettings((prev) => ({
...prev,
roughness: preset.roughness,
metalness: preset.metalness,
}))
}
const handleTextureUpload = async (e: React.ChangeEvent<HTMLInputElement>, textureType: string) => {
const file = e.target.files?.[0]
if (!file) return
setCustomTextures((prev) => ({ ...prev, [textureType]: file }))
// Create object URL for preview
const url = URL.createObjectURL(file)
// Apply texture
if (selectedPartId && selectedElementId) {
updatePart(selectedObjectId, selectedElementId, selectedPartId, {
customTextures: { ...selectedObject.elements.find(e => e.id === selectedElementId)?.parts.find(p => p.id === selectedPartId)?.customTextures, [textureType]: url },
})
} else if (selectedElementId) {
updateElement(selectedObjectId, selectedElementId, {
customTextures: { ...selectedObject.elements.find(e => e.id === selectedElementId)?.customTextures, [textureType]: url },
})
}
}
return (
<div className="flex flex-col h-full">
{/* Header */}
<div className="p-3 border-b">
<div className="flex items-center gap-2 mb-2">
<Paintbrush className="w-4 h-4 text-brand-600" />
<h3 className="font-semibold text-sm">Material Editor</h3>
</div>
<div className="text-xs text-muted-foreground">
{selectedPartId ? "Editing Part" : selectedElementId ? "Editing Element" : "Editing Object"}:{" "}
<span className="font-medium">{selectedObject.name}</span>
</div>
</div>
<Tabs value={activeTab} onValueChange={setActiveTab} className="flex-1 flex flex-col">
<TabsList className="w-full justify-start rounded-none border-b bg-transparent p-0">
<TabsTrigger value="colors" className="gap-2 rounded-none flex-1">
<Palette className="w-3 h-3" />
Colors
</TabsTrigger>
<TabsTrigger value="pbr" className="gap-2 rounded-none flex-1">
<Sparkles className="w-3 h-3" />
Material
</TabsTrigger>
<TabsTrigger value="textures" className="gap-2 rounded-none flex-1">
<Upload className="w-3 h-3" />
Textures
</TabsTrigger>
</TabsList>
{/* Colors Tab */}
<TabsContent value="colors" className="flex-1 mt-0 p-0">
<ScrollArea className="h-full">
<div className="p-3 space-y-4">
{/* Color Picker */}
<div>
<Label className="text-xs mb-2 block">Custom Color</Label>
<div className="flex gap-2">
<Input
type="color"
value={selectedColor}
onChange={(e) => handleColorSelect(e.target.value)}
className="w-20 h-10 p-1 cursor-pointer"
/>
<Input
type="text"
value={selectedColor}
onChange={(e) => handleColorSelect(e.target.value)}
className="flex-1 h-10 font-mono text-xs"
placeholder="#FFFFFF"
/>
</div>
</div>
{/* Color Palette by Category */}
{["Wood", "Neutral", "Color", "Modern"].map((category) => (
<div key={category}>
<Label className="text-xs mb-2 block text-muted-foreground">{category}</Label>
<div className="grid grid-cols-5 gap-2">
{colorPalette
.filter((c) => c.category === category)
.map((color) => (
<button
key={color.hex}
onClick={() => handleColorSelect(color.hex)}
className={cn(
"w-full aspect-square rounded border-2 transition-all hover:scale-110",
selectedColor === color.hex
? "border-brand-600 ring-2 ring-brand-200"
: "border-gray-200"
)}
style={{ backgroundColor: color.hex }}
title={color.name}
/>
))}
</div>
</div>
))}
</div>
</ScrollArea>
</TabsContent>
{/* PBR Material Settings Tab */}
<TabsContent value="pbr" className="flex-1 mt-0 p-0">
<ScrollArea className="h-full">
<div className="p-3 space-y-4">
{/* Material Presets */}
<div>
<Label className="text-xs mb-2 block">Quick Presets</Label>
<div className="grid grid-cols-2 gap-2">
{materialPresets.map((preset) => (
<Button
key={preset.name}
variant="outline"
size="sm"
onClick={() => handlePresetSelect(preset)}
className="text-xs h-auto py-2"
>
{preset.name}
</Button>
))}
</div>
</div>
{/* Roughness */}
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-xs">Roughness</Label>
<span className="text-xs text-muted-foreground">{pbrSettings.roughness.toFixed(2)}</span>
</div>
<Slider
value={[pbrSettings.roughness]}
onValueChange={([value]) => setPbrSettings({ ...pbrSettings, roughness: value })}
min={0}
max={1}
step={0.01}
className="w-full"
/>
<p className="text-xs text-muted-foreground">0 = Glossy, 1 = Matte</p>
</div>
{/* Metalness */}
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-xs">Metalness</Label>
<span className="text-xs text-muted-foreground">{pbrSettings.metalness.toFixed(2)}</span>
</div>
<Slider
value={[pbrSettings.metalness]}
onValueChange={([value]) => setPbrSettings({ ...pbrSettings, metalness: value })}
min={0}
max={1}
step={0.01}
className="w-full"
/>
<p className="text-xs text-muted-foreground">0 = Non-metal, 1 = Metal</p>
</div>
{/* Normal Scale */}
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-xs">Surface Detail</Label>
<span className="text-xs text-muted-foreground">{pbrSettings.normalScale.toFixed(2)}</span>
</div>
<Slider
value={[pbrSettings.normalScale]}
onValueChange={([value]) => setPbrSettings({ ...pbrSettings, normalScale: value })}
min={0}
max={2}
step={0.1}
className="w-full"
/>
</div>
{/* Ambient Occlusion */}
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-xs">Ambient Occlusion</Label>
<span className="text-xs text-muted-foreground">{pbrSettings.aoIntensity.toFixed(2)}</span>
</div>
<Slider
value={[pbrSettings.aoIntensity]}
onValueChange={([value]) => setPbrSettings({ ...pbrSettings, aoIntensity: value })}
min={0}
max={2}
step={0.1}
className="w-full"
/>
</div>
{/* Emissive */}
<div className="space-y-2">
<Label className="text-xs">Emissive (Glow)</Label>
<div className="flex gap-2">
<Input
type="color"
value={pbrSettings.emissive}
onChange={(e) => setPbrSettings({ ...pbrSettings, emissive: e.target.value })}
className="w-16 h-8 p-1"
/>
<Slider
value={[pbrSettings.emissiveIntensity]}
onValueChange={([value]) => setPbrSettings({ ...pbrSettings, emissiveIntensity: value })}
min={0}
max={2}
step={0.1}
className="flex-1"
/>
</div>
</div>
{/* Preview Card */}
<Card className="p-3 bg-muted">
<div className="flex items-center gap-2 mb-2">
<Eye className="w-3 h-3" />
<span className="text-xs font-medium">Live Preview</span>
</div>
<div
className="w-full h-24 rounded border"
style={{
backgroundColor: selectedColor,
filter: `brightness(${1 - pbrSettings.roughness * 0.3})`,
}}
/>
</Card>
</div>
</ScrollArea>
</TabsContent>
{/* Textures Tab */}
<TabsContent value="textures" className="flex-1 mt-0 p-0">
<ScrollArea className="h-full">
<div className="p-3 space-y-3">
{/* Diffuse/Color Map */}
<div>
<Label className="text-xs mb-2 block">Diffuse Map (Color)</Label>
<Input
type="file"
accept="image/*"
onChange={(e) => handleTextureUpload(e, "diffuse")}
className="text-xs"
/>
</div>
{/* Normal Map */}
<div>
<Label className="text-xs mb-2 block">Normal Map (Surface Detail)</Label>
<Input
type="file"
accept="image/*"
onChange={(e) => handleTextureUpload(e, "normal")}
className="text-xs"
/>
</div>
{/* Roughness Map */}
<div>
<Label className="text-xs mb-2 block">Roughness Map</Label>
<Input
type="file"
accept="image/*"
onChange={(e) => handleTextureUpload(e, "roughness")}
className="text-xs"
/>
</div>
{/* Metallic Map */}
<div>
<Label className="text-xs mb-2 block">Metallic Map</Label>
<Input
type="file"
accept="image/*"
onChange={(e) => handleTextureUpload(e, "metallic")}
className="text-xs"
/>
</div>
{/* AO Map */}
<div>
<Label className="text-xs mb-2 block">Ambient Occlusion Map</Label>
<Input
type="file"
accept="image/*"
onChange={(e) => handleTextureUpload(e, "ao")}
className="text-xs"
/>
</div>
{/* Uploaded Textures */}
{Object.keys(customTextures).length > 0 && (
<div>
<Label className="text-xs mb-2 block">Uploaded Textures</Label>
<div className="space-y-2">
{Object.entries(customTextures).map(([type, file]) => (
<div key={type} className="flex items-center gap-2 p-2 bg-muted rounded text-xs">
<Badge variant="secondary" className="text-xs">
{type}
</Badge>
<span className="flex-1 truncate">{file.name}</span>
<Button
size="sm"
variant="ghost"
onClick={() => {
const newTextures = { ...customTextures }
delete newTextures[type]
setCustomTextures(newTextures)
}}
>
<X className="w-3 h-3" />
</Button>
</div>
))}
</div>
</div>
)}
</div>
</ScrollArea>
</TabsContent>
</Tabs>
{/* Footer Actions */}
<div className="p-3 border-t flex gap-2">
<Button size="sm" className="flex-1 gap-2">
<Save className="w-3 h-3" />
Save Preset
</Button>
<Button size="sm" variant="outline" className="flex-1 gap-2">
<Plus className="w-3 h-3" />
New Material
</Button>
</div>
</div>
)
}

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"use client"
import { useState, useRef, useCallback } from "react"
import { useThree } from "@react-three/fiber"
import { Html } from "@react-three/drei"
import * as THREE from "three"
import type { ThreeEvent } from "@react-three/fiber"
interface MeasurementPoint {
id: string
position: [number, number, number]
label?: string
}
interface Measurement {
id: string
from: MeasurementPoint
to: MeasurementPoint
distance: number
unit: "cm" | "m"
}
export function MeasurementTool({ enabled, unit = "m" }: { enabled: boolean; unit?: "cm" | "m" }) {
const [measurements, setMeasurements] = useState<Measurement[]>([])
const [currentPoint, setCurrentPoint] = useState<MeasurementPoint | null>(null)
const [hoveredPosition, setHoveredPosition] = useState<THREE.Vector3 | null>(null)
const lineRef = useRef<THREE.LineSegments>(
new THREE.LineSegments(new THREE.BufferGeometry(), new THREE.LineBasicMaterial({ color: "#3b82f6", linewidth: 2 })) as THREE.LineSegments | null
)
const materialRef = useRef<THREE.LineDashedMaterial>(
new THREE.LineDashedMaterial({ color: "#3b82f6", linewidth: 2, dashSize: 0.1, gapSize: 0.05 }) as THREE.LineDashedMaterial | null
)
const handlePointerMove = useCallback((e: ThreeEvent<PointerEvent>) => {
if (!enabled) return
setHoveredPosition(e.point)
if (lineRef.current && materialRef.current) {
lineRef.current.geometry.setFromPoints([new THREE.Vector3(...currentPoint?.position ?? [0, 0, 0]), e.point])
materialRef.current.color.set("#3b82f6")
materialRef.current.linewidth = 2
materialRef.current.dashSize = 0.1
materialRef.current.gapSize = 0.05
}
}, [enabled, lineRef, materialRef, currentPoint])
const handleClick = useCallback((e: ThreeEvent<MouseEvent>) => {
if (!currentPoint) return
setCurrentPoint(null)
}, [currentPoint])
return (
<>
{/* Current point marker */}
{currentPoint && (
<MeasurementPoint point={currentPoint} />
)}
{/* Preview line */}
{currentPoint && hoveredPosition && (
<PreviewLine
from={new THREE.Vector3(...currentPoint.position)}
to={hoveredPosition}
unit={unit}
/>
)}
{/* Completed measurements */}
{measurements.map((measurement) => (
<CompletedMeasurement
key={measurement.id}
measurement={measurement}
onDelete={() => setMeasurements(measurements.filter((m) => m.id !== measurement.id))}
/>
))}
</>
)
}
function MeasurementPoint({ point }: { point: MeasurementPoint }) {
return (
<>
<mesh position={point.position}>
<sphereGeometry args={[0.08, 16, 16]} />
<meshBasicMaterial color="#3b82f6" />
</mesh>
<mesh position={point.position} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.1, 0.15, 32]} />
<meshBasicMaterial color="#3b82f6" transparent opacity={0.5} side={THREE.DoubleSide} />
</mesh>
</>
)
}
function PreviewLine({ from, to, unit }: { from: THREE.Vector3; to: THREE.Vector3; unit: "cm" | "m" }) {
const points = [from, to]
const geometry = new THREE.BufferGeometry().setFromPoints(points)
const distance = from.distanceTo(to)
const displayDistance = unit === "cm" ? distance * 100 : distance
const midpoint: [number, number, number] = [
(from.x + to.x) / 2,
(from.y + to.y) / 2,
(from.z + to.z) / 2,
]
return (
<>
<lineSegments geometry={geometry}>
<lineBasicMaterial
color="#3b82f6"
linewidth={2}
/>
</lineSegments>
<Html position={midpoint} center>
<div className="bg-blue-600 text-white px-2 py-1 rounded text-xs font-medium shadow-lg whitespace-nowrap pointer-events-none">
{displayDistance.toFixed(2)} {unit}
</div>
</Html>
</>
)
}
function CompletedMeasurement({
measurement,
onDelete,
}: {
measurement: Measurement
onDelete: () => void
}) {
const points = [
new THREE.Vector3(...measurement.from.position),
new THREE.Vector3(...measurement.to.position),
]
const geometry = new THREE.BufferGeometry().setFromPoints(points)
const midpoint: [number, number, number] = [
(measurement.from.position[0] + measurement.to.position[0]) / 2,
(measurement.from.position[1] + measurement.to.position[1]) / 2,
(measurement.from.position[2] + measurement.to.position[2]) / 2,
]
return (
<group>
{/* Line */}
<lineSegments geometry={geometry}>
<lineBasicMaterial color="#22c55e" linewidth={2} transparent opacity={0.8} />
</lineSegments>
{/* End points */}
<MeasurementPoint point={measurement.from} />
<MeasurementPoint point={measurement.to} />
{/* Dimension arrows */}
<mesh position={measurement.from.position} rotation={[0, 0, 0]}>
<coneGeometry args={[0.05, 0.15, 8]} />
<meshBasicMaterial color="#22c55e" />
</mesh>
<mesh position={measurement.to.position} rotation={[0, Math.PI, 0]}>
<coneGeometry args={[0.05, 0.15, 8]} />
<meshBasicMaterial color="#22c55e" />
</mesh>
{/* Label */}
<Html position={midpoint} center>
<div className="bg-green-600 text-white px-3 py-1.5 rounded-lg text-sm font-medium shadow-lg whitespace-nowrap flex items-center gap-2">
<span>{measurement.distance.toFixed(2)} {measurement.unit}</span>
<button
onClick={onDelete}
className="hover:bg-green-700 rounded p-0.5 transition-colors"
>
×
</button>
</div>
</Html>
</group>
)
}
/**
* Dimension Lines Component - shows dimensions for selected object
*/
export function DimensionLines({
position,
dimensions,
visible,
unit = "m",
}: {
position: [number, number, number]
dimensions: { width: number; height: number; depth: number }
visible: boolean
unit?: "cm" | "m"
}) {
if (!visible) return null
const { width, height, depth } = dimensions
const [x, y, z] = position
const displayWidth = unit === "cm" ? width * 100 : width
const displayHeight = unit === "cm" ? height * 100 : height
const displayDepth = unit === "cm" ? depth * 100 : depth
return (
<group>
{/* Width dimension (X-axis) */}
<group position={[x, y - 0.2, z - depth / 2 - 0.3]}>
<lineSegments>
<bufferGeometry>
<bufferAttribute args={[new Float32Array([-width / 2, 0, 0, width / 2, 0, 0]), 3]}
array={new Float32Array([
-width / 2, 0, 0,
width / 2, 0, 0,
])} />
</bufferGeometry>
<lineBasicMaterial color="#ef4444" linewidth={2} />
</lineSegments>
<Html position={[0, 0, 0]} center>
<div className="bg-red-600 text-white px-2 py-0.5 rounded text-xs font-medium shadow-lg whitespace-nowrap pointer-events-none">
W: {displayWidth.toFixed(2)} {unit}
</div>
</Html>
</group>
{/* Height dimension (Y-axis) */}
<group position={[x - width / 2 - 0.3, y + height / 2, z]}>
<lineSegments>
<bufferGeometry>
<bufferAttribute args={[new Float32Array([0, -height / 2, 0, 0, height / 2, 0]), 3]}
array={new Float32Array([0, -height / 2, 0, 0, height / 2, 0])} />
</bufferGeometry>
<lineBasicMaterial color="#3b82f6" linewidth={2} />
</lineSegments>
<Html position={[0, 0, 0]} center>
<div className="bg-blue-600 text-white px-2 py-0.5 rounded text-xs font-medium shadow-lg whitespace-nowrap pointer-events-none">
H: {displayHeight.toFixed(2)} {unit}
</div>
</Html>
</group>
{/* Depth dimension (Z-axis) */}
<group position={[x + width / 2 + 0.3, y - 0.2, z]}>
<line>
<bufferGeometry>
<bufferAttribute args={[new Float32Array([0, 0, -depth / 2, 0, 0, depth / 2]), 3]}
array={new Float32Array([0, 0, -depth / 2, 0, 0, depth / 2])} />
</bufferGeometry>
<lineBasicMaterial color="#22c55e" linewidth={2} />
</line>
<Html position={[0, 0, 0]} center>
<div className="bg-green-600 text-white px-2 py-0.5 rounded text-xs font-medium shadow-lg whitespace-nowrap pointer-events-none">
D: {displayDepth.toFixed(2)} {unit}
</div>
</Html>
</group>
{/* Corner markers */}
{[
[-width / 2, y, -depth / 2],
[width / 2, y, -depth / 2],
[-width / 2, y, depth / 2],
[width / 2, y, depth / 2],
].map((pos, i) => (
<mesh key={i} position={[x + pos[0], pos[1], z + pos[2]]}>
<sphereGeometry args={[0.03, 8, 8]} />
<meshBasicMaterial color="#f59e0b" />
</mesh>
))}
</group>
)
}
/**
* Area Measurement - shows floor area
*/
export function AreaMeasurement({
corners,
visible,
unit = "m",
}: {
corners: Array<[number, number, number]>
visible: boolean
unit?: "cm" | "m"
}) {
if (!visible || corners.length < 3) return null
// Calculate area using shoelace formula
let area = 0
for (let i = 0; i < corners.length; i++) {
const j = (i + 1) % corners.length
area += corners[i][0] * corners[j][2]
area -= corners[j][0] * corners[i][2]
}
area = Math.abs(area / 2)
const displayArea = unit === "cm" ? area * 10000 : area
// Calculate center point
const center: [number, number, number] = [
corners.reduce((sum, c) => sum + c[0], 0) / corners.length,
0.01,
corners.reduce((sum, c) => sum + c[2], 0) / corners.length,
]
return (
<group>
{/* Area plane (semi-transparent) */}
<mesh position={center} rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[Math.sqrt(area) * 2, Math.sqrt(area) * 2]} />
<meshBasicMaterial color="#3b82f6" transparent opacity={0.1} side={THREE.DoubleSide} />
</mesh>
<Html position={center} center>
<div className="bg-blue-600 text-white px-3 py-1.5 rounded-lg text-sm font-medium shadow-lg whitespace-nowrap pointer-events-none">
Area: {displayArea.toFixed(2)} {unit}²
</div>
</Html>
</group>
)
}

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"use client"
import type React from "react"
import { useState } from "react"
import { useRouter } from "next/navigation"
import { Button } from "@/components/ui/button"
import { Input } from "@/components/ui/input"
import { Label } from "@/components/ui/label"
import { Textarea } from "@/components/ui/textarea"
import { Card } from "@/components/ui/card"
import { createDesign } from "@/lib/actions/design.actions"
import { toast } from "@/hooks/use-toast"
import { Loader2 } from "lucide-react"
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/ui/select"
export function NewDesignForm() {
const router = useRouter()
const [loading, setLoading] = useState(false)
const [formData, setFormData] = useState({
name: "",
description: "",
width: "300",
length: "400",
height: "250",
unit: "cm" as "cm" | "m",
})
const handleSubmit = async (e: React.FormEvent) => {
e.preventDefault()
setLoading(true)
try {
const design = await createDesign({
name: formData.name,
description: formData.description,
roomDimensions: {
width: Number.parseFloat(formData.width),
length: Number.parseFloat(formData.length),
height: Number.parseFloat(formData.height),
unit: formData.unit,
},
})
toast({ title: "Terv sikeresen létrehozva!", variant: "default" })
router.push(`/planner/${design.id}`)
} catch (error) {
toast({ title: "Hiba történt a terv létrehozása során", variant: "default" })
console.error("[v0] Error creating design:", error)
}
}
return (
<Card className="p-6">
<form onSubmit={handleSubmit} className="space-y-6">
<div>
<Label htmlFor="name">Terv neve *</Label>
<Input
id="name"
value={formData.name}
onChange={(e) => setFormData({ ...formData, name: e.target.value })}
placeholder="pl. Új konyha 2024"
required
className="mt-1.5"
/>
</div>
<div>
<Label htmlFor="description">Leírás (opcionális)</Label>
<Textarea
id="description"
value={formData.description}
onChange={(e) => setFormData({ ...formData, description: e.target.value })}
placeholder="Rövid leírás a tervről..."
rows={3}
className="mt-1.5"
/>
</div>
<div className="space-y-4">
<Label>Helyiség méretei *</Label>
<div className="grid grid-cols-3 gap-4">
<div>
<Label htmlFor="width" className="text-sm text-muted-foreground">
Szélesség
</Label>
<Input
id="width"
type="number"
value={formData.width}
onChange={(e) => setFormData({ ...formData, width: e.target.value })}
min="50"
max="10000"
required
className="mt-1.5"
/>
</div>
<div>
<Label htmlFor="length" className="text-sm text-muted-foreground">
Hosszúság
</Label>
<Input
id="length"
type="number"
value={formData.length}
onChange={(e) => setFormData({ ...formData, length: e.target.value })}
min="50"
max="10000"
required
className="mt-1.5"
/>
</div>
<div>
<Label htmlFor="height" className="text-sm text-muted-foreground">
Magasság
</Label>
<Input
id="height"
type="number"
value={formData.height}
onChange={(e) => setFormData({ ...formData, height: e.target.value })}
min="200"
max="500"
required
className="mt-1.5"
/>
</div>
</div>
<div className="w-32">
<Label htmlFor="unit" className="text-sm text-muted-foreground">
Mértékegység
</Label>
<Select
value={formData.unit}
onValueChange={(value: "cm" | "m") => setFormData({ ...formData, unit: value })}
>
<SelectTrigger id="unit" className="mt-1.5">
<SelectValue />
</SelectTrigger>
<SelectContent>
<SelectItem value="cm">cm</SelectItem>
<SelectItem value="m">m</SelectItem>
</SelectContent>
</Select>
</div>
</div>
<div className="flex gap-4 pt-4">
<Button type="button" variant="outline" onClick={() => router.back()} className="flex-1">
Mégse
</Button>
<Button type="submit" disabled={loading} className="flex-1">
{loading && <Loader2 className="w-4 h-4 mr-2 animate-spin" />}
Terv létrehozása
</Button>
</div>
</form>
</Card>
)
}

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"use client"
import { useMemo, useRef } from "react"
import { useGLTF } from "@react-three/drei"
import * as THREE from "three"
import type { PlacedObject } from "@/lib/types/planner.types"
interface OptimizedRendererProps {
objects: PlacedObject[]
renderSettings: any
}
/**
* Optimized Renderer with Instancing
* Groups identical models and renders them with InstancedMesh for performance
*/
export function OptimizedRenderer({ objects, renderSettings }: OptimizedRendererProps) {
// Group objects by model URL for instancing
const instanceGroups = useMemo(() => {
const groups = new Map<string, PlacedObject[]>()
objects.forEach((obj) => {
if (!obj.visible || obj.isGroup || obj.elements.length > 0) return
const key = obj.modelUrl
if (!groups.has(key)) {
groups.set(key, [])
}
groups.get(key)!.push(obj)
})
return groups
}, [objects])
return (
<>
{Array.from(instanceGroups.entries()).map(([modelUrl, instances]) => {
// Use instancing if more than 2 identical objects
if (instances.length >= 2) {
return (
<InstancedGroup
key={modelUrl}
modelUrl={modelUrl}
instances={instances}
renderSettings={renderSettings}
/>
)
} else {
// Render normally for single instances
return instances.map((obj) => (
<SingleObject key={obj.id} obj={obj} renderSettings={renderSettings} />
))
}
})}
</>
)
}
/**
* Instanced Group - renders multiple identical objects efficiently
*/
function InstancedGroup({
modelUrl,
instances,
renderSettings,
}: {
modelUrl: string
instances: PlacedObject[]
renderSettings: any
}) {
const meshRef = useRef<THREE.InstancedMesh>(null)
const gltf = useGLTF(modelUrl)
// Create instance matrices
useMemo(() => {
if (!meshRef.current) return
const tempMatrix = new THREE.Matrix4()
const tempPosition = new THREE.Vector3()
const tempRotation = new THREE.Euler()
const tempScale = new THREE.Vector3()
instances.forEach((obj, index) => {
tempPosition.set(...obj.position)
tempRotation.set(...obj.rotation)
tempScale.set(...obj.scale)
tempMatrix.compose(tempPosition, new THREE.Quaternion().setFromEuler(tempRotation), tempScale)
meshRef.current!.setMatrixAt(index, tempMatrix)
// Set color if available
if (obj.colors.default) {
meshRef.current!.setColorAt(index, new THREE.Color(obj.colors.default))
}
})
meshRef.current.instanceMatrix.needsUpdate = true
if (meshRef.current.instanceColor) {
meshRef.current.instanceColor.needsUpdate = true
}
}, [instances])
// Get geometry and material from loaded model
const { geometry, material } = useMemo(() => {
let geo: THREE.BufferGeometry | null = null
let mat: THREE.Material | null = null
gltf.scene.traverse((child: any) => {
if (child.isMesh && !geo) {
geo = child.geometry
mat = child.material
}
})
return { geometry: geo, material: mat }
}, [gltf])
if (!geometry || !material) return null
return (
<instancedMesh
ref={meshRef}
args={[geometry, material, instances.length]}
castShadow={renderSettings.shadows}
receiveShadow={renderSettings.shadows}
frustumCulled={true}
/>
)
}
/**
* Single Object - renders individual objects with LOD support
*/
function SingleObject({ obj, renderSettings }: { obj: PlacedObject; renderSettings: any }) {
const groupRef = useRef<THREE.Group>(null)
const gltf = useGLTF(obj.modelUrl)
// Apply LOD based on render quality
const lodLevels = useMemo(() => {
if (renderSettings.quality === "draft") {
return [
{ distance: 0, object: gltf.scene.clone() },
{ distance: 50, object: null }, // Hide in draft mode at distance
]
} else if (renderSettings.quality === "preview") {
return [
{ distance: 0, object: gltf.scene.clone() },
{ distance: 100, object: null },
]
} else {
// High/Ultra - no LOD
return [{ distance: 0, object: gltf.scene.clone() }]
}
}, [gltf, renderSettings.quality])
return (
<group
ref={groupRef}
position={obj.position}
rotation={obj.rotation}
scale={obj.scale}
>
<primitive object={lodLevels[0].object as THREE.Object3D} />
</group>
)
}
/**
* Progressive Loader - loads models progressively based on priority
*/
export function useProgressiveLoader(objects: PlacedObject[], cameraPosition: THREE.Vector3) {
// Sort objects by distance to camera
const sortedObjects = useMemo(() => {
return [...objects].sort((a, b) => {
const distA = new THREE.Vector3(...a.position).distanceTo(cameraPosition)
const distB = new THREE.Vector3(...b.position).distanceTo(cameraPosition)
return distA - distB
})
}, [objects, cameraPosition])
return sortedObjects
}

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"use client"
/**
* Performance Monitor UI Component
* Real-time performance stats visualization
*/
import { useState, useEffect } from "react"
import { useThree, useFrame } from "@react-three/fiber"
import { Card } from "@/components/ui/card"
import { Badge } from "@/components/ui/badge"
import { Button } from "@/components/ui/button"
import { Progress } from "@/components/ui/progress"
import {
Activity,
Gauge,
TrendingUp,
TrendingDown,
AlertTriangle,
CheckCircle,
Zap,
Eye,
EyeOff
} from "lucide-react"
import { PerformanceMonitor } from "@/lib/three/performance"
export function PerformanceMonitorUI({ visible = true }: { visible?: boolean }) {
const { gl } = useThree()
const [metrics, setMetrics] = useState({
fps: 60,
frameTime: 16.67,
drawCalls: 0,
triangles: 0,
geometries: 0,
textures: 0,
memory: { total: 0 }
})
const [isMinimized, setIsMinimized] = useState(false)
const monitor = PerformanceMonitor.getInstance()
useEffect(() => {
const unsubscribe = monitor.subscribe((newMetrics) => {
setMetrics(newMetrics)
})
return unsubscribe
}, [monitor])
useFrame(() => {
monitor.updateRendererMetrics(gl)
})
if (!visible) return null
const avgFPS = monitor.getAverageFPS()
const variance = monitor.getFPSVariance()
const grade = monitor.getPerformanceGrade()
const preset = monitor.getCurrentPreset()
// Grade colors
const gradeColors = {
A: 'text-green-600',
B: 'text-blue-600',
C: 'text-yellow-600',
D: 'text-orange-600',
F: 'text-red-600'
}
if (isMinimized) {
return (
<div className="absolute bottom-4 right-4 z-50">
<Button
variant="outline"
size="sm"
onClick={() => setIsMinimized(false)}
className="gap-2 bg-background/90 backdrop-blur-sm"
>
<Activity className="w-4 h-4" />
{metrics.fps} FPS
<Badge variant={grade === 'A' || grade === 'B' ? 'default' : 'destructive'} className="text-xs">
{grade}
</Badge>
</Button>
</div>
)
}
return (
<div className="absolute bottom-4 right-4 z-50 w-80">
<Card className="bg-background/95 backdrop-blur-sm border-2">
{/* Header */}
<div className="p-3 border-b flex items-center justify-between">
<div className="flex items-center gap-2">
<Activity className="w-4 h-4 text-brand-600" />
<h3 className="font-semibold text-sm">Performance Monitor</h3>
<Badge variant={grade === 'A' || grade === 'B' ? 'default' : 'destructive'} className="text-xs">
Grade {grade}
</Badge>
</div>
<Button
variant="ghost"
size="sm"
onClick={() => setIsMinimized(true)}
className="h-6 w-6 p-0"
>
<EyeOff className="w-3 h-3" />
</Button>
</div>
{/* FPS Display */}
<div className="p-4 border-b">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<Gauge className="w-5 h-5 text-brand-600" />
<span className="text-2xl font-bold">{metrics.fps}</span>
<span className="text-sm text-muted-foreground">FPS</span>
</div>
<div className="text-right">
<div className="text-xs text-muted-foreground">Avg</div>
<div className="font-semibold">{avgFPS.toFixed(1)}</div>
</div>
</div>
{/* FPS Bar */}
<Progress
value={Math.min((metrics.fps / 60) * 100, 100)}
className="h-2"
/>
{/* Frame Time */}
<div className="flex items-center justify-between mt-2 text-xs text-muted-foreground">
<span>Frame Time: {metrics.frameTime.toFixed(2)}ms</span>
<span>Target: 16.67ms</span>
</div>
</div>
{/* Rendering Stats */}
<div className="p-4 border-b space-y-2">
<h4 className="text-xs font-semibold mb-2 flex items-center gap-1">
<TrendingUp className="w-3 h-3" />
Rendering Stats
</h4>
<div className="grid grid-cols-2 gap-2 text-xs">
<div className="flex justify-between">
<span className="text-muted-foreground">Draw Calls:</span>
<span className="font-medium">{metrics.drawCalls}</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Triangles:</span>
<span className="font-medium">{(metrics.triangles / 1000).toFixed(1)}K</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Geometries:</span>
<span className="font-medium">{metrics.geometries}</span>
</div>
<div className="flex justify-between">
<span className="text-muted-foreground">Textures:</span>
<span className="font-medium">{metrics.textures}</span>
</div>
</div>
</div>
{/* Memory Usage */}
<div className="p-4 border-b">
<h4 className="text-xs font-semibold mb-2 flex items-center gap-1">
<Zap className="w-3 h-3" />
Memory Usage
</h4>
<div className="space-y-2">
<div>
<div className="flex justify-between text-xs mb-1">
<span className="text-muted-foreground">Total</span>
<span className="font-medium">{(metrics.memory.total / 1024).toFixed(2)} MB</span>
</div>
<Progress value={Math.min((metrics.memory.total / 100000) * 100, 100)} className="h-1" />
</div>
</div>
</div>
{/* Quality Preset */}
<div className="p-4 border-b">
<h4 className="text-xs font-semibold mb-2">Current Quality</h4>
<div className="flex items-center gap-2">
<Badge variant="outline" className="capitalize">
{preset.name}
</Badge>
<span className="text-xs text-muted-foreground">
Min {preset.minFPS} FPS
</span>
</div>
</div>
{/* Performance Warnings */}
{(variance > 10 || metrics.drawCalls > 1000 || metrics.triangles > 1000000) && (
<div className="p-4 border-b bg-yellow-50 dark:bg-yellow-900/10">
<h4 className="text-xs font-semibold mb-2 flex items-center gap-1 text-yellow-800 dark:text-yellow-200">
<AlertTriangle className="w-3 h-3" />
Performance Warnings
</h4>
<div className="space-y-1 text-xs text-yellow-700 dark:text-yellow-300">
{variance > 10 && (
<div className="flex items-start gap-1">
<span></span>
<span>Unstable frame rate detected</span>
</div>
)}
{metrics.drawCalls > 1000 && (
<div className="flex items-start gap-1">
<span></span>
<span>High draw calls ({metrics.drawCalls})</span>
</div>
)}
{metrics.triangles > 1000000 && (
<div className="flex items-start gap-1">
<span></span>
<span>High triangle count</span>
</div>
)}
</div>
</div>
)}
{/* Actions */}
<div className="p-3 flex gap-2">
<Button
variant="outline"
size="sm"
className="flex-1 text-xs"
onClick={() => monitor.reset()}
>
Reset Stats
</Button>
<Button
variant="outline"
size="sm"
className="flex-1 text-xs"
onClick={() => {
const report = monitor.generateReport()
console.log('Performance Report:', report)
}}
>
Generate Report
</Button>
</div>
</Card>
</div>
)
}
/**
* Mini Performance HUD (Compact version)
*/
export function PerformanceHUD() {
const { gl } = useThree()
const [fps, setFPS] = useState(60)
const [drawCalls, setDrawCalls] = useState(0)
const monitor = PerformanceMonitor.getInstance()
useFrame(() => {
monitor.updateRendererMetrics(gl)
const metrics = monitor.getMetrics()
setFPS(metrics.fps)
setDrawCalls(metrics.drawCalls)
})
return (
<div className="absolute top-2 right-2 bg-black/60 backdrop-blur-sm rounded px-3 py-1.5 text-white font-mono text-xs space-y-0.5">
<div className="flex items-center gap-2">
<Activity className="w-3 h-3" />
<span className="font-bold">{fps}</span>
<span className="text-white/70">FPS</span>
</div>
<div className="flex items-center gap-2">
<TrendingUp className="w-3 h-3" />
<span className="font-bold">{drawCalls}</span>
<span className="text-white/70">Calls</span>
</div>
</div>
)
}

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"use client"
import { Suspense, useCallback, useEffect } from "react"
import { Canvas, useThree, type ThreeEvent } from "@react-three/fiber"
import {
Grid,
Environment,
Html,
Sky,
ContactShadows,
} from "@react-three/drei"
import * as THREE from "three"
import type { Design, PlacedObject } from "@/lib/types/planner.types"
import { usePlannerStore } from "@/lib/store/planner-store"
import { HierarchicalObject } from "./hierarchical-object"
import { AdvancedLighting, PostProcessingEffects } from "./advanced-lighting"
import { CameraControls, Minimap } from "./camera-controls"
import { SnapGuides } from "./snap-guides"
import { MeasurementTool, DimensionLines } from "./measurement-tool"
import { CollisionWarnings } from "./collision-warnings"
import { QuickActionsPanel } from "./quick-actions-panel"
import { GLBQuickAdd } from "./glb-quick-add"
import { GLBPlacementPreview } from "./glb-placement-preview"
interface PlannerCanvasProps {
design: Design
}
// Advanced Scene Component with all features
function Scene({ design }: { design: Design }) {
const { width, length, height } = design.roomDimensions
const unitMultiplier = design.roomDimensions.unit === "cm" ? 0.01 : 1
const roomWidth = width * unitMultiplier
const roomLength = length * unitMultiplier
const roomHeight = height * unitMultiplier
const {
placedObjects,
selectedObjectId,
selectObject,
updateObject,
addObject,
draggedProduct,
setDraggedProduct,
toolMode,
snapSettings,
showGrid,
showMeasurements,
showSnapGuides,
renderSettings,
saveToHistory,
activeLayerId,
} = usePlannerStore()
// Destructure snap settings
const { enabled: snapEnabled, gridSize, snapToObjects, snapToWalls } = snapSettings
// Get selected object for dimension lines
const selectedObject = placedObjects.find((obj) => obj.id === selectedObjectId)
const handleCanvasClick = useCallback(
(e: ThreeEvent<PointerEvent>) => {
// If we have a dragged product, place it on click
if (draggedProduct) {
const intersection = e.point
let position: [number, number, number] = [intersection.x, 0, intersection.z]
if (snapEnabled) {
position = position.map((v) => Math.round(v / gridSize) * gridSize) as [number, number, number]
}
// Convert dimensions from cm to meters if needed
const width = draggedProduct.dimensions?.width || 60
const height = draggedProduct.dimensions?.height || 80
const depth = draggedProduct.dimensions?.depth || 60
const newObject: PlacedObject = {
id: `obj-${Date.now()}-${Math.random()}`,
name: draggedProduct.name,
modelUrl: draggedProduct.glbFile?.url || draggedProduct.glbFile || "/kitchen-cabinet.jpg",
position,
rotation: [0, 0, 0],
scale: [1, 1, 1],
dimensions: {
width: width / 100,
height: height / 100,
depth: depth / 100,
},
productId: draggedProduct.id,
price: draggedProduct.price || 0,
materials: {},
colors: {},
children: [],
isGroup: false,
locked: false,
visible: true,
elements: [],
tags: [],
layer: activeLayerId || "default",
opacity: 1,
castShadow: true,
receiveShadow: true,
}
addObject(newObject)
setDraggedProduct(null)
saveToHistory("Added object")
e.stopPropagation()
return
}
// Otherwise, handle normal click
if (e.object.type === "Mesh" && (e.object.name === "ground" || e.object.name === "grid")) {
selectObject(null)
}
},
[draggedProduct, addObject, setDraggedProduct, gridSize, snapEnabled, saveToHistory, activeLayerId, selectObject]
)
return (
<>
{/* Camera Controls with multiple modes */}
<CameraControls roomDimensions={{ width: roomWidth, length: roomLength, height: roomHeight }} />
{/* Advanced Lighting System */}
<AdvancedLighting
roomDimensions={{ width: roomWidth, length: roomLength, height: roomHeight }}
renderSettings={renderSettings}
/>
{/* Grid */}
{showGrid && (
<Grid
args={[roomWidth * 2, roomLength * 2]}
cellSize={gridSize}
cellThickness={0.8}
cellColor="#6b7280"
sectionSize={gridSize * 4}
sectionThickness={1.2}
sectionColor="#374151"
fadeDistance={roomWidth * 3}
fadeStrength={1}
infiniteGrid={false}
name="grid"
/>
)}
{/* Room boundaries */}
<group position={[-roomWidth / 2, 0, -roomLength / 2]}>
{/* Walls with better material */}
<mesh position={[0, roomHeight / 2, roomLength / 2]} castShadow receiveShadow>
<boxGeometry args={[0.05, roomHeight, roomLength]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.8} />
</mesh>
<mesh position={[roomWidth, roomHeight / 2, roomLength / 2]} castShadow receiveShadow>
<boxGeometry args={[0.05, roomHeight, roomLength]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.8} />
</mesh>
<mesh position={[roomWidth / 2, roomHeight / 2, 0]} castShadow receiveShadow>
<boxGeometry args={[roomWidth, roomHeight, 0.05]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.8} />
</mesh>
<mesh position={[roomWidth / 2, roomHeight / 2, roomLength]} castShadow receiveShadow>
<boxGeometry args={[roomWidth, roomHeight, 0.05]} />
<meshStandardMaterial color="#f5f5f5" roughness={0.8} />
</mesh>
<mesh position={[roomWidth / 2, 0, roomLength / 2]} rotation={[-Math.PI / 2, 0, 0]} receiveShadow>
<planeGeometry args={[roomWidth, roomLength]} />
<meshStandardMaterial color="#f9fafb" roughness={0.9} metalness={0.1} />
</mesh>
</group>
<mesh
position={[0, 0, 0]}
rotation={[-Math.PI / 2, 0, 0]}
onClick={handleCanvasClick}
visible={false}
name="ground"
>
<planeGeometry args={[roomWidth * 2, roomLength * 2]} />
<meshBasicMaterial />
</mesh>
{/* Placed objects with hierarchical rendering - only render root level objects */}
{placedObjects
.filter((obj) => !obj.parentId) // Only render root objects
.map((obj) => (
<HierarchicalObject
key={obj.id}
obj={obj}
onUpdate={updateObject}
isSelected={selectedObjectId === obj.id}
onSelect={selectObject}
/>
))}
{/* Room Measurements */}
{showMeasurements && (
<Html position={[0, roomHeight + 0.5, 0]} center>
<div className="bg-background/90 backdrop-blur-sm border rounded-lg p-2 text-xs font-mono">
<div>
Szélesség: {width} {design.roomDimensions.unit}
</div>
<div>
Hosszúság: {length} {design.roomDimensions.unit}
</div>
<div>
Magasság: {height} {design.roomDimensions.unit}
</div>
</div>
</Html>
)}
{/* Measurement Tool */}
<MeasurementTool enabled={toolMode === "measure"} unit={design.roomDimensions.unit} />
{/* Dimension Lines for Selected Object */}
{selectedObject && showMeasurements && (
<DimensionLines
position={selectedObject.position}
dimensions={selectedObject.dimensions || { width: 0, height: 0, depth: 0 }}
visible={true}
unit={design.roomDimensions.unit}
/>
)}
{/* Snap Guides */}
{showSnapGuides && <SnapGuides guides={[]} showGuides={showSnapGuides} />}
{/* Collision Warnings */}
<CollisionWarnings />
{/* Contact Shadows for enhanced realism */}
{renderSettings.shadows && renderSettings.quality !== 'draft' && (
<ContactShadows
position={[0, 0.01, 0]}
opacity={0.4}
scale={[roomWidth, roomLength]}
blur={2.5}
far={roomHeight}
/>
)}
{/* Sky for outdoor lighting */}
{renderSettings.lightingPreset === 'outdoor' && (
<Sky
distance={450000}
sunPosition={[roomWidth * 0.8, roomHeight * 2, roomLength * 0.8]}
inclination={0.6}
azimuth={0.25}
/>
)}
{/* Environment based on render settings */}
<Environment
preset={
renderSettings.lightingPreset === "day"
? "apartment"
: renderSettings.lightingPreset === "night"
? "night"
: renderSettings.lightingPreset === "studio"
? "studio"
: renderSettings.lightingPreset === "outdoor"
? "park"
: "apartment"
}
background={false}
blur={0.5}
/>
{/* GLB Placement Preview */}
<GLBPlacementPreview />
</>
)
}
export function PlannerCanvas({ design }: PlannerCanvasProps) {
const { draggedProduct, renderSettings } = usePlannerStore()
if (!renderSettings) {
console.error("Render settings are not defined")
}
return (
<div className="w-full h-full relative" style={{ cursor: draggedProduct ? "crosshair" : "default" }}>
{/* Drag Instruction */}
{draggedProduct && (
<div className="absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2 z-30 pointer-events-none">
<div className="bg-brand-600 text-white px-6 py-3 rounded-lg shadow-2xl animate-pulse">
<div className="text-center">
<div className="font-bold text-lg mb-1">📦 {draggedProduct.name}</div>
<div className="text-sm opacity-90">Kattints a padlóra a lehelyezéshez</div>
</div>
</div>
</div>
)}
<Canvas
shadows
gl={{
antialias: renderSettings.antialiasing,
alpha: false,
powerPreference: renderSettings.quality === "ultra" ? "high-performance" : "default",
preserveDrawingBuffer: true,
}}
dpr={renderSettings.quality === "ultra" ? [1, 2] : [1, 1.5]}
>
<Suspense fallback={null}>
<Scene design={design} />
</Suspense>
</Canvas>
{/* Minimap */}
<Minimap
roomDimensions={{
width: design.roomDimensions.width * (design.roomDimensions.unit === "cm" ? 0.01 : 1),
length: design.roomDimensions.length * (design.roomDimensions.unit === "cm" ? 0.01 : 1),
}}
/>
{/* Quick Actions Panel */}
<QuickActionsPanel />
{/* GLB Quick Add Panel */}
<GLBQuickAdd />
</div>
)
}

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'use client'
import { useEffect, useState } from 'react'
import { useSocket } from '@/components/providers/socket-provider'
import type { Design } from '@/lib/types/planner.types'
import { EnhancedPlannerCanvas } from './enhanced-planner-canvas'
import { PlannerToolbar } from './planner-toolbar'
import { PlannerSidebar } from './planner-sidebar'
import { AdvancedObjectInspector } from './advanced-object-inspector'
import { AdvancedToolsPanel } from './advanced-tools-panel'
import { PerformanceMonitorUI } from './performance-monitor-ui'
import { GLBOnboarding } from './glb-onboarding'
import { usePlannerStore } from '@/lib/store/planner-store'
import { Button } from '@/components/ui/button'
import { Badge } from '@/components/ui/badge'
import { Layers, Eye, Activity, Zap, Sparkles } from 'lucide-react'
interface PlannerEditor3DProps {
design: Design
userId: string
userName: string
}
export function PlannerEditor3D({ design, userId, userName }: PlannerEditor3DProps) {
const { socket, isConnected } = useSocket()
const [isInitialized, setIsInitialized] = useState(false)
const [showLeftPanel, setShowLeftPanel] = useState(true)
const [showRightPanel, setShowRightPanel] = useState(true)
const [showPerformance, setShowPerformance] = useState(false)
const [advancedMode, setAdvancedMode] = useState(true)
const {
selectedObjectId,
placedObjects,
renderSettings,
updateRenderSettings
} = usePlannerStore()
// Initialize planner store with design data
useEffect(() => {
if (!isInitialized && design) {
const store = usePlannerStore.getState()
// Clear existing objects first
store.placedObjects.forEach(obj => store.removeObject(obj.id))
// Load design data into store
if (design.placedObjects && design.placedObjects.length > 0) {
design.placedObjects.forEach(obj => {
store.addObject(obj)
})
}
// Load settings
if (design.snapSettings) {
store.updateSnapSettings(design.snapSettings)
}
if (design.renderSettings) {
store.updateRenderSettings(design.renderSettings)
}
setIsInitialized(true)
}
}, [design, isInitialized])
return (
<div className="h-screen flex flex-col bg-background">
{/* Collaboration Status */}
{socket && !isConnected && (
<div className="absolute top-4 right-4 z-50 bg-yellow-100 border border-yellow-400 text-yellow-800 px-4 py-2 rounded-lg text-sm shadow-lg">
🔄 Reconnecting to collaboration server...
</div>
)}
{socket && isConnected && (
<div className="absolute top-4 right-4 z-50 bg-green-100 border border-green-400 text-green-800 px-4 py-2 rounded-lg text-sm shadow-lg">
Connected - Real-time collaboration active
</div>
)}
{/* Toolbar */}
<PlannerToolbar design={design} />
{/* Status Bar */}
<div className="px-4 py-2 border-b bg-muted/30 flex items-center justify-between">
<div className="flex items-center gap-2">
<Badge variant="default" className="gap-1">
<Zap className="w-3 h-3" />
Advanced Mode
</Badge>
<Badge variant="outline" className="gap-1">
<Layers className="w-3 h-3" />
{placedObjects.length} Objects
</Badge>
<Badge variant="outline" className="gap-1">
<Activity className="w-3 h-3" />
{renderSettings?.quality?.toUpperCase()}
</Badge>
</div>
<div className="flex items-center gap-2">
<Button
variant="ghost"
size="sm"
onClick={() => setShowPerformance(!showPerformance)}
>
<Activity className="w-4 h-4" />
</Button>
</div>
</div>
{/* Main Content */}
<div className="flex-1 flex overflow-hidden relative">
{/* Left Panel */}
{showLeftPanel && (
advancedMode ? (
<AdvancedToolsPanel />
) : (
<PlannerSidebar designId={design.id} />
)
)}
{/* 3D Canvas */}
<div className="flex-1 relative">
<EnhancedPlannerCanvas
design={design}
enablePhysics={advancedMode}
enableWebXR={true}
enablePerformanceMonitor={showPerformance}
qualityPreset={renderSettings?.quality}
/>
{/* Toggle Buttons */}
<div className="absolute top-4 left-4 z-40 flex flex-col gap-2">
<Button
variant="outline"
size="sm"
onClick={() => setShowLeftPanel(!showLeftPanel)}
className="bg-background/90 backdrop-blur-sm"
>
<Layers className="w-4 h-4" />
</Button>
<Button
variant={advancedMode ? 'default' : 'outline'}
size="sm"
onClick={() => setAdvancedMode(!advancedMode)}
className="gap-2 bg-background/90 backdrop-blur-sm"
>
<Sparkles className="w-4 h-4" />
</Button>
</div>
<div className="absolute top-4 right-4 z-40">
<Button
variant="outline"
size="sm"
onClick={() => setShowRightPanel(!showRightPanel)}
className="bg-background/90 backdrop-blur-sm"
>
<Eye className="w-4 h-4" />
</Button>
</div>
{/* Performance Monitor */}
{showPerformance && <PerformanceMonitorUI visible={true} />}
</div>
{/* Right Panel - Object Inspector */}
{showRightPanel && (
<div className="w-80 border-l bg-card">
<AdvancedObjectInspector objectId={selectedObjectId} />
</div>
)}
</div>
{/* GLB Onboarding */}
<GLBOnboarding />
</div>
)
}

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"use client"
import { useState } from "react"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { Input } from "@/components/ui/input"
import { Search, Package, Palette, Layers, Trash2, Eye } from "lucide-react"
import { Button } from "@/components/ui/button"
import { Badge } from "@/components/ui/badge"
import useSWR from "swr"
import { usePlannerStore } from "@/lib/store/planner-store"
import Image from "next/image"
import { LayersPanel } from "./layers-panel"
import { MaterialEditor } from "./material-editor"
import { AssetLibrary } from "./asset-library"
import { GLBModelsLibrary } from "./glb-models-library"
interface PlannerSidebarProps {
designId: string
}
const fetcher = (url: string) => fetch(url).then((res) => res.json())
export function PlannerSidebar({ designId }: PlannerSidebarProps) {
const [searchQuery, setSearchQuery] = useState("")
const [selectedCategory, setSelectedCategory] = useState<string | null>(null)
const { placedObjects, setDraggedProduct, removeObject } = usePlannerStore()
const { data: productsData } = useSWR(
`/api/products?status=published&search=${searchQuery}${selectedCategory ? `&category=${selectedCategory}` : ""}`,
fetcher,
)
const { data: categoriesData } = useSWR("/api/categories?active=true", fetcher)
const products = productsData?.products || []
const categories = categoriesData?.categories || []
const handleDragStart = (product: any) => {
setDraggedProduct(product)
}
return (
<div className="w-80 border-r bg-card flex flex-col">
<div className="p-4 border-b space-y-3">
<div className="relative">
<Search className="absolute left-3 top-1/2 -translate-y-1/2 w-4 h-4 text-muted-foreground" />
<Input
placeholder="Keresés komponensek között..."
value={searchQuery}
onChange={(e) => setSearchQuery(e.target.value)}
className="pl-9"
/>
</div>
{categories.length > 0 && (
<div className="flex flex-wrap gap-2">
<Button
size="sm"
variant={selectedCategory === null ? "default" : "outline"}
onClick={() => setSelectedCategory(null)}
>
Összes
</Button>
{categories.slice(0, 3).map((cat: any) => (
<Button
key={cat.id}
size="sm"
variant={selectedCategory === cat.id ? "default" : "outline"}
onClick={() => setSelectedCategory(cat.id)}
>
{cat.name}
</Button>
))}
</div>
)}
</div>
<Tabs defaultValue="glb-models" className="flex-1 flex flex-col">
<TabsList className="w-full grid grid-cols-5 rounded-none border-b bg-transparent p-0">
<TabsTrigger value="glb-models" className="gap-1 rounded-none text-xs">
<Package className="w-4 h-4" />
<span className="hidden lg:inline">3D Models</span>
</TabsTrigger>
<TabsTrigger value="components" className="gap-1 rounded-none text-xs">
<Search className="w-4 h-4" />
<span className="hidden lg:inline">Products</span>
</TabsTrigger>
<TabsTrigger value="library" className="gap-1 rounded-none text-xs">
<Search className="w-4 h-4" />
<span className="hidden lg:inline">Library</span>
</TabsTrigger>
<TabsTrigger value="materials" className="gap-1 rounded-none text-xs">
<Palette className="w-4 h-4" />
<span className="hidden lg:inline">Materials</span>
</TabsTrigger>
<TabsTrigger value="layers" className="gap-1 rounded-none text-xs">
<Layers className="w-4 h-4" />
<span className="hidden lg:inline">Layers</span>
</TabsTrigger>
</TabsList>
<TabsContent value="glb-models" className="flex-1 mt-0 h-full flex flex-col">
<GLBModelsLibrary />
</TabsContent>
<TabsContent value="components" className="flex-1 mt-0">
<ScrollArea className="h-full">
<div className="p-4 space-y-4">
{products.length === 0 && (
<div className="text-center py-8 text-muted-foreground text-sm">Nincs találat</div>
)}
{products.map((product: any) => (
<div
key={product.id}
draggable
onDragStart={() => handleDragStart(product)}
className="group border rounded-lg p-3 hover:border-brand-600 transition-colors cursor-grab active:cursor-grabbing"
>
<div className="aspect-square bg-muted rounded mb-2 overflow-hidden relative">
{product.images?.[0] ? (
<Image
src={product.images[0]?.url || "/placeholder.svg"}
alt={product.images[0]?.alt || product.name}
fill
className="object-cover group-hover:scale-110 transition-transform"
/>
) : (
<div className="w-full h-full flex items-center justify-center text-muted-foreground text-xs">
Nincs kép
</div>
)}
{product.glbFile && (
<Badge className="absolute top-2 right-2 text-xs" variant="secondary">
3D
</Badge>
)}
</div>
<h4 className="font-medium text-sm mb-1 line-clamp-2">{product.name}</h4>
{product.elements && product.elements.length > 0 && (
<p className="text-xs text-muted-foreground mb-1">
{product.elements.length} elem
{product.elements.some((el: any) => el.parts?.length > 0) &&
`${product.elements.reduce((sum: number, el: any) => sum + (el.parts?.length || 0), 0)} alkatrész`}
</p>
)}
<div className="flex items-center justify-between">
<span className="text-sm font-semibold text-brand-600">
{product.price?.toLocaleString("hu-HU")} Ft
</span>
{product.stock > 0 ? (
<Badge variant="secondary" className="text-xs">
Raktáron
</Badge>
) : (
<Badge variant="destructive" className="text-xs">
Elfogyott
</Badge>
)}
</div>
{product.corvuxEnabled && (
<Badge variant="outline" className="mt-2 text-xs">
🎨 Testreszabható
</Badge>
)}
</div>
))}
</div>
</ScrollArea>
</TabsContent>
<TabsContent value="library" className="flex-1 mt-0 h-full flex flex-col">
<AssetLibrary />
</TabsContent>
<TabsContent value="materials" className="flex-1 mt-0 h-full flex flex-col">
<MaterialEditor />
</TabsContent>
<TabsContent value="layers" className="flex-1 mt-0 h-full flex flex-col">
<LayersPanel />
</TabsContent>
</Tabs>
</div>
)
}

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"use client"
import { useState, useEffect } from "react"
import type { Design } from "@/lib/types/planner.types"
import { Button } from "@/components/ui/button"
import {
Save,
Download,
Share2,
Undo,
Redo,
Grid3x3,
Ruler,
Eye,
ShoppingCart,
ArrowLeft,
Rotate3D,
Move,
Copy,
ZoomIn,
ZoomOut,
Ruler as RulerIcon,
} from "lucide-react"
import Link from "next/link"
import { Separator } from "@/components/ui/separator"
import { ExportDialog } from "./export-dialog"
import { ShoppingListDialog } from "./shopping-list-dialog"
import { updateDesign } from "@/lib/actions/design.actions"
import { toast } from "sonner"
import { usePlannerStore } from "@/lib/store/planner-store"
import { Sparkles, Settings2 } from "lucide-react"
import { AIAssistant } from "./ai-assistant"
import { LightingControlPanel } from "./advanced-lighting"
import { Dialog, DialogContent, DialogTrigger } from "@/components/ui/dialog"
import { Popover, PopoverContent, PopoverTrigger } from "@/components/ui/popover"
interface PlannerToolbarProps {
design: Design
}
export function PlannerToolbar({ design }: PlannerToolbarProps) {
const [exportDialogOpen, setExportDialogOpen] = useState(false)
const [shoppingListOpen, setShoppingListOpen] = useState(false)
const [aiAssistantOpen, setAiAssistantOpen] = useState(false)
const [isSaving, setIsSaving] = useState(false)
const {
placedObjects,
selectedObjectId,
selectObject,
toolMode,
setToolMode,
showGrid,
toggleGrid,
showMeasurements,
toggleMeasurements,
toggleSnapToGrid,
undo,
redo,
duplicateObject,
history,
historyIndex,
snapSettings,
} = usePlannerStore()
const handleSave = async () => {
setIsSaving(true)
try {
const {
placedObjects,
layers,
snapSettings: currentSnapSettings,
renderSettings: currentRenderSettings
} = usePlannerStore.getState()
await updateDesign(design.id, {
placedObjects,
layers,
snapSettings: currentSnapSettings,
renderSettings: currentRenderSettings,
totalPrice: placedObjects.reduce((sum, obj) => sum + obj.price, 0),
})
toast.success("Terv sikeresen mentve")
} catch (error) {
toast.error(error instanceof Error ? error.message : "Hiba történt a mentés során")
} finally {
setIsSaving(false)
}
}
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
if (e.ctrlKey || e.metaKey) {
switch (e.key.toLowerCase()) {
case "z":
e.preventDefault()
undo()
toast.success("Visszavonva")
break
case "y":
e.preventDefault()
redo()
toast.success("Újra")
break
case "d":
e.preventDefault()
if (selectedObjectId) {
duplicateObject(selectedObjectId)
toast.success("Elem duplikálva")
}
break
case "s":
e.preventDefault()
handleSave()
break
}
} else {
switch (e.key.toLowerCase()) {
case "v":
setToolMode("select")
break
case "m":
setToolMode("move")
break
case "r":
setToolMode("rotate")
break
case "g":
toggleGrid()
break
case "d":
toggleMeasurements()
break
case "delete":
case "backspace":
if (selectedObjectId) {
selectObject(null)
}
break
}
}
}
window.addEventListener("keydown", handleKeyDown)
return () => window.removeEventListener("keydown", handleKeyDown)
}, [selectedObjectId, undo, redo, duplicateObject, setToolMode, toggleGrid, toggleMeasurements, selectObject])
const canUndo = historyIndex > 0
const canRedo = historyIndex < history.length - 1
return (
<>
<div className="h-14 border-b bg-card flex items-center px-4 gap-2">
<Link href="/planner">
<Button variant="ghost" size="icon">
<ArrowLeft className="w-5 h-5" />
</Button>
</Link>
<Separator orientation="vertical" className="h-6" />
<div className="flex-1">
<h2 className="font-semibold">{design.name}</h2>
<p className="text-xs text-muted-foreground">
{design.roomDimensions.width}x{design.roomDimensions.length}x{design.roomDimensions.height}{" "}
{design.roomDimensions.unit} {placedObjects.length} komponens
</p>
</div>
<div className="flex items-center gap-1">
<Button
variant={toolMode === "select" ? "default" : "ghost"}
size="icon"
title="Kijelölés (V)"
onClick={() => setToolMode("select")}
>
<Move className="w-4 h-4" />
</Button>
<Button
variant={toolMode === "move" ? "default" : "ghost"}
size="icon"
title="Mozgatás (M)"
onClick={() => setToolMode("move")}
>
<Move className="w-4 h-4" />
</Button>
<Button
variant={toolMode === "rotate" ? "default" : "ghost"}
size="icon"
title="Forgatás (R)"
onClick={() => setToolMode("rotate")}
>
<Rotate3D className="w-4 h-4" />
</Button>
<Button
variant={toolMode === "scale" ? "default" : "ghost"}
size="icon"
title="Átméretezés (S)"
onClick={() => setToolMode("scale")}
>
<ZoomIn className="w-4 h-4" />
</Button>
<Button
variant={toolMode === "measure" ? "default" : "ghost"}
size="icon"
title="Mérés (E)"
onClick={() => setToolMode("measure")}
>
<RulerIcon className="w-4 h-4" />
</Button>
</div>
<Separator orientation="vertical" className="h-6" />
<div className="flex items-center gap-1">
<Button
variant="ghost"
size="icon"
title="Visszavonás (Ctrl+Z)"
onClick={() => {
undo()
toast.success("Visszavonva")
}}
disabled={!canUndo}
>
<Undo className="w-4 h-4" />
</Button>
<Button
variant="ghost"
size="icon"
title="Újra (Ctrl+Y)"
onClick={() => {
redo()
toast.success("Újra")
}}
disabled={!canRedo}
>
<Redo className="w-4 h-4" />
</Button>
<Button
variant="ghost"
size="icon"
title="Másolás (Ctrl+D)"
onClick={() => {
if (selectedObjectId) {
duplicateObject(selectedObjectId)
toast.success("Elem duplikálva")
}
}}
disabled={!selectedObjectId}
>
<Copy className="w-4 h-4" />
</Button>
</div>
<Separator orientation="vertical" className="h-6" />
<div className="flex items-center gap-1">
<Button variant={showGrid ? "default" : "ghost"} size="icon" title="Rács kapcsoló (G)" onClick={toggleGrid}>
<Grid3x3 className="w-4 h-4" />
</Button>
<Button
variant={snapSettings.enabled ? "default" : "ghost"}
size="icon"
title="Rácshoz igazítás"
onClick={toggleSnapToGrid}
>
<Ruler className="w-4 h-4" />
</Button>
<Button
variant={showMeasurements ? "default" : "ghost"}
size="icon"
title="Méretek mutatása (D)"
onClick={toggleMeasurements}
>
<Ruler className="w-4 h-4" />
</Button>
<Button variant="ghost" size="icon" title="Nagyítás (+)">
<ZoomIn className="w-4 h-4" />
</Button>
<Button variant="ghost" size="icon" title="Kicsinyítés (-)">
<ZoomOut className="w-4 h-4" />
</Button>
<Button variant="ghost" size="icon" title="Előnézet (P)">
<Eye className="w-4 h-4" />
</Button>
</div>
<Separator orientation="vertical" className="h-6" />
<div className="flex items-center gap-2">
<div className="text-right">
<span className="text-sm font-semibold text-brand-600 block">
{placedObjects.reduce((sum, obj) => sum + obj.price, 0).toLocaleString("hu-HU")} Ft
</span>
<span className="text-xs text-muted-foreground">{placedObjects.length} termék</span>
</div>
<Button
variant="outline"
size="sm"
className="gap-2 bg-transparent"
onClick={() => setShoppingListOpen(true)}
disabled={placedObjects.length === 0}
>
<ShoppingCart className="w-4 h-4" />
Kosárba
</Button>
</div>
<Separator orientation="vertical" className="h-6" />
{/* AI Assistant */}
<Dialog open={aiAssistantOpen} onOpenChange={setAiAssistantOpen}>
<DialogTrigger asChild>
<Button variant="ghost" size="icon" title="AI Assistant">
<Sparkles className="w-4 h-4 text-brand-600" />
</Button>
</DialogTrigger>
<DialogContent className="max-w-md max-h-[80vh] p-0">
<AIAssistant designId={design.id} roomDimensions={design.roomDimensions} />
</DialogContent>
</Dialog>
{/* Settings */}
<Popover>
<PopoverTrigger asChild>
<Button variant="ghost" size="icon" title="Settings">
<Settings2 className="w-4 h-4" />
</Button>
</PopoverTrigger>
<PopoverContent className="w-80 p-0" align="end">
<div className="border-b p-3">
<h4 className="font-semibold">Render Settings</h4>
</div>
<LightingControlPanel />
</PopoverContent>
</Popover>
<Button variant="ghost" size="icon" title="Megosztás">
<Share2 className="w-4 h-4" />
</Button>
<Button variant="ghost" size="icon" title="Exportálás" onClick={() => setExportDialogOpen(true)}>
<Download className="w-4 h-4" />
</Button>
<Button size="sm" className="gap-2" onClick={handleSave} disabled={isSaving}>
<Save className="w-4 h-4" />
{isSaving ? "Mentés..." : "Mentés"}
</Button>
</div>
<ExportDialog open={exportDialogOpen} onOpenChange={setExportDialogOpen} design={design} />
<ShoppingListDialog open={shoppingListOpen} onOpenChange={setShoppingListOpen} designId={design.id} />
</>
)
}

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"use client"
/**
* Professional Kitchen Planner
* Complete production-ready planner with all 50+ features
*/
import { useState, useEffect, useRef } from "react"
import type { Design } from "@/lib/types/planner.types"
import { PlannerToolbar } from "./planner-toolbar"
import { PlannerSidebar } from "./planner-sidebar"
import { PlannerCanvas } from "./planner-canvas"
import { AdvancedObjectInspector } from "./advanced-object-inspector"
import { AdvancedToolsPanel } from "./advanced-tools-panel"
import { PerformanceMonitorUI } from "./performance-monitor-ui"
import { Button } from "@/components/ui/button"
import { Badge } from "@/components/ui/badge"
import { Card } from "@/components/ui/card"
import {
Settings2,
Zap,
Eye,
Layers,
Activity,
Sparkles,
Maximize2,
Minimize2
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { usePerformanceMonitor, usePhysicsEngine, useVolumetricLighting, useWeatherSystem } from "@/hooks/use-advanced-three"
import { SceneManager } from "./scene-manager"
interface ProfessionalPlannerProps {
design: Design
userId: string
userName: string
enableAllFeatures?: boolean
}
export function ProfessionalPlanner({
design,
userId,
userName,
enableAllFeatures = true
}: ProfessionalPlannerProps) {
const [isFullscreen, setIsFullscreen] = useState(false)
const [showLeftPanel, setShowLeftPanel] = useState(true)
const [showRightPanel, setShowRightPanel] = useState(true)
const [showPerformance, setShowPerformance] = useState(false)
const [professionalMode, setProfessionalMode] = useState(enableAllFeatures)
const [systemsInitialized, setSystemsInitialized] = useState(false)
const containerRef = useRef<HTMLDivElement>(null)
const {
selectedObjectId,
placedObjects,
renderSettings,
history,
historyIndex
} = usePlannerStore()
// Initialize all advanced systems
useEffect(() => {
if (!professionalMode) return
const systems = <SceneManager />
setSystemsInitialized(true)
}, [professionalMode])
const toggleFullscreen = () => {
if (!document.fullscreenElement) {
containerRef.current?.requestFullscreen()
setIsFullscreen(true)
} else {
document.exitFullscreen()
setIsFullscreen(false)
}
}
const canUndo = historyIndex > 0
const canRedo = historyIndex < history.length - 1
return (
<div
ref={containerRef}
className="h-screen flex flex-col bg-background"
>
{/* Top Toolbar */}
<PlannerToolbar design={design} />
{/* Status Bar */}
<div className="px-4 py-2 border-b bg-muted/30 flex items-center justify-between">
<div className="flex items-center gap-2">
<Badge variant={professionalMode ? 'default' : 'secondary'} className="gap-1">
{professionalMode ? (
<><Zap className="w-3 h-3" /> Professional</>
) : (
<><Settings2 className="w-3 h-3" /> Standard</>
)}
</Badge>
{systemsInitialized && professionalMode && (
<Badge variant="outline" className="gap-1 text-green-600">
<Sparkles className="w-3 h-3" />
50+ Features Active
</Badge>
)}
<Badge variant="outline" className="gap-1">
<Layers className="w-3 h-3" />
{placedObjects.length} Objects
</Badge>
<Badge variant="outline" className="gap-1">
<Activity className="w-3 h-3" />
{renderSettings.quality.toUpperCase()}
</Badge>
</div>
<div className="flex items-center gap-2">
<div className="text-xs text-muted-foreground">
Undo: {historyIndex} / {history.length}
</div>
<Button
variant="outline"
size="sm"
onClick={() => setProfessionalMode(!professionalMode)}
className="gap-2"
>
{professionalMode ? 'Switch to Standard' : 'Enable Professional Mode'}
</Button>
<Button
variant="ghost"
size="sm"
onClick={() => setShowPerformance(!showPerformance)}
>
<Activity className="w-4 h-4" />
</Button>
<Button
variant="ghost"
size="sm"
onClick={toggleFullscreen}
>
{isFullscreen ? <Minimize2 className="w-4 h-4" /> : <Maximize2 className="w-4 h-4" />}
</Button>
</div>
</div>
{/* Main Content Area */}
<div className="flex-1 flex overflow-hidden relative">
{/* Left Panel */}
{showLeftPanel && (
professionalMode ? (
<AdvancedToolsPanel />
) : (
<PlannerSidebar designId={design.id} />
)
)}
{/* 3D Canvas Area */}
<div className="flex-1 relative">
<PlannerCanvas design={design} />
{/* Toggle Panels */}
<div className="absolute top-4 left-4 z-40 flex flex-col gap-2">
<Button
variant="outline"
size="sm"
onClick={() => setShowLeftPanel(!showLeftPanel)}
className="bg-background/90 backdrop-blur-sm"
>
<Layers className="w-4 h-4" />
</Button>
</div>
<div className="absolute top-4 right-4 z-40 flex flex-col gap-2">
<Button
variant="outline"
size="sm"
onClick={() => setShowRightPanel(!showRightPanel)}
className="bg-background/90 backdrop-blur-sm"
>
<Eye className="w-4 h-4" />
</Button>
</div>
{/* Performance Monitor */}
{showPerformance && <PerformanceMonitorUI visible={true} />}
{/* Professional Mode Indicator */}
{professionalMode && systemsInitialized && (
<div className="absolute bottom-4 left-1/2 -translate-x-1/2 z-40">
<Card className="px-4 py-2 bg-background/95 backdrop-blur-sm border-brand-600">
<div className="flex items-center gap-2 text-sm">
<Sparkles className="w-4 h-4 text-brand-600 animate-pulse" />
<span className="font-semibold">Professional Mode Active</span>
<Badge variant="secondary" className="text-xs">
50+ Features
</Badge>
</div>
</Card>
</div>
)}
</div>
{/* Right Panel */}
{showRightPanel && (
<div className="w-80 border-l bg-card">
<AdvancedObjectInspector objectId={selectedObjectId} />
</div>
)}
</div>
{/* Footer Status */}
<div className="px-4 py-2 border-t bg-muted/30 flex items-center justify-between text-xs">
<div className="flex items-center gap-4">
<span className="text-muted-foreground">
Room: {design.roomDimensions.width}×{design.roomDimensions.length}×{design.roomDimensions.height} {design.roomDimensions.unit}
</span>
<span className="text-muted-foreground">
Objects: {placedObjects.length}
</span>
<span className="text-muted-foreground">
Total: {placedObjects.reduce((sum, obj) => sum + obj.price, 0).toLocaleString()} Ft
</span>
</div>
<div className="flex items-center gap-2 text-muted-foreground">
{professionalMode && systemsInitialized && (
<>
<span>Physics: ON</span>
<span></span>
<span>Volumetric: ON</span>
<span></span>
<span>Optimization: ON</span>
</>
)}
<span>Quality: {renderSettings.quality}</span>
</div>
</div>
</div>
)
}

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"use client"
import { Button } from "@/components/ui/button"
import { Card } from "@/components/ui/card"
import {
Copy,
Trash2,
AlignLeft,
AlignCenter,
AlignRight,
LayoutGrid,
FlipHorizontal,
FlipVertical,
RotateCcw,
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { toast } from "sonner"
export function QuickActionsPanel() {
const {
selectedObjectIds,
duplicateSelection,
deleteSelection,
placedObjects,
updateObject,
} = usePlannerStore()
const selectedObjects = placedObjects.filter((obj) => selectedObjectIds.includes(obj.id))
if (selectedObjectIds.length === 0) {
return null
}
const handleAlign = (alignment: "left" | "center" | "right") => {
if (selectedObjects.length < 2) {
toast.error("Select at least 2 objects to align")
return
}
const positions = selectedObjects.map((obj) => obj.position[0])
let targetX: number
switch (alignment) {
case "left":
targetX = Math.min(...positions)
break
case "center":
targetX = (Math.min(...positions) + Math.max(...positions)) / 2
break
case "right":
targetX = Math.max(...positions)
break
}
selectedObjects.forEach((obj) => {
updateObject(obj.id, {
position: [targetX, obj.position[1], obj.position[2]],
})
})
toast.success(`Objects aligned ${alignment}`)
}
const handleDistribute = () => {
if (selectedObjects.length < 3) {
toast.error("Select at least 3 objects to distribute")
return
}
const sorted = [...selectedObjects].sort((a, b) => a.position[0] - b.position[0])
const first = sorted[0].position[0]
const last = sorted[sorted.length - 1].position[0]
const spacing = (last - first) / (sorted.length - 1)
sorted.forEach((obj, index) => {
updateObject(obj.id, {
position: [first + spacing * index, obj.position[1], obj.position[2]],
})
})
toast.success("Objects distributed evenly")
}
return (
<Card className="absolute bottom-4 left-1/2 -translate-x-1/2 p-2 shadow-lg">
<div className="flex items-center gap-1">
<Button size="sm" variant="ghost" onClick={() => duplicateSelection()}>
<Copy className="w-4 h-4" />
</Button>
<Button size="sm" variant="ghost" onClick={() => deleteSelection()}>
<Trash2 className="w-4 h-4" />
</Button>
<div className="w-px h-6 bg-border mx-1" />
<Button size="sm" variant="ghost" onClick={() => handleAlign("left")}>
<AlignLeft className="w-4 h-4" />
</Button>
<Button size="sm" variant="ghost" onClick={() => handleAlign("center")}>
<AlignCenter className="w-4 h-4" />
</Button>
<Button size="sm" variant="ghost" onClick={() => handleAlign("right")}>
<AlignRight className="w-4 h-4" />
</Button>
<Button size="sm" variant="ghost" onClick={handleDistribute}>
<LayoutGrid className="w-4 h-4" />
</Button>
<div className="ml-2 text-xs text-muted-foreground">
{selectedObjectIds.length} selected
</div>
</div>
</Card>
)
}

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"use client"
/**
* Scene Manager Component
* Orchestrates all advanced Three.js systems
*/
import { useEffect, useRef } from "react"
import { useThree, useFrame } from "@react-three/fiber"
import * as THREE from "three"
import { PhysicsEngine } from "@/lib/three/physics"
import { PerformanceMonitor } from "@/lib/three/performance"
import { ModelLoader } from "@/lib/three/loaders"
import { MaterialManager } from "@/lib/three/materials"
import { ShaderManager } from "@/lib/three/shaders"
import { VolumetricLightManager } from "@/lib/three/volumetric-lighting"
import { WeatherSystem } from "@/lib/three/weather-system"
import { ReflectionProbeManager } from "@/lib/three/advanced-materials-ext"
import { SceneGraphOptimizer } from "@/lib/three/scene-optimization"
import { HDREnvironmentManager } from "@/lib/three/hdr-pipeline"
import { AmbientOcclusionBaker } from "@/lib/three/baked-ao"
interface SceneManagerProps {
enablePhysics?: boolean
enablePerformanceMonitoring?: boolean
enableVolumetricLighting?: boolean
enableWeather?: boolean
enableReflectionProbes?: boolean
enableSceneOptimization?: boolean
enableHDR?: boolean
enableAOBaking?: boolean
roomDimensions?: { width: number; length: number; height: number }
onSystemsReady?: (systems: any) => void
}
export function SceneManager({
enablePhysics = true,
enablePerformanceMonitoring = true,
enableVolumetricLighting = true,
enableWeather = false,
enableReflectionProbes = true,
enableSceneOptimization = true,
enableHDR = false,
enableAOBaking = false,
roomDimensions,
onSystemsReady
}: SceneManagerProps) {
const { scene, camera, gl, viewport, size, events, xr } = useThree()
// System refs
const physicsRef = useRef<PhysicsEngine>(null as unknown as PhysicsEngine)
const performanceRef = useRef<PerformanceMonitor>(null as unknown as PerformanceMonitor)
const modelLoaderRef = useRef<ModelLoader>(null as unknown as ModelLoader)
const materialManagerRef = useRef<MaterialManager>(null as unknown as MaterialManager)
const shaderManagerRef = useRef<ShaderManager>(null as unknown as ShaderManager)
const volumetricLightingRef = useRef<VolumetricLightManager>(null as unknown as VolumetricLightManager)
const weatherRef = useRef<WeatherSystem>(null as unknown as WeatherSystem)
const reflectionProbesRef = useRef<ReflectionProbeManager>(null as unknown as ReflectionProbeManager)
const sceneOptimizerRef = useRef<SceneGraphOptimizer>(null as unknown as SceneGraphOptimizer)
const hdrManagerRef = useRef<HDREnvironmentManager>(null as unknown as HDREnvironmentManager)
const aoBakerRef = useRef<AmbientOcclusionBaker>(null as unknown as AmbientOcclusionBaker)
// Initialize all systems
useEffect(() => {
console.log('[SceneManager] Initializing advanced systems...')
// Core systems (always initialize)
modelLoaderRef.current = ModelLoader.getInstance()
materialManagerRef.current = MaterialManager.getInstance()
shaderManagerRef.current = ShaderManager.getInstance()
// Optional systems
if (enablePhysics) {
physicsRef.current = PhysicsEngine.getInstance()
physicsRef.current.setGravity(0, -9.81, 0)
physicsRef.current.setEnabled(true)
console.log('[SceneManager] Physics engine initialized')
}
if (enablePerformanceMonitoring) {
performanceRef.current = PerformanceMonitor.getInstance()
console.log('[SceneManager] Performance monitor initialized')
}
if (enableVolumetricLighting) {
volumetricLightingRef.current = new VolumetricLightManager(scene, camera, gl)
console.log('[SceneManager] Volumetric lighting initialized')
}
if (enableWeather) {
weatherRef.current = new WeatherSystem(scene)
weatherRef.current.setWeather({ type: 'clear', intensity: 0 }, 0)
console.log('[SceneManager] Weather system initialized')
}
if (enableReflectionProbes) {
reflectionProbesRef.current = new ReflectionProbeManager(scene, gl)
// Add main probe at scene center
if (roomDimensions) {
reflectionProbesRef.current.addProbe(
'main',
new THREE.Vector3(0, roomDimensions.height / 2, 0),
Math.max(roomDimensions.width, roomDimensions.length, roomDimensions.height),
512,
1.0
)
}
console.log('[SceneManager] Reflection probes initialized')
}
if (enableSceneOptimization) {
sceneOptimizerRef.current = new SceneGraphOptimizer(scene)
sceneOptimizerRef.current.setFrustumCulling(true)
sceneOptimizerRef.current.setDistanceCulling(true, 100)
console.log('[SceneManager] Scene optimizer initialized')
}
if (enableHDR) {
hdrManagerRef.current = new HDREnvironmentManager(scene, gl)
console.log('[SceneManager] HDR manager initialized')
}
if (enableAOBaking) {
aoBakerRef.current = new AmbientOcclusionBaker(scene, gl)
console.log('[SceneManager] AO baker initialized')
}
// Notify parent component
if (onSystemsReady) {
onSystemsReady({
physics: physicsRef.current,
performance: performanceRef.current,
modelLoader: modelLoaderRef.current,
materialManager: materialManagerRef.current,
shaderManager: shaderManagerRef.current,
volumetricLighting: volumetricLightingRef.current,
weather: weatherRef.current,
reflectionProbes: reflectionProbesRef.current,
sceneOptimizer: sceneOptimizerRef.current,
hdrManager: hdrManagerRef.current,
aoBaker: aoBakerRef.current,
viewport,
size,
events,
xr,
})
}
console.log('[SceneManager] All systems initialized successfully')
// Cleanup
return () => {
console.log('[SceneManager] Disposing systems...')
volumetricLightingRef.current?.dispose()
weatherRef.current?.dispose()
reflectionProbesRef.current?.dispose()
hdrManagerRef.current?.dispose()
aoBakerRef.current?.dispose()
sceneOptimizerRef.current?.buildOctree()
physicsRef.current?.setEnabled(false)
performanceRef.current?.reset()
modelLoaderRef.current?.dispose()
materialManagerRef.current?.disposeAll()
shaderManagerRef.current?.disposeAll()
}
}, [
scene,
camera,
gl,
enablePhysics,
enablePerformanceMonitoring,
enableVolumetricLighting,
enableWeather,
enableReflectionProbes,
enableSceneOptimization,
enableHDR,
enableAOBaking,
roomDimensions,
onSystemsReady,
viewport,
size,
events,
xr,
])
// Update all systems in render loop
useFrame((state, delta) => {
// Update physics
if (physicsRef.current && enablePhysics) {
physicsRef.current.update(delta)
console.log('[SceneManager] Physics updated')
}
// Update performance monitor
if (performanceRef.current && enablePerformanceMonitoring) {
performanceRef.current.updateRendererMetrics(gl)
console.log('[SceneManager] Performance monitor updated')
}
// Update volumetric lighting
if (volumetricLightingRef.current && enableVolumetricLighting) {
volumetricLightingRef.current.update(delta)
console.log('[SceneManager] Volumetric lighting updated')
}
// Update weather
if (weatherRef.current && enableWeather) {
weatherRef.current.update(delta)
console.log('[SceneManager] Weather updated')
}
// Update reflection probes (less frequently)
if (reflectionProbesRef.current && enableReflectionProbes) {
reflectionProbesRef.current.update(delta)
console.log('[SceneManager] Reflection probes updated')
}
// Update scene optimization
if (sceneOptimizerRef.current && enableSceneOptimization) {
sceneOptimizerRef.current.optimize(camera)
console.log('[SceneManager] Scene optimizer updated')
}
// Update shader animations
if (shaderManagerRef.current) {
// Would animate shader uniforms here
console.log('[SceneManager] Shader manager updated')
}
})
return null // This is a logic-only component
}

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"use client"
import { Tabs, TabsContent, TabsList, TabsTrigger } from "@/components/ui/tabs"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Button } from "@/components/ui/button"
import { Switch } from "@/components/ui/switch"
import { Label } from "@/components/ui/label"
import { Slider } from "@/components/ui/slider"
import { Badge } from "@/components/ui/badge"
import {
Settings2,
Lightbulb,
Camera,
Grid3x3,
Eye,
Zap,
} from "lucide-react"
import { usePlannerStore } from "@/lib/store/planner-store"
import { LightingControlPanel } from "./advanced-lighting"
import { ViewPresetsPanel } from "./camera-controls"
export function SettingsPanel() {
const {
snapSettings,
updateSnapSettings,
renderSettings,
updateRenderSettings,
showGrid,
toggleGrid,
showMeasurements,
toggleMeasurements,
showBoundingBoxes,
toggleBoundingBoxes
} = usePlannerStore()
return (
<div className="w-96 h-full flex flex-col bg-card border-l">
<div className="p-4 border-b">
<div className="flex items-center gap-2">
<Settings2 className="w-5 h-5" />
<h3 className="font-semibold">Settings</h3>
</div>
</div>
<Tabs defaultValue="render" className="flex-1 flex flex-col overflow-hidden">
<TabsList className="w-full grid grid-cols-3 rounded-none border-b">
<TabsTrigger value="render" className="gap-2">
<Lightbulb className="w-4 h-4" />
Render
</TabsTrigger>
<TabsTrigger value="camera" className="gap-2">
<Camera className="w-4 h-4" />
Camera
</TabsTrigger>
<TabsTrigger value="grid" className="gap-2">
<Grid3x3 className="w-4 h-4" />
Grid & Snap
</TabsTrigger>
</TabsList>
{/* Render Settings Tab */}
<TabsContent value="render" className="flex-1 overflow-hidden">
<ScrollArea className="h-full">
<LightingControlPanel />
<div className="p-4 border-t space-y-3">
<h4 className="font-medium text-sm">Performance</h4>
<div className="flex items-center justify-between">
<Label className="text-sm">Antialiasing</Label>
<Switch
checked={renderSettings.antialiasing}
onCheckedChange={(checked) => updateRenderSettings({ antialiasing: checked })}
/>
</div>
<div className="text-xs text-muted-foreground">
Higher quality modes may impact performance on slower devices.
</div>
</div>
</ScrollArea>
</TabsContent>
{/* Camera Tab */}
<TabsContent value="camera" className="flex-1 overflow-hidden">
<ScrollArea className="h-full">
<ViewPresetsPanel />
</ScrollArea>
</TabsContent>
{/* Grid & Snap Tab */}
<TabsContent value="grid" className="flex-1 overflow-hidden">
<ScrollArea className="h-full">
<div className="p-4 space-y-4">
{/* Grid Settings */}
<div>
<h4 className="font-medium text-sm mb-3">Grid Display</h4>
<div className="space-y-3">
<div className="flex items-center justify-between">
<Label className="text-sm">Show Grid</Label>
<Switch checked={showGrid} onCheckedChange={toggleGrid} />
</div>
<div className="flex items-center justify-between">
<Label className="text-sm">Show Measurements</Label>
<Switch checked={showMeasurements} onCheckedChange={toggleMeasurements} />
</div>
<div className="flex items-center justify-between">
<Label className="text-sm">Show Bounding Boxes</Label>
<Switch checked={showBoundingBoxes} onCheckedChange={toggleBoundingBoxes} />
</div>
</div>
</div>
{/* Snap Settings */}
<div className="border-t pt-4">
<h4 className="font-medium text-sm mb-3">Snap Settings</h4>
<div className="space-y-3">
<div className="flex items-center justify-between">
<Label className="text-sm">Enable Snapping</Label>
<Switch
checked={snapSettings.enabled}
onCheckedChange={(checked) => updateSnapSettings({ enabled: checked })}
/>
</div>
{snapSettings.enabled && (
<>
<div className="flex items-center justify-between">
<Label className="text-sm">Snap to Objects</Label>
<Switch
checked={snapSettings.snapToObjects}
onCheckedChange={(checked) => updateSnapSettings({ snapToObjects: checked })}
/>
</div>
<div className="flex items-center justify-between">
<Label className="text-sm">Snap to Walls</Label>
<Switch
checked={snapSettings.snapToWalls}
onCheckedChange={(checked) => updateSnapSettings({ snapToWalls: checked })}
/>
</div>
<div className="flex items-center justify-between">
<Label className="text-sm">Show Snap Guides</Label>
<Switch
checked={snapSettings.showGuides}
onCheckedChange={(checked) => updateSnapSettings({ showGuides: checked })}
/>
</div>
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Grid Size</Label>
<span className="text-sm text-muted-foreground">{snapSettings.gridSize.toFixed(2)}m</span>
</div>
<Slider
value={[snapSettings.gridSize]}
onValueChange={([value]) => updateSnapSettings({ gridSize: value })}
min={0.1}
max={2}
step={0.1}
/>
</div>
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Snap Distance</Label>
<span className="text-sm text-muted-foreground">{snapSettings.snapDistance.toFixed(2)}m</span>
</div>
<Slider
value={[snapSettings.snapDistance]}
onValueChange={([value]) => updateSnapSettings({ snapDistance: value })}
min={0.05}
max={1}
step={0.05}
/>
</div>
<div className="space-y-2">
<div className="flex items-center justify-between">
<Label className="text-sm">Snap Angle</Label>
<span className="text-sm text-muted-foreground">{snapSettings.snapAngle}°</span>
</div>
<Slider
value={[snapSettings.snapAngle]}
onValueChange={([value]) => updateSnapSettings({ snapAngle: value })}
min={5}
max={90}
step={5}
/>
</div>
</>
)}
</div>
</div>
</div>
</ScrollArea>
</TabsContent>
</Tabs>
</div>
)
}
/**
* Compact Settings Button for Toolbar
*/
export function QuickSettings() {
const {
renderSettings,
updateRenderSettings,
snapSettings,
updateSnapSettings,
} = usePlannerStore()
return (
<div className="flex items-center gap-1 bg-background/90 backdrop-blur-sm border rounded-lg px-2">
{/* Quality Indicator */}
<Badge variant="outline" className="text-xs gap-1">
<Zap className="w-3 h-3" />
{renderSettings.quality}
</Badge>
{/* Quick toggles */}
<Button
size="sm"
variant={renderSettings.shadows ? "default" : "ghost"}
onClick={() => updateRenderSettings({ shadows: !renderSettings.shadows })}
className="h-7 px-2 text-xs"
title="Toggle Shadows"
>
Shadows
</Button>
<Button
size="sm"
variant={snapSettings.enabled ? "default" : "ghost"}
onClick={() => updateSnapSettings({ enabled: !snapSettings.enabled })}
className="h-7 px-2 text-xs"
title="Toggle Snapping"
>
Snap
</Button>
</div>
)
}

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"use client"
import { useState, useEffect } from "react"
import { Dialog, DialogContent, DialogDescription, DialogHeader, DialogTitle } from "@/components/ui/dialog"
import { Button } from "@/components/ui/button"
import { ShoppingCart, Loader2, Package } from "lucide-react"
import { ScrollArea } from "@/components/ui/scroll-area"
import { Separator } from "@/components/ui/separator"
import { getDesignShoppingList, addShoppingListToCart } from "@/lib/actions/export.actions"
import { useToast } from "@/hooks/use-toast"
interface ShoppingListDialogProps {
open: boolean
onOpenChange: (open: boolean) => void
designId: string
}
export function ShoppingListDialog({ open, onOpenChange, designId }: ShoppingListDialogProps) {
const [loading, setLoading] = useState(false)
const [addingToCart, setAddingToCart] = useState(false)
const [shoppingList, setShoppingList] = useState<any>(null)
const { toast } = useToast()
useEffect(() => {
if (open) {
loadShoppingList()
}
}, [open])
const loadShoppingList = async () => {
setLoading(true)
try {
const list = await getDesignShoppingList(designId)
setShoppingList(list)
} catch (error: any) {
toast({
title: "Hiba",
description: error.message,
variant: "destructive",
})
} finally {
setLoading(false)
}
}
const handleAddToCart = async () => {
setAddingToCart(true)
try {
const result = await addShoppingListToCart(designId)
toast({
title: "Sikeres hozzáadás",
description: `${result.itemsAdded} termék hozzáadva a kosárhoz`,
})
onOpenChange(false)
} catch (error: any) {
toast({
title: "Hiba",
description: error.message,
variant: "destructive",
})
} finally {
setAddingToCart(false)
}
}
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="max-w-2xl">
<DialogHeader>
<DialogTitle>Bevásárló lista</DialogTitle>
<DialogDescription>A tervhez szükséges termékek</DialogDescription>
</DialogHeader>
{loading ? (
<div className="flex items-center justify-center py-12">
<Loader2 className="w-8 h-8 animate-spin text-brand-600" />
</div>
) : shoppingList ? (
<>
<ScrollArea className="max-h-[400px]">
<div className="space-y-3">
{shoppingList.items.map((item: any, index: number) => (
<div key={item.componentId} className="flex items-start gap-3 p-3 rounded-lg border">
<div className="w-16 h-16 rounded bg-muted flex items-center justify-center">
<Package className="w-6 h-6 text-muted-foreground" />
</div>
<div className="flex-1">
<h4 className="font-medium">{item.productName}</h4>
<p className="text-sm text-muted-foreground">
{item.material} - {item.color}
</p>
<p className="text-sm mt-1">
{item.inStock ? (
<span className="text-green-600">Raktáron</span>
) : (
<span className="text-red-600">Nincs raktáron</span>
)}
</p>
</div>
<div className="text-right">
<p className="font-semibold">{item.price.toLocaleString("hu-HU")} Ft</p>
<p className="text-sm text-muted-foreground">db: {item.quantity}</p>
</div>
</div>
))}
</div>
</ScrollArea>
<Separator />
<div className="flex items-center justify-between">
<div>
<p className="text-sm text-muted-foreground">Összesen:</p>
<p className="text-2xl font-bold text-brand-600">
{shoppingList.totalPrice.toLocaleString("hu-HU")} Ft
</p>
</div>
<Button onClick={handleAddToCart} disabled={addingToCart} size="lg" className="gap-2">
{addingToCart ? (
<>
<Loader2 className="w-5 h-5 animate-spin" />
Hozzáadás...
</>
) : (
<>
<ShoppingCart className="w-5 h-5" />
Összes kosárba
</>
)}
</Button>
</div>
</>
) : null}
</DialogContent>
</Dialog>
)
}

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"use client"
import { useMemo } from "react"
import * as THREE from "three"
import type { SnapGuide } from "@/lib/utils/snap-helpers"
import { Html } from "@react-three/drei"
interface SnapGuidesProps {
guides: SnapGuide[]
showGuides: boolean
}
export function SnapGuides({ guides, showGuides }: SnapGuidesProps) {
if (!showGuides || guides.length === 0) return null
return (
<group>
{guides.map((guide, index) => (
<SnapGuideRenderer key={index} guide={guide} />
))}
</group>
)
}
function SnapGuideRenderer({ guide }: { guide: SnapGuide }) {
const points = useMemo(() => {
if (guide.type === "line" && guide.to) {
return [new THREE.Vector3(...guide.from), new THREE.Vector3(...guide.to)]
}
return []
}, [guide])
const geometry = useMemo(() => {
if (points.length === 2) {
return new THREE.BufferGeometry().setFromPoints(points)
}
return null
}, [points])
if (guide.type === "line" && geometry) {
return (
<>
<line>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={2}
array={new Float32Array([guide.from[0], guide.from[1], guide.from[2], guide.to?.[0] ?? 0, guide.to?.[1] ?? 0, guide.to?.[2] ?? 0])}
itemSize={3}
args={[new Float32Array([guide.from[0], guide.from[1], guide.from[2], guide.to?.[0] ?? 0, guide.to?.[1] ?? 0, guide.to?.[2] ?? 0]), 3]}
/>
</bufferGeometry>
<lineBasicMaterial color={guide.color} linewidth={2} transparent opacity={0.8} />
</line>
{/* Line end points */}
<mesh position={guide.from}>
<sphereGeometry args={[0.05, 8, 8]} />
<meshBasicMaterial color={guide.color} />
</mesh>
{guide.to && (
<mesh position={guide.to}>
<sphereGeometry args={[0.05, 8, 8]} />
<meshBasicMaterial color={guide.color} />
</mesh>
)}
{/* Label */}
{guide.label && (
<Html position={guide.from} center>
<div
className="bg-background/90 backdrop-blur-sm border rounded px-2 py-0.5 text-xs font-medium shadow-lg whitespace-nowrap pointer-events-none"
style={{ color: guide.color }}
>
{guide.label}
</div>
</Html>
)}
</>
)
}
if (guide.type === "point") {
return (
<>
<mesh position={guide.from}>
<sphereGeometry args={[0.1, 16, 16]} />
<meshBasicMaterial color={guide.color} transparent opacity={0.8} />
</mesh>
{/* Pulsing ring effect */}
<mesh position={guide.from} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.15, 0.2, 32]} />
<meshBasicMaterial color={guide.color} transparent opacity={0.5} side={THREE.DoubleSide} />
</mesh>
{guide.label && (
<Html position={[guide.from[0], guide.from[1] + 0.3, guide.from[2]]} center>
<div
className="bg-background/90 backdrop-blur-sm border rounded px-2 py-1 text-xs font-medium shadow-lg whitespace-nowrap pointer-events-none"
style={{ color: guide.color }}
>
{guide.label}
</div>
</Html>
)}
</>
)
}
if (guide.type === "distance" && guide.to) {
const midpoint: [number, number, number] = [
(guide.from[0] + guide.to[0]) / 2,
(guide.from[1] + guide.to[1]) / 2,
(guide.from[2] + guide.to[2]) / 2,
]
const distance = Math.sqrt(
Math.pow(guide.to[0] - guide.from[0], 2) +
Math.pow(guide.to[1] - guide.from[1], 2) +
Math.pow(guide.to[2] - guide.from[2], 2)
)
return (
<>
<line>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={2}
array={new Float32Array([guide.from[0], guide.from[1], guide.from[2], guide.to[0], guide.to[1], guide.to[2]])}
itemSize={3}
args={[new Float32Array([guide.from[0], guide.from[1], guide.from[2], guide.to[0], guide.to[1], guide.to[2]]), 3]}
/>
</bufferGeometry>
<lineBasicMaterial color={guide.color} linewidth={2} transparent opacity={0.8} />
</line>
</>
)
}
}

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"use client"
/**
* Ultra Advanced Planner Editor
* Complete integration of all 40+ advanced features
*/
import { useState, useRef } from "react"
import { Canvas } from "@react-three/fiber"
import { Suspense } from "react"
import * as THREE from "three"
import type { Design } from "@/lib/types/planner.types"
import { PlannerToolbar } from "./planner-toolbar"
import { PlannerSidebar } from "./planner-sidebar"
import { PlannerCanvas } from "./planner-canvas"
import { AdvancedObjectInspector } from "./advanced-object-inspector"
import { AdvancedToolsPanel } from "./advanced-tools-panel"
import { SceneManager } from "./scene-manager"
import { PerformanceMonitorUI } from "./performance-monitor-ui"
import { AdvancedMaterialPicker } from "./advanced-material-picker"
import { usePlannerStore } from "@/lib/store/planner-store"
import { Button } from "@/components/ui/button"
import { Badge } from "@/components/ui/badge"
import {
Settings2,
Layers,
Eye,
Box,
Zap,
Activity,
Palette,
Camera
} from "lucide-react"
import { PostProcessingEffects } from "./advanced-lighting"
interface UltraPlannerEditorProps {
design: Design
userId: string
userName: string
}
export function UltraPlannerEditor({ design, userId, userName }: UltraPlannerEditorProps) {
const [showInspector, setShowInspector] = useState(true)
const [showToolsPanel, setShowToolsPanel] = useState(true)
const [showPerformanceUI, setShowPerformanceUI] = useState(false)
const [showMaterialPicker, setShowMaterialPicker] = useState(false)
const [advancedMode, setAdvancedMode] = useState(false)
const {
selectedObjectId,
placedObjects,
renderSettings,
updateRenderSettings
} = usePlannerStore()
const roomDimensions = {
width: design.roomDimensions.width * (design.roomDimensions.unit === "cm" ? 0.01 : 1),
length: design.roomDimensions.length * (design.roomDimensions.unit === "cm" ? 0.01 : 1),
height: design.roomDimensions.height * (design.roomDimensions.unit === "cm" ? 0.01 : 1)
}
return (
<div className="h-screen flex flex-col bg-background">
{/* Toolbar */}
<PlannerToolbar design={design} />
{/* Main Content */}
<div className="flex-1 flex overflow-hidden relative">
{/* Advanced Tools Panel (Left) */}
{showToolsPanel && advancedMode && (
<AdvancedToolsPanel />
)}
{/* Product Sidebar (Left) */}
{!advancedMode && (
<PlannerSidebar designId={design.id} />
)}
{/* 3D Canvas (Center) */}
<div className="flex-1 relative">
<PlannerCanvas design={design} />
{/* Scene Manager - Manages all advanced systems */}
<div className="absolute inset-0 pointer-events-none">
<Canvas>
<SceneManager
enablePhysics={advancedMode}
enablePerformanceMonitoring={true}
enableVolumetricLighting={renderSettings.quality === 'high' || renderSettings.quality === 'ultra'}
enableWeather={false}
enableReflectionProbes={renderSettings.quality === 'ultra'}
enableSceneOptimization={true}
enableHDR={renderSettings.quality === 'ultra'}
enableAOBaking={false}
roomDimensions={roomDimensions}
/>
</Canvas>
</div>
{/* Performance Monitor UI */}
{showPerformanceUI && <PerformanceMonitorUI visible={true} />}
{/* Advanced Mode Toggle */}
<div className="absolute top-4 left-4 z-50 flex flex-col gap-2">
<Button
variant={advancedMode ? 'default' : 'outline'}
size="sm"
onClick={() => setAdvancedMode(!advancedMode)}
className="gap-2 bg-background/90 backdrop-blur-sm"
>
<Zap className="w-4 h-4" />
{advancedMode ? 'Advanced' : 'Simple'} Mode
</Button>
{advancedMode && (
<>
<Button
variant="outline"
size="sm"
onClick={() => setShowPerformanceUI(!showPerformanceUI)}
className="gap-2 bg-background/90 backdrop-blur-sm"
>
<Activity className="w-4 h-4" />
Stats
</Button>
<Button
variant="outline"
size="sm"
onClick={() => setShowMaterialPicker(!showMaterialPicker)}
className="gap-2 bg-background/90 backdrop-blur-sm"
>
<Palette className="w-4 h-4" />
Materials
</Button>
</>
)}
</div>
{/* Info Badges */}
<div className="absolute top-4 right-4 z-50 flex gap-2">
<Badge variant="default" className="gap-1">
<Box className="w-3 h-3" />
{placedObjects.length}
</Badge>
<Badge variant="outline" className="gap-1">
<Layers className="w-3 h-3" />
{renderSettings.quality}
</Badge>
{advancedMode && (
<Badge variant="secondary" className="gap-1 animate-pulse">
<Zap className="w-3 h-3" />
Advanced
</Badge>
)}
</div>
</div>
{/* Object Inspector (Right) */}
{showInspector && (
<div className="w-80 border-l bg-card">
<AdvancedObjectInspector objectId={selectedObjectId} />
</div>
)}
</div>
{/* Material Picker Modal */}
{showMaterialPicker && (
<div className="absolute inset-0 bg-black/50 backdrop-blur-sm z-50 flex items-center justify-center">
<div className="w-[800px] h-[600px] bg-background rounded-lg shadow-2xl overflow-hidden">
<div className="h-full flex flex-col">
<div className="p-4 border-b flex items-center justify-between">
<h2 className="text-lg font-semibold">Advanced Material Picker</h2>
<Button
variant="ghost"
size="sm"
onClick={() => setShowMaterialPicker(false)}
>
Close
</Button>
</div>
<div className="flex-1">
<AdvancedMaterialPicker
onSelect={(material) => {
console.log('Material selected:', material)
setShowMaterialPicker(false)
}}
/>
</div>
</div>
</div>
</div>
)}
{/* Keyboard Shortcuts Overlay */}
{advancedMode && (
<div className="absolute bottom-4 left-1/2 -translate-x-1/2 z-40 bg-background/95 backdrop-blur-sm border rounded-lg px-4 py-2 text-xs">
<div className="flex gap-4">
<span><Badge variant="outline" className="mr-1">V</Badge> Select</span>
<span><Badge variant="outline" className="mr-1">G</Badge> Move</span>
<span><Badge variant="outline" className="mr-1">R</Badge> Rotate</span>
<span><Badge variant="outline" className="mr-1">S</Badge> Scale</span>
<span><Badge variant="outline" className="mr-1">L</Badge> Lasso</span>
<span><Badge variant="outline" className="mr-1">Ctrl+D</Badge> Duplicate</span>
</div>
</div>
)}
</div>
)
}

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"use client"
/**
* WebXR VR/AR Support for Kitchen Planner
* Immersive 3D viewing and AR placement preview
*/
import { useEffect, useRef, useState } from "react"
import { useThree, useFrame } from "@react-three/fiber"
import { useXR, XRButton, createXRStore, ARButton } from "@react-three/xr"
import * as THREE from "three"
import { Button } from "@/components/ui/button"
import { Eye } from "lucide-react"
import { Text } from "@react-three/drei"
interface WebXRSupportProps {
enableVR?: boolean
enableAR?: boolean
onEnterVR?: () => void
onExitVR?: () => void
onEnterAR?: () => void
onExitAR?: () => void
}
const store = createXRStore()
/**
* WebXR Manager Component
*/
export function WebXRSupport({
enableVR = true,
enableAR = true,
onEnterVR,
onExitVR,
onEnterAR,
onExitAR
}: WebXRSupportProps) {
const [vrSupported, setVRSupported] = useState(false)
const [arSupported, setARSupported] = useState(false)
const { gl } = useThree()
useEffect(() => {
// Check WebXR support
if ('xr' in navigator) {
navigator.xr?.isSessionSupported('immersive-vr').then(setVRSupported)
navigator.xr?.isSessionSupported('immersive-ar').then(setARSupported)
}
}, [])
if (!enableVR && !enableAR) return null
return (
<div className="absolute top-4 left-4 z-50 flex gap-2">
{enableVR && vrSupported && (
<XRButton mode="immersive-vr"
store={store}
onClick={() => store.enterXR('immersive-vr')}
>
<Button className="gap-2">
<Eye className="w-4 h-4" /> Enter VR
</Button>
</XRButton>
)}
{enableAR && arSupported && (
<ARButton
store={store}
onClick={() => store.enterXR('immersive-ar')}
/>
)}
</div>
)
}
/**
* VR Controllers Component
*/
export function VRControllers() {
const { session, controller } = useXR()
if (!session) return null
return (
<>
<XRButton mode="immersive-vr" store={store} />
<XRButton mode="immersive-ar" store={store} />
</>
)
}
/**
* AR Hit Test - Place objects in real world
*/
export function ARHitTest({
onPlacement
}: {
onPlacement?: (position: THREE.Vector3, rotation: THREE.Euler) => void
}) {
const { session } = useXR()
const hitTestSourceRef = useRef<XRHitTestSource | null>(null)
const reticleRef = useRef<THREE.Mesh>(null)
useEffect(() => {
if (!session) return
// Request hit test source
session.requestReferenceSpace('viewer').then((referenceSpace) => {
if (session.requestHitTestSource && referenceSpace) {
session.requestHitTestSource?.({ space: referenceSpace as any as XRReferenceSpace })?.then((source: XRHitTestSource | undefined) => {
hitTestSourceRef.current = source as XRHitTestSource
})
}
})
}, [session])
useFrame((state, delta, frame) => {
if (!frame || !hitTestSourceRef.current || !session) return
const hitTestResults = frame.getHitTestResults(hitTestSourceRef.current)
if (hitTestResults.length > 0 && reticleRef.current) {
const hit = hitTestResults[0]
const pose = hit.getPose(session.renderState.baseLayerSpace as any as unknown as XRReferenceSpace)
reticleRef.current.visible = true
reticleRef.current.position.setFromMatrixPosition(new THREE.Matrix4().fromArray(pose?.transform.matrix ?? [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]))
reticleRef.current.rotation.setFromRotationMatrix(new THREE.Matrix4().fromArray(pose?.transform.matrix ?? [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]))
} else if (reticleRef.current) {
reticleRef.current.visible = false
}
})
return (
<mesh
ref={reticleRef}
rotation={[-Math.PI / 2, 0, 0]}
visible={false}
onClick={onPlacement}
>
<ringGeometry args={[0.15, 0.2, 32]} />
<meshBasicMaterial color="#ffffff" side={THREE.DoubleSide} opacity={0.8} transparent />
{/* Center dot */}
<mesh position={[0, 0, 0.001]}>
<circleGeometry args={[0.02, 32]} />
<meshBasicMaterial color="#ffffff" />
</mesh>
{/* Crosshair lines */}
<line>
<bufferGeometry>
<bufferAttribute args={[new Float32Array([-0.1, 0, 0, 0.1, 0, 0]), 3]}
array={new Float32Array([-0.1, 0, 0, 0.1, 0, 0])}
/>
</bufferGeometry>
<lineBasicMaterial color="#ffffff" />
</line>
<line>
<bufferGeometry>
<bufferAttribute args={[new Float32Array([0, -0.1, 0, 0, 0.1, 0]), 3]}
array={new Float32Array([0, -0.1, 0, 0, 0.1, 0])}
/>
</bufferGeometry>
<lineBasicMaterial color="#ffffff" />
</line>
</mesh>
)
}
/**
* VR Teleportation
*/
export function VRTeleport({
roomBounds
}: {
roomBounds?: { width: number; length: number }
}) {
const { session, controller } = useXR()
const teleportRef = useRef<THREE.Mesh>(null)
const [teleportPosition, setTeleportPosition] = useState<THREE.Vector3 | null>(null)
useFrame(() => {
if (!session || !controller) return
const position = (controller as any as XRInputSource).gamepad?.axes as number[] | null | undefined
if (position && position.length === 3) {
setTeleportPosition(new THREE.Vector3(position[0] ?? 0, position[1] ?? 0, position[2] ?? 0))
} else {
setTeleportPosition(null)
}
})
return (
<group position={teleportPosition ?? undefined}>
{/* Panel border */}
<lineSegments>
<edgesGeometry args={[new THREE.PlaneGeometry(1, 0.5)]} />
<lineBasicMaterial color="#00ff00" />
</lineSegments>
</group>
)
}
/**
* Hand gesture detection
*/
export function useHandGestures() {
const { session, controller } = useXR()
const [pinching, setPinching] = useState(false)
const [pinchDistance, setPinchDistance] = useState(0)
useFrame((state, delta, frame) => {
if (!frame || !session || !controller) return
const sources = session.inputSources
for (const source of sources) {
if (source.hand) {
const joints = source.hand
const indexTip = joints.get('index-finger-tip')
const thumbTip = joints.get('thumb-tip')
if (indexTip && thumbTip) {
// @ts-ignore
const indexPose = frame.getJointPose(indexTip, session.renderState.baseSpace as unknown as XRReferenceSpace)
// @ts-ignore
const thumbPose = frame.getJointPose(thumbTip, session.renderState.baseSpace as unknown as XRReferenceSpace)
if (indexPose && thumbPose) {
const indexPos = new THREE.Vector3().setFromMatrixPosition(
new THREE.Matrix4().fromArray(indexPose?.transform.matrix ?? [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] as any as number[] as any)
) as any
const thumbPos = new THREE.Vector3().setFromMatrixPosition(
new THREE.Matrix4().fromArray(thumbPose?.transform.matrix ?? [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] as any as number[] as any)
) as any
const distance = indexPos.distanceTo(thumbPos)
setPinchDistance(distance)
setPinching(distance < 0.03) // 3cm threshold
}
}
}
}
})
return {
pinching,
pinchDistance
}
}
/**
* VR Performance Optimizer
*/
export function VRPerformanceOptimizer() {
const { session } = useXR()
const { gl, scene } = useThree()
useEffect(() => {
if (session) {
// Reduce quality for VR performance
gl.setPixelRatio(1) // Lower pixel ratio
// Disable expensive effects
scene.traverse((object) => {
if ((object as any).material) {
const materials = Array.isArray((object as any).material)
? (object as any).material
: [(object as any).material]
materials.forEach((mat: any) => {
if (mat.map) mat.map.anisotropy = 1 // Lower texture quality
})
}
})
} else {
// Restore quality
gl.setPixelRatio(Math.min(window.devicePixelRatio, 2))
}
}, [gl, scene])
return null
}

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/**
* Advanced Animation System
* Interactive animations, state machines, and procedural motion
*/
import * as THREE from 'three'
export interface AnimationState {
name: string
clip: THREE.AnimationClip
loop: THREE.AnimationActionLoopStyles
timeScale: number
weight: number
fadeInTime: number
fadeOutTime: number
}
export interface AnimationTransition {
from: string
to: string
duration: number
condition?: () => boolean
}
/**
* Animation State Machine
*/
export class AnimationStateMachine {
private mixer: THREE.AnimationMixer
private states: Map<string, AnimationState> = new Map()
private actions: Map<string, THREE.AnimationAction> = new Map()
private transitions: AnimationTransition[] = []
private currentState: string | null = null
private clock: THREE.Clock = new THREE.Clock()
constructor(object: THREE.Object3D) {
this.mixer = new THREE.AnimationMixer(object)
}
/**
* Add animation state
*/
addState(state: AnimationState): void {
this.states.set(state.name, state)
const action = this.mixer.clipAction(state.clip)
action.setLoop(state.loop, state.loop === THREE.LoopOnce ? 1 : Infinity)
action.timeScale = state.timeScale
action.weight = state.weight
this.actions.set(state.name, action)
}
/**
* Add transition between states
*/
addTransition(transition: AnimationTransition): void {
this.transitions.push(transition)
}
/**
* Set current state
*/
setState(stateName: string, immediate: boolean = false): void {
const newState = this.states.get(stateName)
const newAction = this.actions.get(stateName)
if (!newState || !newAction) {
console.warn(`State ${stateName} not found`)
return
}
// Transition from current state
if (this.currentState && this.currentState !== stateName) {
const currentAction = this.actions.get(this.currentState)
const currentState = this.states.get(this.currentState)
if (currentAction && currentState) {
if (immediate) {
currentAction.stop()
} else {
currentAction.fadeOut(currentState.fadeOutTime)
}
}
}
// Start new state
if (immediate) {
newAction.reset()
newAction.play()
} else {
newAction.reset()
newAction.fadeIn(newState.fadeInTime)
newAction.play()
}
this.currentState = stateName
}
/**
* Update state machine
*/
update(): void {
const delta = this.clock.getDelta()
this.mixer.update(delta)
// Check for automatic transitions
if (this.currentState) {
for (const transition of this.transitions) {
if (transition.from === this.currentState) {
// Check condition
const shouldTransition = transition.condition ? transition.condition() : true
if (shouldTransition) {
this.setState(transition.to)
break
}
}
}
}
}
/**
* Get current state
*/
getCurrentState(): string | null {
return this.currentState
}
/**
* Stop all animations
*/
stopAll(): void {
this.mixer.stopAllAction()
this.currentState = null
}
/**
* Dispose
*/
dispose(): void {
this.mixer.stopAllAction()
this.states.clear()
this.actions.clear()
this.transitions = []
}
}
/**
* Procedural Animation System
* Generate animations procedurally
*/
export class ProceduralAnimator {
/**
* Create sine wave animation
*/
static createSineWave(
object: THREE.Object3D,
axis: 'x' | 'y' | 'z',
amplitude: number,
frequency: number,
phase: number = 0
): (time: number) => void {
const initialPosition = object.position.clone()
return (time: number) => {
const offset = Math.sin(time * frequency + phase) * amplitude
object.position.copy(initialPosition)
object.position[axis] += offset
}
}
/**
* Create rotation animation
*/
static createRotation(
object: THREE.Object3D,
axis: THREE.Vector3,
speed: number
): (time: number) => void {
const quaternion = new THREE.Quaternion()
const initialRotation = object.quaternion.clone()
return (time: number) => {
quaternion.setFromAxisAngle(axis, time * speed)
object.quaternion.copy(initialRotation).multiply(quaternion)
}
}
/**
* Create orbit animation
*/
static createOrbit(
object: THREE.Object3D,
center: THREE.Vector3,
radius: number,
speed: number,
height: number = 0
): (time: number) => void {
return (time: number) => {
const angle = time * speed
object.position.set(
center.x + Math.cos(angle) * radius,
center.y + height,
center.z + Math.sin(angle) * radius
)
// Look at center
object.lookAt(center)
}
}
/**
* Create spring animation
*/
static createSpring(
object: THREE.Object3D,
targetPosition: THREE.Vector3,
stiffness: number = 0.1,
damping: number = 0.8
): {
update: (deltaTime: number) => void
velocity: THREE.Vector3
} {
const velocity = new THREE.Vector3()
return {
velocity,
update: (deltaTime: number) => {
// Spring force
const force = new THREE.Vector3()
.subVectors(targetPosition, object.position)
.multiplyScalar(stiffness)
// Apply force
velocity.add(force.multiplyScalar(deltaTime))
// Apply damping
velocity.multiplyScalar(damping)
// Update position
object.position.add(velocity.clone().multiplyScalar(deltaTime))
}
}
}
/**
* Create bounce animation
*/
static createBounce(
object: THREE.Object3D,
height: number,
gravity: number = -9.81,
restitution: number = 0.8
): {
update: (deltaTime: number) => void
velocity: number
} {
let velocity = 0
const initialY = object.position.y
return {
get velocity() { return velocity },
update: (deltaTime: number) => {
// Apply gravity
velocity += gravity * deltaTime
// Update position
object.position.y += velocity * deltaTime
// Bounce off ground
if (object.position.y <= initialY) {
object.position.y = initialY
velocity = -velocity * restitution
// Stop if velocity is too small
if (Math.abs(velocity) < 0.1) {
velocity = 0
}
}
}
}
}
/**
* Create look-at animation
*/
static createLookAt(
object: THREE.Object3D,
target: THREE.Vector3 | THREE.Object3D,
smoothing: number = 0.1
): (deltaTime: number) => void {
const currentLookAt = new THREE.Vector3()
const targetQuaternion = new THREE.Quaternion()
return (deltaTime: number) => {
const targetPos = target instanceof THREE.Vector3 ? target : target.position
// Calculate target rotation
currentLookAt.lerp(targetPos, smoothing)
const matrix = new THREE.Matrix4()
matrix.lookAt(object.position, currentLookAt, object.up)
targetQuaternion.setFromRotationMatrix(matrix)
// Smoothly rotate toward target
object.quaternion.slerp(targetQuaternion, smoothing)
}
}
/**
* Create path follow animation
*/
static createPathFollow(
object: THREE.Object3D,
path: THREE.Curve<THREE.Vector3>,
speed: number,
loop: boolean = true
): {
update: (deltaTime: number) => void
progress: number
} {
let progress = 0
return {
get progress() { return progress },
update: (deltaTime: number) => {
progress += speed * deltaTime
if (loop) {
progress = progress % 1.0
} else {
progress = Math.min(progress, 1.0)
}
// Get position on path
const position = path.getPoint(progress)
object.position.copy(position)
// Get tangent for orientation
const tangent = path.getTangent(progress)
const lookAtTarget = position.clone().add(tangent)
object.lookAt(lookAtTarget)
}
}
}
}
/**
* Interactive Animation Controller
* Control animations based on user interaction
*/
export class InteractiveAnimationController {
private object: THREE.Object3D
private animations: Map<string, {
trigger: 'click' | 'hover' | 'proximity' | 'custom'
animation: (object: THREE.Object3D) => void
active: boolean
}> = new Map()
constructor(object: THREE.Object3D) {
this.object = object
}
/**
* Add click animation
*/
addClickAnimation(
name: string,
animation: (object: THREE.Object3D) => void
): void {
this.animations.set(name, {
trigger: 'click',
animation,
active: false
})
}
/**
* Add hover animation
*/
addHoverAnimation(
name: string,
animation: (object: THREE.Object3D) => void
): void {
this.animations.set(name, {
trigger: 'hover',
animation,
active: false
})
}
/**
* Add proximity animation
*/
addProximityAnimation(
name: string,
animation: (object: THREE.Object3D) => void,
distance: number
): void {
this.animations.set(name, {
trigger: 'proximity',
animation,
active: false
})
}
/**
* Trigger animation
*/
trigger(name: string): void {
const anim = this.animations.get(name)
if (anim) {
anim.active = true
anim.animation(this.object)
}
}
/**
* Stop animation
*/
stop(name: string): void {
const anim = this.animations.get(name)
if (anim) {
anim.active = false
}
}
/**
* Handle click event
*/
onClick(): void {
this.animations.forEach((anim, name) => {
if (anim.trigger === 'click') {
this.trigger(name)
}
})
}
/**
* Handle hover event
*/
onHover(isHovering: boolean): void {
this.animations.forEach((anim, name) => {
if (anim.trigger === 'hover') {
if (isHovering) {
this.trigger(name)
} else {
this.stop(name)
}
}
})
}
/**
* Check proximity
*/
checkProximity(position: THREE.Vector3, maxDistance: number): void {
const distance = this.object.position.distanceTo(position)
this.animations.forEach((anim, name) => {
if (anim.trigger === 'proximity') {
if (distance < maxDistance) {
this.trigger(name)
} else {
this.stop(name)
}
}
})
}
}
/**
* Keyframe animation builder
*/
export class KeyframeAnimationBuilder {
private tracks: THREE.KeyframeTrack[] = []
private duration: number = 0
/**
* Add position keyframes
*/
addPositionKeyframes(
name: string,
times: number[],
values: number[]
): this {
const track = new THREE.VectorKeyframeTrack(
`${name}.position`,
times,
values
)
this.tracks.push(track)
this.duration = Math.max(this.duration, Math.max(...times))
return this
}
/**
* Add rotation keyframes
*/
addRotationKeyframes(
name: string,
times: number[],
values: number[]
): this {
const track = new THREE.QuaternionKeyframeTrack(
`${name}.quaternion`,
times,
values
)
this.tracks.push(track)
this.duration = Math.max(this.duration, Math.max(...times))
return this
}
/**
* Add scale keyframes
*/
addScaleKeyframes(
name: string,
times: number[],
values: number[]
): this {
const track = new THREE.VectorKeyframeTrack(
`${name}.scale`,
times,
values
)
this.tracks.push(track)
this.duration = Math.max(this.duration, Math.max(...times))
return this
}
/**
* Build animation clip
*/
build(name: string): THREE.AnimationClip {
return new THREE.AnimationClip(name, this.duration, this.tracks)
}
}

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/**
* Advanced Lighting System
* Lightmap baking, global illumination, and advanced lighting techniques
*/
import * as THREE from 'three'
export interface LightmapSettings {
resolution: number
samples: number
bounces: number
blur: number
exposure: number
}
/**
* Lightmap Baker
* Bakes static lighting into textures for better performance
*/
export class LightmapBaker {
private scene: THREE.Scene
private renderer: THREE.WebGLRenderer
private lightmaps: Map<string, THREE.Texture> = new Map()
constructor(scene: THREE.Scene, renderer: THREE.WebGLRenderer) {
this.scene = scene
this.renderer = renderer
}
/**
* Bake lightmap for a mesh
*/
async bakeLightmap(
mesh: THREE.Mesh,
settings: LightmapSettings = {
resolution: 1024,
samples: 16,
bounces: 2,
blur: 0,
exposure: 1.0
}
): Promise<THREE.Texture> {
// Create render target for lightmap
const renderTarget = new THREE.WebGLRenderTarget(
settings.resolution,
settings.resolution,
{
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType
}
)
// Setup camera for baking
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 100)
camera.position.set(0, 0, 10)
camera.lookAt(0, 0, 0)
// Create baking material
const bakingMaterial = new THREE.ShaderMaterial({
uniforms: {
lightIntensity: { value: 1.0 },
ambientIntensity: { value: 0.2 },
exposure: { value: settings.exposure }
},
vertexShader: `
varying vec3 vNormal;
varying vec3 vWorldPosition;
void main() {
vNormal = normalize(normalMatrix * normal);
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float lightIntensity;
uniform float ambientIntensity;
uniform float exposure;
varying vec3 vNormal;
varying vec3 vWorldPosition;
void main() {
vec3 normal = normalize(vNormal);
// Accumulate light from all lights in scene
vec3 totalLight = vec3(ambientIntensity);
// This is simplified - in production, you'd sample all lights
vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
float NdotL = max(dot(normal, lightDir), 0.0);
totalLight += vec3(NdotL * lightIntensity);
// Apply exposure
totalLight *= exposure;
gl_FragColor = vec4(totalLight, 1.0);
}
`
})
// Store original material
const originalMaterial = mesh.material
mesh.material = bakingMaterial
// Render to texture
this.renderer.setRenderTarget(renderTarget)
this.renderer.render(this.scene, camera)
this.renderer.setRenderTarget(null)
// Restore original material
mesh.material = originalMaterial
// Create texture from render target
const lightmapTexture = renderTarget.texture
lightmapTexture.needsUpdate = true
// Store lightmap
this.lightmaps.set(mesh.uuid, lightmapTexture)
// Apply lightmap to mesh
if (mesh.material instanceof THREE.MeshStandardMaterial) {
mesh.material.lightMap = lightmapTexture
mesh.material.lightMapIntensity = 1.0
mesh.material.needsUpdate = true
}
return lightmapTexture
}
/**
* Bake lightmaps for entire scene
*/
async bakeScene(settings?: LightmapSettings): Promise<void> {
const meshes: THREE.Mesh[] = []
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh && object.material) {
meshes.push(object)
}
})
for (const mesh of meshes) {
await this.bakeLightmap(mesh, settings)
}
}
/**
* Get baked lightmap
*/
getLightmap(mesh: THREE.Mesh): THREE.Texture | undefined {
return this.lightmaps.get(mesh.uuid)
}
/**
* Clear all lightmaps
*/
clearLightmaps(): void {
this.lightmaps.forEach((texture) => texture.dispose())
this.lightmaps.clear()
}
/**
* Dispose
*/
dispose(): void {
this.clearLightmaps()
}
}
/**
* Global Illumination System
* Approximate global illumination using spherical harmonics and light probes
*/
export class GlobalIllumination {
private scene: THREE.Scene
private lightProbes: THREE.LightProbe[] = []
private probePositions: THREE.Vector3[] = []
private irradianceData: THREE.SphericalHarmonics3[] = []
constructor(scene: THREE.Scene) {
this.scene = scene
}
/**
* Place light probes in scene
*/
placeLightProbes(bounds: THREE.Box3, resolution: number = 2): void {
const min = bounds.min
const max = bounds.max
const size = new THREE.Vector3().subVectors(max, min)
const stepX = size.x / resolution
const stepY = size.y / resolution
const stepZ = size.z / resolution
for (let x = 0; x <= resolution; x++) {
for (let y = 0; y <= resolution; y++) {
for (let z = 0; z <= resolution; z++) {
const position = new THREE.Vector3(
min.x + x * stepX,
min.y + y * stepY,
min.z + z * stepZ
)
this.probePositions.push(position)
// Create light probe
const probe = new THREE.LightProbe()
probe.position.copy(position)
this.lightProbes.push(probe)
this.scene.add(probe)
}
}
}
}
/**
* Compute irradiance at probe positions
*/
computeIrradiance(): void {
this.lightProbes.forEach((probe, index) => {
const sh = new THREE.SphericalHarmonics3()
// Sample surrounding lighting
// This is simplified - real GI would raytrace or use path tracing
const samples = 64
for (let i = 0; i < samples; i++) {
const direction = this.randomSphereDirection()
const color = this.sampleLighting(probe.position, direction)
// Add to spherical harmonics
sh.addScaledSH(
this.directionToSH(direction, color),
1.0 / samples
)
}
this.irradianceData[index] = sh
probe.sh = sh
})
}
/**
* Get interpolated irradiance at position
*/
getIrradiance(position: THREE.Vector3): THREE.SphericalHarmonics3 {
// Find nearest probes
const nearestProbes = this.findNearestProbes(position, 4)
// Interpolate using inverse distance weighting
const result = new THREE.SphericalHarmonics3()
let totalWeight = 0
nearestProbes.forEach(({ index, distance }) => {
const weight = 1.0 / (distance + 0.001)
const sh = this.irradianceData[index]
if (sh) {
result.addScaledSH(sh, weight)
totalWeight += weight
}
})
if (totalWeight > 0) {
result.scale(1.0 / totalWeight)
}
return result
}
/**
* Apply GI to mesh
*/
applyToMesh(mesh: THREE.Mesh): void {
if (!(mesh.material instanceof THREE.MeshStandardMaterial)) return
// Get irradiance at mesh position
const irradiance = this.getIrradiance(mesh.position)
// Create light probe for this mesh
const probe = new THREE.LightProbe(irradiance)
mesh.add(probe)
}
/**
* Apply GI to entire scene
*/
applyToScene(): void {
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
this.applyToMesh(object)
}
})
}
/**
* Find nearest light probes
*/
private findNearestProbes(
position: THREE.Vector3,
count: number
): Array<{ index: number; distance: number }> {
const distances = this.probePositions.map((probePos, index) => ({
index,
distance: position.distanceTo(probePos)
}))
distances.sort((a, b) => a.distance - b.distance)
return distances.slice(0, count)
}
/**
* Sample lighting in a direction
*/
private sampleLighting(position: THREE.Vector3, direction: THREE.Vector3): THREE.Color {
// Simplified lighting sample
// Real implementation would use raytracing
const color = new THREE.Color(0.5, 0.5, 0.5)
// Check if direction points toward a light
this.scene.traverse((object) => {
if (object instanceof THREE.Light) {
const lightDir = new THREE.Vector3().subVectors(object.position, position).normalize()
const alignment = direction.dot(lightDir)
if (alignment > 0.9) {
const lightColor = object.color.clone().multiplyScalar(object.intensity * alignment)
color.add(lightColor)
}
}
})
return color
}
/**
* Random direction on sphere
*/
private randomSphereDirection(): THREE.Vector3 {
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
return new THREE.Vector3(
Math.sin(phi) * Math.cos(theta),
Math.sin(phi) * Math.sin(theta),
Math.cos(phi)
)
}
/**
* Convert direction and color to spherical harmonics
*/
private directionToSH(direction: THREE.Vector3, color: THREE.Color): THREE.SphericalHarmonics3 {
const sh = new THREE.SphericalHarmonics3()
// Project color onto spherical harmonics basis
// This is simplified - real SH projection is more complex
const coef = new THREE.Vector3(
0.282095, // Y(0,0)
0.488603 * direction.y, // Y(1,-1)
0.488603 * direction.z // Y(1,0)
)
sh.coefficients[0].copy(new THREE.Vector3(color.r, color.g, color.b)).multiplyScalar(coef.x)
sh.coefficients[1].copy(new THREE.Vector3(color.r, color.g, color.b)).multiplyScalar(coef.y)
sh.coefficients[2].copy(new THREE.Vector3(color.r, color.g, color.b)).multiplyScalar(coef.z)
return sh
}
/**
* Dispose
*/
dispose(): void {
this.lightProbes.forEach((probe) => {
this.scene.remove(probe)
})
this.lightProbes = []
this.probePositions = []
this.irradianceData = []
}
}
/**
* GPU Occlusion Culling
* Use GPU queries to determine object visibility
*/
export class OcclusionCulling {
private renderer: THREE.WebGLRenderer
private scene: THREE.Scene
private camera: THREE.Camera
private occlusionQueries: Map<string, {
query: WebGLQuery | null
visible: boolean
testing: boolean
}> = new Map()
private gl: WebGL2RenderingContext | null = null
constructor(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera) {
this.renderer = renderer
this.scene = scene
this.camera = camera
this.gl = renderer.getContext() as WebGL2RenderingContext
}
/**
* Test object visibility
*/
testVisibility(object: THREE.Object3D): void {
if (!this.gl) return
const uuid = object.uuid
let queryData = this.occlusionQueries.get(uuid)
if (!queryData) {
queryData = {
query: this.gl.createQuery(),
visible: true,
testing: false
}
this.occlusionQueries.set(uuid, queryData)
}
if (queryData.testing) {
// Check if query result is available
const available = this.gl.getQueryParameter(
queryData.query!,
this.gl.QUERY_RESULT_AVAILABLE
)
if (available) {
const samplesPassed = this.gl.getQueryParameter(
queryData.query!,
this.gl.QUERY_RESULT
)
queryData.visible = samplesPassed > 0
queryData.testing = false
}
} else {
// Start new query
this.gl.beginQuery(this.gl.ANY_SAMPLES_PASSED, queryData.query!)
// Render bounding box in occlusion test mode
const bbox = new THREE.Box3().setFromObject(object)
const helper = new THREE.Box3Helper(bbox, new THREE.Color(0xff0000))
// Disable color and depth writes
this.renderer.getContext().colorMask(false, false, false, false)
this.renderer.getContext().depthMask(false)
// Render helper
helper.updateMatrixWorld(true)
const geometry = (helper as any).geometry
const material = (helper as any).material
this.renderer.renderBufferDirect(
this.camera,
this.scene,
geometry,
material,
helper,
null
)
// Restore color and depth writes
this.renderer.getContext().colorMask(true, true, true, true)
this.renderer.getContext().depthMask(true)
this.gl.endQuery(this.gl.ANY_SAMPLES_PASSED)
queryData.testing = true
}
}
/**
* Check if object is visible
*/
isVisible(object: THREE.Object3D): boolean {
const queryData = this.occlusionQueries.get(object.uuid)
return queryData?.visible ?? true
}
/**
* Update all objects
*/
update(objects: THREE.Object3D[]): void {
objects.forEach((object) => {
this.testVisibility(object)
})
}
/**
* Apply culling to scene
*/
applyToScene(): void {
this.scene.traverse((object) => {
const queryData = this.occlusionQueries.get(object.uuid)
if (queryData) {
object.visible = queryData.visible
}
})
}
/**
* Dispose
*/
dispose(): void {
if (!this.gl) return
this.occlusionQueries.forEach((queryData) => {
if (queryData.query) {
this.gl!.deleteQuery(queryData.query)
}
})
this.occlusionQueries.clear()
}
}

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/**
* Advanced Materials Extensions (Simplified)
*/
import * as THREE from 'three'
export class ReflectionProbeManager {
private probes: Map<string, any> = new Map()
constructor(
private scene: THREE.Scene,
private renderer: THREE.WebGLRenderer
) {}
addProbe(id: string, position: THREE.Vector3, size: number, resolution: number, intensity: number): void {
this.probes.set(id, {
position,
size,
resolution,
intensity
})
console.log(`Reflection probe '${id}' added`)
}
update(deltaTime: number): void {
// Update probes
}
dispose(): void {
this.probes.clear()
}
}

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/**
* Advanced Selection Tools
* Lasso, magic wand, area select, and intelligent selection
*/
import * as THREE from 'three'
export interface SelectionBox {
min: THREE.Vector2
max: THREE.Vector2
}
export interface LassoPoint {
x: number
y: number
}
/**
* Lasso Selection Tool
*/
export class LassoSelection {
private points: LassoPoint[] = []
private closed: boolean = false
/**
* Add point to lasso
*/
addPoint(x: number, y: number): void {
this.points.push({ x, y })
}
/**
* Close lasso path
*/
close(): void {
this.closed = true
}
/**
* Check if point is inside lasso
*/
isPointInside(x: number, y: number): boolean {
if (!this.closed || this.points.length < 3) return false
let inside = false
const n = this.points.length
for (let i = 0, j = n - 1; i < n; j = i++) {
const xi = this.points[i].x
const yi = this.points[i].y
const xj = this.points[j].x
const yj = this.points[j].y
const intersect = ((yi > y) !== (yj > y)) &&
(x < (xj - xi) * (y - yi) / (yj - yi) + xi)
if (intersect) inside = !inside
}
return inside
}
/**
* Select objects within lasso
*/
selectObjects(
objects: THREE.Object3D[],
camera: THREE.Camera,
viewport: { width: number; height: number }
): THREE.Object3D[] {
const selected: THREE.Object3D[] = []
objects.forEach((obj) => {
// Project object position to screen space
const screenPos = obj.position.clone().project(camera)
const x = (screenPos.x + 1) * viewport.width / 2
const y = (-screenPos.y + 1) * viewport.height / 2
if (this.isPointInside(x, y)) {
selected.push(obj)
}
})
return selected
}
/**
* Get lasso path for rendering
*/
getPath(): LassoPoint[] {
return this.points
}
/**
* Clear lasso
*/
clear(): void {
this.points = []
this.closed = false
}
}
/**
* Magic Wand Selection (Select similar)
*/
export class MagicWandSelection {
/**
* Select objects similar to target
*/
selectSimilar(
target: THREE.Object3D,
objects: THREE.Object3D[],
criteria: {
checkMaterial?: boolean
checkSize?: boolean
checkType?: boolean
tolerance?: number
} = {}
): THREE.Object3D[] {
const tolerance = criteria.tolerance ?? 0.1
const selected: THREE.Object3D[] = [target]
objects.forEach((obj) => {
if (obj === target) return
let similar = true
// Check material similarity
if (criteria.checkMaterial && obj instanceof THREE.Mesh && target instanceof THREE.Mesh) {
if (obj.material !== target.material) {
similar = false
}
}
// Check size similarity
if (criteria.checkSize) {
const targetBox = new THREE.Box3().setFromObject(target)
const objBox = new THREE.Box3().setFromObject(obj)
const targetSize = new THREE.Vector3()
const objSize = new THREE.Vector3()
targetBox.getSize(targetSize)
objBox.getSize(objSize)
const sizeDiff = targetSize.distanceTo(objSize) / targetSize.length()
if (sizeDiff > tolerance) {
similar = false
}
}
// Check type similarity
if (criteria.checkType) {
if (obj.type !== target.type) {
similar = false
}
}
if (similar) {
selected.push(obj)
}
})
return selected
}
/**
* Select by color
*/
selectByColor(
targetColor: THREE.Color,
objects: THREE.Mesh[],
tolerance: number = 0.1
): THREE.Mesh[] {
const selected: THREE.Mesh[] = []
objects.forEach((mesh) => {
if (!mesh.material) return
const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material]
materials.forEach((mat) => {
if ('color' in mat && mat.color) {
const colorDist = mat.color.distanceTo(targetColor)
if (colorDist < tolerance) {
selected.push(mesh)
}
}
})
})
return selected
}
/**
* Select by layer/tag
*/
selectByProperty(
objects: THREE.Object3D[],
property: string,
value: any
): THREE.Object3D[] {
return objects.filter((obj) => {
return obj.userData[property] === value
})
}
}
/**
* Box Selection
*/
export class BoxSelection {
private startPoint: THREE.Vector2 | null = null
private endPoint: THREE.Vector2 | null = null
/**
* Start selection
*/
start(x: number, y: number): void {
this.startPoint = new THREE.Vector2(x, y)
this.endPoint = new THREE.Vector2(x, y)
}
/**
* Update selection
*/
update(x: number, y: number): void {
if (!this.startPoint) return
this.endPoint = new THREE.Vector2(x, y)
}
/**
* End selection
*/
end(): SelectionBox | null {
if (!this.startPoint || !this.endPoint) return null
const box: SelectionBox = {
min: new THREE.Vector2(
Math.min(this.startPoint.x, this.endPoint.x),
Math.min(this.startPoint.y, this.endPoint.y)
),
max: new THREE.Vector2(
Math.max(this.startPoint.x, this.endPoint.x),
Math.max(this.startPoint.y, this.endPoint.y)
)
}
this.clear()
return box
}
/**
* Get current box
*/
getCurrentBox(): SelectionBox | null {
if (!this.startPoint || !this.endPoint) return null
return {
min: new THREE.Vector2(
Math.min(this.startPoint.x, this.endPoint.x),
Math.min(this.startPoint.y, this.endPoint.y)
),
max: new THREE.Vector2(
Math.max(this.startPoint.x, this.endPoint.x),
Math.max(this.startPoint.y, this.endPoint.y)
)
}
}
/**
* Select objects in box
*/
selectObjects(
objects: THREE.Object3D[],
camera: THREE.Camera,
viewport: { width: number; height: number }
): THREE.Object3D[] {
const box = this.getCurrentBox()
if (!box) return []
const selected: THREE.Object3D[] = []
objects.forEach((obj) => {
// Project to screen space
const screenPos = obj.position.clone().project(camera)
const x = (screenPos.x + 1) * viewport.width / 2
const y = (-screenPos.y + 1) * viewport.height / 2
if (x >= box.min.x && x <= box.max.x &&
y >= box.min.y && y <= box.max.y) {
selected.push(obj)
}
})
return selected
}
/**
* Clear selection
*/
clear(): void {
this.startPoint = null
this.endPoint = null
}
}
/**
* Advanced Selection Manager
* Combines all selection tools
*/
export class AdvancedSelectionManager {
private lassoSelection: LassoSelection = new LassoSelection()
private magicWandSelection: MagicWandSelection = new MagicWandSelection()
private boxSelection: BoxSelection = new BoxSelection()
private selectedObjects: Set<THREE.Object3D> = new Set()
private mode: 'normal' | 'add' | 'subtract' | 'intersect' = 'normal'
/**
* Start lasso selection
*/
startLasso(x: number, y: number): void {
this.lassoSelection.clear()
this.lassoSelection.addPoint(x, y)
}
/**
* Continue lasso
*/
continueLasso(x: number, y: number): void {
this.lassoSelection.addPoint(x, y)
}
/**
* End lasso
*/
endLasso(
objects: THREE.Object3D[],
camera: THREE.Camera,
viewport: { width: number; height: number }
): THREE.Object3D[] {
this.lassoSelection.close()
const selected = this.lassoSelection.selectObjects(objects, camera, viewport)
this.updateSelection(selected)
return selected
}
/**
* Box selection
*/
startBox(x: number, y: number): void {
this.boxSelection.start(x, y)
}
updateBox(x: number, y: number): void {
this.boxSelection.update(x, y)
}
endBox(
objects: THREE.Object3D[],
camera: THREE.Camera,
viewport: { width: number; height: number }
): THREE.Object3D[] {
const selected = this.boxSelection.selectObjects(objects, camera, viewport)
this.updateSelection(selected)
return selected
}
/**
* Magic wand selection
*/
selectSimilar(
target: THREE.Object3D,
objects: THREE.Object3D[],
criteria?: Parameters<typeof MagicWandSelection.prototype.selectSimilar>[2]
): THREE.Object3D[] {
const selected = this.magicWandSelection.selectSimilar(target, objects, criteria)
this.updateSelection(selected)
return selected
}
/**
* Update selection based on mode
*/
private updateSelection(newSelection: THREE.Object3D[]): void {
switch (this.mode) {
case 'normal':
this.selectedObjects.clear()
newSelection.forEach(obj => this.selectedObjects.add(obj))
break
case 'add':
newSelection.forEach(obj => this.selectedObjects.add(obj))
break
case 'subtract':
newSelection.forEach(obj => this.selectedObjects.delete(obj))
break
case 'intersect':
const intersection = new Set<THREE.Object3D>()
newSelection.forEach(obj => {
if (this.selectedObjects.has(obj)) {
intersection.add(obj)
}
})
this.selectedObjects = intersection
break
}
}
/**
* Set selection mode
*/
setMode(mode: 'normal' | 'add' | 'subtract' | 'intersect'): void {
this.mode = mode
}
/**
* Get selected objects
*/
getSelection(): THREE.Object3D[] {
return Array.from(this.selectedObjects)
}
/**
* Clear selection
*/
clearSelection(): void {
this.selectedObjects.clear()
}
/**
* Select all
*/
selectAll(objects: THREE.Object3D[]): void {
this.selectedObjects.clear()
objects.forEach(obj => this.selectedObjects.add(obj))
}
/**
* Invert selection
*/
invertSelection(objects: THREE.Object3D[]): void {
const newSelection = new Set<THREE.Object3D>()
objects.forEach(obj => {
if (!this.selectedObjects.has(obj)) {
newSelection.add(obj)
}
})
this.selectedObjects = newSelection
}
}

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/**
* Advanced Shadow Techniques
* Cascaded Shadow Maps (CSM) and Contact Hardening Shadows
*/
import * as THREE from 'three'
import { CSM } from 'three/examples/jsm/csm/CSM.js'
export interface ShadowConfig {
type: 'basic' | 'cascaded' | 'contact-hardening'
cascades?: number
maxDistance?: number
shadowMapSize?: number
bias?: number
normalBias?: number
}
/**
* Cascaded Shadow Map Manager
*/
export class CascadedShadowManager {
private csm: CSM | null = null
private scene: THREE.Scene
private camera: THREE.Camera
private renderer: THREE.WebGLRenderer
constructor(scene: THREE.Scene, camera: THREE.Camera, renderer: THREE.WebGLRenderer) {
this.scene = scene
this.camera = camera
this.renderer = renderer
}
/**
* Initialize CSM
*/
initialize(config: {
cascades?: number
maxFar?: number
lightDirection?: THREE.Vector3
lightIntensity?: number
shadowMapSize?: number
} = {}): void {
const cascades = config.cascades ?? 3
const maxFar = config.maxFar ?? 100
const lightDirection = config.lightDirection ?? new THREE.Vector3(1, -1, 1).normalize()
const lightIntensity = config.lightIntensity ?? 1.0
const shadowMapSize = config.shadowMapSize ?? 2048
this.csm = new CSM({
maxFar,
cascades,
mode: 'practical',
parent: this.scene,
shadowMapSize,
lightDirection: lightDirection.toArray(),
lightIntensity,
camera: this.camera as THREE.PerspectiveCamera
})
console.log('[CSM] Cascaded Shadow Maps initialized with', cascades, 'cascades')
}
/**
* Update CSM
*/
update(): void {
if (this.csm) {
this.csm.update()
}
}
/**
* Set light direction
*/
setLightDirection(direction: THREE.Vector3): void {
if (this.csm) {
this.csm.lightDirection = direction.toArray()
}
}
/**
* Get CSM instance
*/
getCSM(): CSM | null {
return this.csm
}
/**
* Dispose
*/
dispose(): void {
if (this.csm) {
this.csm.dispose()
this.csm = null
}
}
}
/**
* Contact Hardening Shadow Shader
* Soft shadows that get sharper closer to the surface
*/
export const ContactHardeningShadowShader = {
uniforms: {
tDiffuse: { value: null },
tDepth: { value: null },
tShadow: { value: null },
shadowIntensity: { value: 0.5 },
lightPosition: { value: new THREE.Vector3() },
cameraNear: { value: 0.1 },
cameraFar: { value: 100.0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform sampler2D tDepth;
uniform sampler2D tShadow;
uniform float shadowIntensity;
uniform vec3 lightPosition;
uniform float cameraNear;
uniform float cameraFar;
varying vec2 vUv;
float readDepth(vec2 coord) {
float fragCoordZ = texture2D(tDepth, coord).x;
float viewZ = (cameraNear * cameraFar) / ((cameraFar - cameraNear) * fragCoordZ - cameraFar);
return viewZ;
}
float sampleShadow(vec2 uv, float bias) {
return texture2D(tShadow, uv).r;
}
float pcfShadow(vec2 uv, float kernelSize, float depth) {
float shadow = 0.0;
vec2 texelSize = 1.0 / vec2(2048.0); // Shadow map size
for (float y = -kernelSize; y <= kernelSize; y += 1.0) {
for (float x = -kernelSize; x <= kernelSize; x += 1.0) {
vec2 offset = vec2(x, y) * texelSize;
shadow += sampleShadow(uv + offset, depth);
}
}
float sampleCount = (kernelSize * 2.0 + 1.0) * (kernelSize * 2.0 + 1.0);
return shadow / sampleCount;
}
void main() {
vec4 diffuse = texture2D(tDiffuse, vUv);
float depth = readDepth(vUv);
float shadow = texture2D(tShadow, vUv).r;
// Calculate kernel size based on distance
// Closer to surface = sharper shadow
float kernelSize = mix(1.0, 5.0, clamp(depth / 10.0, 0.0, 1.0));
// Apply PCF with variable kernel
float softShadow = pcfShadow(vUv, kernelSize, depth);
// Mix with diffuse
vec3 finalColor = diffuse.rgb * (1.0 - (1.0 - softShadow) * shadowIntensity);
gl_FragColor = vec4(finalColor, diffuse.a);
}
`
}
/**
* Shadow Quality Presets
*/
export const ShadowQualityPresets = {
low: {
shadowMapSize: 512,
cascades: 1,
bias: -0.0001,
normalBias: 0.02
},
medium: {
shadowMapSize: 1024,
cascades: 2,
bias: -0.00005,
normalBias: 0.01
},
high: {
shadowMapSize: 2048,
cascades: 3,
bias: -0.00001,
normalBias: 0.005
},
ultra: {
shadowMapSize: 4096,
cascades: 4,
bias: -0.000005,
normalBias: 0.002
}
}
/**
* Setup shadows for scene
*/
export function setupAdvancedShadows(
scene: THREE.Scene,
renderer: THREE.WebGLRenderer,
quality: keyof typeof ShadowQualityPresets = 'high'
): void {
const preset = ShadowQualityPresets[quality]
// Enable shadows on renderer
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
// Configure all lights
scene.traverse((object) => {
if (object instanceof THREE.DirectionalLight) {
object.castShadow = true
object.shadow.mapSize.width = preset.shadowMapSize
object.shadow.mapSize.height = preset.shadowMapSize
object.shadow.bias = preset.bias
object.shadow.normalBias = preset.normalBias
// Setup shadow camera
const d = 10
object.shadow.camera.left = -d
object.shadow.camera.right = d
object.shadow.camera.top = d
object.shadow.camera.bottom = -d
object.shadow.camera.near = 0.5
object.shadow.camera.far = 50
}
if (object instanceof THREE.SpotLight) {
object.castShadow = true
object.shadow.mapSize.width = preset.shadowMapSize / 2
object.shadow.mapSize.height = preset.shadowMapSize / 2
object.shadow.bias = preset.bias
object.shadow.normalBias = preset.normalBias
}
if (object instanceof THREE.PointLight) {
object.castShadow = true
object.shadow.mapSize.width = preset.shadowMapSize / 4
object.shadow.mapSize.height = preset.shadowMapSize / 4
object.shadow.bias = preset.bias
}
})
// Configure meshes
scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
object.castShadow = true
object.receiveShadow = true
}
})
}

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/**
* Advanced Snapping System
* Angle constraints, distance snapping, and intelligent alignment
*/
import * as THREE from 'three'
export interface SnapResult {
position: THREE.Vector3
rotation?: THREE.Euler
snapped: boolean
snapType: 'grid' | 'object' | 'wall' | 'angle' | 'distance' | 'none'
snapTarget?: THREE.Object3D
guide?: SnapGuide
}
export interface SnapGuide {
type: 'line' | 'plane' | 'circle'
position: THREE.Vector3
direction?: THREE.Vector3
color: string
}
export interface SnapConstraint {
type: 'angle' | 'distance' | 'alignment'
value: number
tolerance: number
enabled: boolean
}
/**
* Advanced Snapping Manager
*/
export class AdvancedSnappingManager {
private gridSize: number = 0.5
private snapDistance: number = 0.2
private angleStep: number = 15 // degrees
private snapToGrid: boolean = true
private snapToObjects: boolean = true
private snapToWalls: boolean = true
private snapAngle: boolean = true
private constraints: SnapConstraint[] = []
private guides: SnapGuide[] = []
/**
* Add snap constraint
*/
addConstraint(constraint: SnapConstraint): void {
this.constraints.push(constraint)
}
/**
* Remove constraint
*/
removeConstraint(type: SnapConstraint['type']): void {
this.constraints = this.constraints.filter(c => c.type !== type)
}
/**
* Snap position
*/
snapPosition(
position: THREE.Vector3,
objects: THREE.Object3D[],
roomBounds?: THREE.Box3
): SnapResult {
let snappedPosition = position.clone()
let snapped = false
let snapType: SnapResult['snapType'] = 'none'
let snapTarget: THREE.Object3D | undefined
const guides: SnapGuide[] = []
// Try object snapping first
if (this.snapToObjects && objects.length > 0) {
const objectSnap = this.snapToObjectPosition(snappedPosition, objects)
if (objectSnap.snapped) {
snappedPosition = objectSnap.position
snapped = true
snapType = 'object'
snapTarget = objectSnap.target
if (objectSnap.guide) guides.push(objectSnap.guide)
}
}
// Try wall snapping
if (!snapped && this.snapToWalls && roomBounds) {
const wallSnap = this.snapToWallPosition(snappedPosition, roomBounds)
if (wallSnap.snapped) {
snappedPosition = wallSnap.position
snapped = true
snapType = 'wall'
if (wallSnap.guide) guides.push(wallSnap.guide)
}
}
// Apply grid snapping (always applies if enabled)
if (this.snapToGrid) {
snappedPosition = this.snapToGridPosition(snappedPosition)
if (!snapped) {
snapped = true
snapType = 'grid'
}
}
// Apply distance constraints
this.constraints
.filter(c => c.enabled && c.type === 'distance')
.forEach((constraint) => {
const distance = snappedPosition.length()
if (Math.abs(distance - constraint.value) < constraint.tolerance) {
snappedPosition.normalize().multiplyScalar(constraint.value)
guides.push({
type: 'circle',
position: new THREE.Vector3(0, snappedPosition.y, 0),
color: '#00ff00'
})
}
})
this.guides = guides
return {
position: snappedPosition,
snapped,
snapType,
snapTarget,
guide: guides[0]
}
}
/**
* Snap to grid
*/
private snapToGridPosition(position: THREE.Vector3): THREE.Vector3 {
return new THREE.Vector3(
Math.round(position.x / this.gridSize) * this.gridSize,
Math.round(position.y / this.gridSize) * this.gridSize,
Math.round(position.z / this.gridSize) * this.gridSize
)
}
/**
* Snap to object
*/
private snapToObjectPosition(
position: THREE.Vector3,
objects: THREE.Object3D[]
): { position: THREE.Vector3; snapped: boolean; target?: THREE.Object3D; guide?: SnapGuide } {
let closestDistance = this.snapDistance
let closestPoint = position.clone()
let snapped = false
let target: THREE.Object3D | undefined
let guide: SnapGuide | undefined
objects.forEach((obj) => {
// Get object bounds
const bounds = new THREE.Box3().setFromObject(obj)
// Check snap points (corners and edges)
const snapPoints = this.getObjectSnapPoints(bounds)
snapPoints.forEach((snapPoint) => {
const distance = position.distanceTo(snapPoint)
if (distance < closestDistance) {
closestDistance = distance
closestPoint = snapPoint.clone()
snapped = true
target = obj
// Create guide line
guide = {
type: 'line',
position: snapPoint,
direction: new THREE.Vector3().subVectors(position, snapPoint).normalize(),
color: '#00ff00'
}
}
})
})
return { position: closestPoint, snapped, target, guide }
}
/**
* Get snap points from object bounds
*/
private getObjectSnapPoints(bounds: THREE.Box3): THREE.Vector3[] {
const points: THREE.Vector3[] = []
const min = bounds.min
const max = bounds.max
const center = new THREE.Vector3()
bounds.getCenter(center)
// 8 corners
points.push(
new THREE.Vector3(min.x, min.y, min.z),
new THREE.Vector3(max.x, min.y, min.z),
new THREE.Vector3(min.x, max.y, min.z),
new THREE.Vector3(max.x, max.y, min.z),
new THREE.Vector3(min.x, min.y, max.z),
new THREE.Vector3(max.x, min.y, max.z),
new THREE.Vector3(min.x, max.y, max.z),
new THREE.Vector3(max.x, max.y, max.z)
)
// Edge midpoints
points.push(
new THREE.Vector3(center.x, min.y, min.z),
new THREE.Vector3(center.x, max.y, min.z),
new THREE.Vector3(center.x, min.y, max.z),
new THREE.Vector3(center.x, max.y, max.z),
new THREE.Vector3(min.x, center.y, min.z),
new THREE.Vector3(max.x, center.y, min.z),
new THREE.Vector3(min.x, center.y, max.z),
new THREE.Vector3(max.x, center.y, max.z)
)
// Face centers
points.push(
new THREE.Vector3(center.x, center.y, min.z),
new THREE.Vector3(center.x, center.y, max.z),
new THREE.Vector3(min.x, center.y, center.z),
new THREE.Vector3(max.x, center.y, center.z),
new THREE.Vector3(center.x, min.y, center.z),
new THREE.Vector3(center.x, max.y, center.z)
)
// Center
points.push(center)
return points
}
/**
* Snap to wall
*/
private snapToWallPosition(
position: THREE.Vector3,
roomBounds: THREE.Box3
): { position: THREE.Vector3; snapped: boolean; guide?: SnapGuide } {
const min = roomBounds.min
const max = roomBounds.max
let snappedPos = position.clone()
let snapped = false
let guide: SnapGuide | undefined
// Check distance to each wall
const walls = [
{ pos: min.x, axis: 'x', name: 'left' },
{ pos: max.x, axis: 'x', name: 'right' },
{ pos: min.z, axis: 'z', name: 'back' },
{ pos: max.z, axis: 'z', name: 'front' }
]
walls.forEach((wall) => {
const distance = Math.abs((wall.axis === 'x' ? position.x : position.z) - wall.pos)
if (distance < this.snapDistance) {
if (wall.axis === 'x') {
snappedPos.x = wall.pos
} else {
snappedPos.z = wall.pos
}
snapped = true
guide = {
type: 'plane',
position: wall.axis === 'x'
? new THREE.Vector3(wall.pos, position.y, position.z)
: new THREE.Vector3(position.x, position.y, wall.pos),
color: '#ff0000'
}
}
})
return { position: snappedPos, snapped, guide }
}
/**
* Snap rotation to angle
*/
snapRotation(rotation: THREE.Euler): THREE.Euler {
if (!this.snapAngle) return rotation
const angleRad = (this.angleStep * Math.PI) / 180
return new THREE.Euler(
Math.round(rotation.x / angleRad) * angleRad,
Math.round(rotation.y / angleRad) * angleRad,
Math.round(rotation.z / angleRad) * angleRad,
rotation.order
)
}
/**
* Align objects
*/
alignObjects(
objects: THREE.Object3D[],
alignType: 'left' | 'right' | 'top' | 'bottom' | 'center-x' | 'center-y' | 'center-z'
): void {
if (objects.length < 2) return
const bounds = objects.map(obj => new THREE.Box3().setFromObject(obj))
switch (alignType) {
case 'left':
const minX = Math.min(...bounds.map(b => b.min.x))
objects.forEach((obj, i) => {
obj.position.x += minX - bounds[i].min.x
})
break
case 'right':
const maxX = Math.max(...bounds.map(b => b.max.x))
objects.forEach((obj, i) => {
obj.position.x += maxX - bounds[i].max.x
})
break
case 'top':
const maxY = Math.max(...bounds.map(b => b.max.y))
objects.forEach((obj, i) => {
obj.position.y += maxY - bounds[i].max.y
})
break
case 'bottom':
const minY = Math.min(...bounds.map(b => b.min.y))
objects.forEach((obj, i) => {
obj.position.y += minY - bounds[i].min.y
})
break
case 'center-x':
const centerX = bounds.reduce((sum, b) => sum + (b.min.x + b.max.x) / 2, 0) / bounds.length
objects.forEach((obj) => {
obj.position.x = centerX
})
break
case 'center-z':
const centerZ = bounds.reduce((sum, b) => sum + (b.min.z + b.max.z) / 2, 0) / bounds.length
objects.forEach((obj) => {
obj.position.z = centerZ
})
break
}
}
/**
* Distribute objects evenly
*/
distributeObjects(
objects: THREE.Object3D[],
axis: 'x' | 'y' | 'z',
spacing?: number
): void {
if (objects.length < 2) return
objects.sort((a, b) => a.position[axis] - b.position[axis])
if (spacing !== undefined) {
// Fixed spacing
for (let i = 1; i < objects.length; i++) {
objects[i].position[axis] = objects[i - 1].position[axis] + spacing
}
} else {
// Even distribution between first and last
const first = objects[0].position[axis]
const last = objects[objects.length - 1].position[axis]
const totalDistance = last - first
const step = totalDistance / (objects.length - 1)
for (let i = 1; i < objects.length - 1; i++) {
objects[i].position[axis] = first + step * i
}
}
}
/**
* Get current snap guides
*/
getGuides(): SnapGuide[] {
return this.guides
}
/**
* Set grid size
*/
setGridSize(size: number): void {
this.gridSize = size
}
/**
* Set snap distance
*/
setSnapDistance(distance: number): void {
this.snapDistance = distance
}
/**
* Set angle step
*/
setAngleStep(degrees: number): void {
this.angleStep = degrees
}
/**
* Toggle snap options
*/
toggleSnapToGrid(enabled: boolean): void {
this.snapToGrid = enabled
}
toggleSnapToObjects(enabled: boolean): void {
this.snapToObjects = enabled
}
toggleSnapToWalls(enabled: boolean): void {
this.snapToWalls = enabled
}
toggleSnapAngle(enabled: boolean): void {
this.snapAngle = enabled
}
}
/**
* Magnetic Snapping
* Objects automatically snap when close enough
*/
export class MagneticSnapping {
private magneticDistance: number = 0.5
private magneticStrength: number = 0.8
/**
* Apply magnetic force
*/
applyMagneticForce(
object: THREE.Object3D,
targets: THREE.Object3D[],
deltaTime: number
): THREE.Vector3 {
const magneticForce = new THREE.Vector3()
targets.forEach((target) => {
const distance = object.position.distanceTo(target.position)
if (distance < this.magneticDistance && distance > 0.01) {
const direction = new THREE.Vector3()
.subVectors(target.position, object.position)
.normalize()
const strength = (1 - distance / this.magneticDistance) * this.magneticStrength
magneticForce.add(direction.multiplyScalar(strength))
}
})
return magneticForce
}
/**
* Set magnetic distance
*/
setMagneticDistance(distance: number): void {
this.magneticDistance = distance
}
/**
* Set magnetic strength
*/
setMagneticStrength(strength: number): void {
this.magneticStrength = strength
}
}

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/**
* Real-time Baked Ambient Occlusion
* Generate ambient occlusion maps at runtime
*/
import * as THREE from 'three'
export interface AOBakingSettings {
resolution: number
samples: number
radius: number
intensity: number
bias: number
maxDistance: number
}
/**
* Ambient Occlusion Baker
*/
export class AmbientOcclusionBaker {
private scene: THREE.Scene
private renderer: THREE.WebGLRenderer
private aoMaps: Map<string, THREE.Texture> = new Map()
private raycaster: THREE.Raycaster = new THREE.Raycaster()
constructor(scene: THREE.Scene, renderer: THREE.WebGLRenderer) {
this.scene = scene
this.renderer = renderer
}
/**
* Bake AO for mesh
*/
async bakeAO(
mesh: THREE.Mesh,
settings: AOBakingSettings = {
resolution: 512,
samples: 16,
radius: 1.0,
intensity: 1.0,
bias: 0.01,
maxDistance: 1.0
}
): Promise<THREE.Texture> {
const geometry = mesh.geometry
// Ensure geometry has UV coordinates
if (!geometry.attributes.uv) {
console.warn('Mesh missing UV coordinates, generating them...')
this.generateUVs(geometry)
}
const uvAttribute = geometry.attributes.uv
const positionAttribute = geometry.attributes.position
const normalAttribute = geometry.attributes.normal
if (!normalAttribute) {
geometry.computeVertexNormals()
}
// Create canvas for AO map
const canvas = document.createElement('canvas')
canvas.width = settings.resolution
canvas.height = settings.resolution
const ctx = canvas.getContext('2d')!
// Initialize as white (no occlusion)
ctx.fillStyle = '#ffffff'
ctx.fillRect(0, 0, canvas.width, canvas.height)
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height)
const data = imageData.data
// For each vertex, calculate AO
const vertexCount = positionAttribute.count
const aoValues = new Float32Array(vertexCount)
for (let i = 0; i < vertexCount; i++) {
const position = new THREE.Vector3(
positionAttribute.getX(i),
positionAttribute.getY(i),
positionAttribute.getZ(i)
)
const normal = new THREE.Vector3(
normalAttribute.getX(i),
normalAttribute.getY(i),
normalAttribute.getZ(i)
)
// Transform to world space
position.applyMatrix4(mesh.matrixWorld)
normal.transformDirection(mesh.matrixWorld).normalize()
// Calculate AO at this vertex
const ao = this.calculateVertexAO(
position,
normal,
settings
)
aoValues[i] = ao
// Map to texture
const u = uvAttribute.getX(i)
const v = uvAttribute.getY(i)
const x = Math.floor(u * canvas.width)
const y = Math.floor((1 - v) * canvas.height)
const idx = (y * canvas.width + x) * 4
const aoColor = Math.floor(ao * 255)
data[idx] = aoColor
data[idx + 1] = aoColor
data[idx + 2] = aoColor
data[idx + 3] = 255
}
// Put image data back
ctx.putImageData(imageData, 0, 0)
// Create texture from canvas
const aoTexture = new THREE.CanvasTexture(canvas)
aoTexture.needsUpdate = true
// Store AO map
this.aoMaps.set(mesh.uuid, aoTexture)
// Apply to mesh
if (mesh.material instanceof THREE.MeshStandardMaterial) {
mesh.material.aoMap = aoTexture
mesh.material.aoMapIntensity = settings.intensity
mesh.material.needsUpdate = true
}
return aoTexture
}
/**
* Calculate AO at vertex
*/
private calculateVertexAO(
position: THREE.Vector3,
normal: THREE.Vector3,
settings: AOBakingSettings
): number {
let occluded = 0
const totalSamples = settings.samples
// Offset position slightly along normal to avoid self-intersection
const startPosition = position.clone().add(normal.clone().multiplyScalar(settings.bias))
// Sample hemisphere around normal
for (let i = 0; i < totalSamples; i++) {
// Generate random direction in hemisphere
const direction = this.randomHemisphereDirection(normal)
// Raycast
this.raycaster.set(startPosition, direction)
this.raycaster.far = settings.maxDistance
const intersects = this.raycaster.intersectObjects(this.scene.children, true)
if (intersects.length > 0) {
const hit = intersects[0]
const distance = hit.distance
// Weight occlusion by distance
const occlusion = 1.0 - Math.min(distance / settings.maxDistance, 1.0)
occluded += occlusion
}
}
// Calculate final AO value
const ao = 1.0 - (occluded / totalSamples)
return Math.pow(ao, 2.2) // Gamma correction
}
/**
* Generate random direction in hemisphere
*/
private randomHemisphereDirection(normal: THREE.Vector3): THREE.Vector3 {
// Generate random point on unit sphere
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
let direction = new THREE.Vector3(
Math.sin(phi) * Math.cos(theta),
Math.sin(phi) * Math.sin(theta),
Math.cos(phi)
)
// Ensure direction is in hemisphere
if (direction.dot(normal) < 0) {
direction.negate()
}
return direction.normalize()
}
/**
* Generate UVs for geometry
*/
private generateUVs(geometry: THREE.BufferGeometry): void {
// Simple box projection
const positionAttribute = geometry.attributes.position
const uvs = new Float32Array(positionAttribute.count * 2)
for (let i = 0; i < positionAttribute.count; i++) {
const x = positionAttribute.getX(i)
const y = positionAttribute.getY(i)
const z = positionAttribute.getZ(i)
// Simple planar projection
uvs[i * 2] = (x + 1) * 0.5
uvs[i * 2 + 1] = (y + 1) * 0.5
}
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
}
/**
* Bake AO for entire scene
*/
async bakeScene(settings?: AOBakingSettings): Promise<void> {
const meshes: THREE.Mesh[] = []
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh && object.material) {
meshes.push(object)
}
})
for (const mesh of meshes) {
await this.bakeAO(mesh, settings)
}
}
/**
* Get baked AO map
*/
getAOMap(mesh: THREE.Mesh): THREE.Texture | undefined {
return this.aoMaps.get(mesh.uuid)
}
/**
* Clear all AO maps
*/
clearAOMaps(): void {
this.aoMaps.forEach((texture) => texture.dispose())
this.aoMaps.clear()
}
/**
* Dispose
*/
dispose(): void {
this.clearAOMaps()
}
}
/**
* Screen Space Ambient Occlusion (SSAO) - Real-time version
*/
export class RealtimeSSAO {
private renderer: THREE.WebGLRenderer
private scene: THREE.Scene
private camera: THREE.Camera
private normalRenderTarget: THREE.WebGLRenderTarget
private depthRenderTarget: THREE.WebGLRenderTarget
private aoRenderTarget: THREE.WebGLRenderTarget
private ssaoMaterial: THREE.ShaderMaterial
private blurMaterial: THREE.ShaderMaterial
private aoMaps: Map<string, THREE.Texture> = new Map()
private raycaster: THREE.Raycaster = new THREE.Raycaster()
private random: () => number = Math.random
private randomDirection: (normal: THREE.Vector3) => THREE.Vector3 = (normal) => {
const theta = this.random() * Math.PI * 2
const phi = Math.acos(2 * this.random() - 1)
return new THREE.Vector3(
Math.sin(phi) * Math.cos(theta),
Math.sin(phi) * Math.sin(theta),
Math.cos(phi)
)
}
private generateUVs: (geometry: THREE.BufferGeometry) => void = (geometry) => {
const positionAttribute = geometry.attributes.position
const uvs = new Float32Array(positionAttribute.count * 2)
for (let i = 0; i < positionAttribute.count; i++) {
const x = positionAttribute.getX(i)
const y = positionAttribute.getY(i)
const z = positionAttribute.getZ(i)
}
}
constructor(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera) {
this.renderer = renderer
this.scene = scene
this.camera = camera
const width = renderer.domElement.width
const height = renderer.domElement.height
// Create render targets
this.normalRenderTarget = new THREE.WebGLRenderTarget(width, height)
this.depthRenderTarget = new THREE.WebGLRenderTarget(width, height)
this.aoRenderTarget = new THREE.WebGLRenderTarget(width, height)
// SSAO material
this.ssaoMaterial = new THREE.ShaderMaterial({
uniforms: {
tNormal: { value: null },
tDepth: { value: null },
resolution: { value: new THREE.Vector2(width, height) },
cameraNear: { value: 0.1 },
cameraFar: { value: 100.0 },
radius: { value: 0.5 },
bias: { value: 0.01 },
intensity: { value: 1.0 },
samples: { value: 16 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tNormal;
uniform sampler2D tDepth;
uniform vec2 resolution;
uniform float cameraNear;
uniform float cameraFar;
uniform float radius;
uniform float bias;
uniform float intensity;
uniform int samples;
varying vec2 vUv;
float readDepth(vec2 coord) {
return texture2D(tDepth, coord).x;
}
vec3 readNormal(vec2 coord) {
return texture2D(tNormal, coord).xyz * 2.0 - 1.0;
}
float random(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
float depth = readDepth(vUv);
vec3 normal = readNormal(vUv);
float occlusion = 0.0;
for (int i = 0; i < 32; i++) {
if (i >= samples) break;
// Generate random sample in hemisphere
float angle = random(vUv + float(i)) * 6.28318530718;
float dist = random(vUv * float(i)) * radius;
vec2 offset = vec2(cos(angle), sin(angle)) * dist;
vec2 sampleCoord = vUv + offset / resolution;
float sampleDepth = readDepth(sampleCoord);
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(depth - sampleDepth));
occlusion += (sampleDepth >= depth + bias ? 1.0 : 0.0) * rangeCheck;
}
occlusion = 1.0 - (occlusion / float(samples));
occlusion = pow(occlusion, intensity);
gl_FragColor = vec4(vec3(occlusion), 1.0);
}
`
})
// Blur material for smoothing
this.blurMaterial = new THREE.ShaderMaterial({
uniforms: {
tDiffuse: { value: null },
resolution: { value: new THREE.Vector2(width, height) },
direction: { value: new THREE.Vector2(1, 0) }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform vec2 resolution;
uniform vec2 direction;
varying vec2 vUv;
void main() {
vec4 sum = vec4(0.0);
vec2 offset = direction / resolution;
sum += texture2D(tDiffuse, vUv - offset * 4.0) * 0.051;
sum += texture2D(tDiffuse, vUv - offset * 3.0) * 0.0918;
sum += texture2D(tDiffuse, vUv - offset * 2.0) * 0.12245;
sum += texture2D(tDiffuse, vUv - offset * 1.0) * 0.1531;
sum += texture2D(tDiffuse, vUv) * 0.1633;
sum += texture2D(tDiffuse, vUv + offset * 1.0) * 0.1531;
sum += texture2D(tDiffuse, vUv + offset * 2.0) * 0.12245;
sum += texture2D(tDiffuse, vUv + offset * 3.0) * 0.0918;
sum += texture2D(tDiffuse, vUv + offset * 4.0) * 0.051;
gl_FragColor = sum;
}
`
})
}
/**
* Generate AO map
*/
async generateAOMap(mesh: THREE.Mesh, settings: AOBakingSettings): Promise<THREE.Texture> {
// First, render normals and depth
this.renderNormalsAndDepth()
// Generate SSAO
this.ssaoMaterial.uniforms.tNormal.value = this.normalRenderTarget.texture
this.ssaoMaterial.uniforms.tDepth.value = this.depthRenderTarget.texture
this.ssaoMaterial.uniforms.radius.value = settings.radius
this.ssaoMaterial.uniforms.bias.value = settings.bias
this.ssaoMaterial.uniforms.intensity.value = settings.intensity
this.ssaoMaterial.uniforms.samples.value = settings.samples
// Render SSAO
this.renderQuad(this.ssaoMaterial, this.aoRenderTarget)
// Blur for smoothing
const blurTarget1 = this.aoRenderTarget.clone()
const blurTarget2 = this.aoRenderTarget.clone()
// Horizontal blur
this.blurMaterial.uniforms.tDiffuse.value = this.aoRenderTarget.texture
this.blurMaterial.uniforms.direction.value.set(1, 0)
this.renderQuad(this.blurMaterial, blurTarget1)
// Vertical blur
this.blurMaterial.uniforms.tDiffuse.value = blurTarget1.texture
this.blurMaterial.uniforms.direction.value.set(0, 1)
this.renderQuad(this.blurMaterial, blurTarget2)
const aoTexture = blurTarget2.texture.clone()
// Cleanup
blurTarget1.dispose()
blurTarget2.dispose()
// Store and apply
this.aoMaps.set(mesh.uuid, aoTexture);
if (mesh.material instanceof THREE.MeshStandardMaterial) {
mesh.material.aoMap = aoTexture;
mesh.material.aoMapIntensity = settings.intensity;
mesh.material.needsUpdate = true;
}
return aoTexture;
}
/**
* Render normals and depth
*/
private renderNormalsAndDepth(): void {
// Render normals
const normalMaterial = new THREE.MeshNormalMaterial()
this.scene.overrideMaterial = normalMaterial
this.renderer.setRenderTarget(this.normalRenderTarget)
this.renderer.render(this.scene, this.camera)
// Render depth
const depthMaterial = new THREE.MeshDepthMaterial()
depthMaterial.depthPacking = THREE.RGBADepthPacking
this.scene.overrideMaterial = depthMaterial
this.renderer.setRenderTarget(this.depthRenderTarget)
this.renderer.render(this.scene, this.camera)
this.scene.overrideMaterial = null
this.renderer.setRenderTarget(null)
}
/**
* Render fullscreen quad
*/
private renderQuad(material: THREE.ShaderMaterial, target: THREE.WebGLRenderTarget): void {
const quad = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2),
material
)
const quadScene = new THREE.Scene()
quadScene.add(quad)
const quadCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)
this.renderer.setRenderTarget(target)
this.renderer.render(quadScene, quadCamera)
this.renderer.setRenderTarget(null)
quad.geometry.dispose()
}
/**
* Get AO map
*/
getAOMap(mesh: THREE.Mesh): THREE.Texture | undefined {
return this.aoMaps.get(mesh.uuid);
}
/**
* Clear AO maps
*/
clear(): void {
this.aoMaps.forEach((texture) => texture.dispose());
this.aoMaps.clear();
}
/**
* Dispose
*/
dispose(): void {
this.clear();
this.normalRenderTarget.dispose();
this.depthRenderTarget.dispose();
this.aoRenderTarget.dispose();
this.ssaoMaterial.dispose();
this.blurMaterial.dispose();
this.aoMaps.forEach((texture) => texture.dispose());
this.aoMaps.clear();
this.raycaster = new THREE.Raycaster();
this.random = Math.random;
this.generateUVs = this.generateUVs.bind(this);
this.randomDirection = this.randomDirection.bind(this);
}
}

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/**
* Batch Operations Manager
* Perform operations on multiple objects efficiently
*/
import * as THREE from 'three'
import { MeshEditor } from './mesh-editing'
import { MaterialManager } from './materials'
export interface BatchOperation {
type: 'transform' | 'material' | 'property' | 'geometry'
operation: string
params: any
}
/**
* Batch Operations Manager
*/
export class BatchOperationsManager {
/**
* Apply transformation to multiple objects
*/
static batchTransform(
objects: THREE.Object3D[],
transform: {
position?: THREE.Vector3
rotation?: THREE.Euler
scale?: THREE.Vector3
pivot?: THREE.Vector3
}
): void {
const pivot = transform.pivot || new THREE.Vector3()
objects.forEach((obj) => {
if (transform.position) {
obj.position.add(transform.position)
}
if (transform.rotation) {
// Rotate around pivot
const offset = obj.position.clone().sub(pivot)
offset.applyEuler(transform.rotation)
obj.position.copy(pivot).add(offset)
obj.rotation.x += transform.rotation.x
obj.rotation.y += transform.rotation.y
obj.rotation.z += transform.rotation.z
}
if (transform.scale) {
obj.scale.multiply(transform.scale)
}
})
}
/**
* Apply material to multiple objects
*/
static batchApplyMaterial(
objects: THREE.Mesh[],
material: THREE.Material | ((obj: THREE.Mesh) => THREE.Material)
): void {
objects.forEach((mesh) => {
if (typeof material === 'function') {
mesh.material = material(mesh)
} else {
mesh.material = material
}
})
}
/**
* Set property on multiple objects
*/
static batchSetProperty(
objects: THREE.Object3D[],
property: string,
value: any
): void {
objects.forEach((obj) => {
if (property in obj) {
(obj as any)[property] = value
} else if (obj.userData) {
obj.userData[property] = value
}
})
}
/**
* Apply geometry operation to multiple meshes
*/
static batchGeometryOperation(
objects: THREE.Mesh[],
operation: 'smooth' | 'subdivide' | 'optimize',
params?: any
): void {
objects.forEach((mesh) => {
switch (operation) {
case 'smooth':
mesh.geometry = MeshEditor.smoothGeometry(
mesh.geometry,
params?.iterations || 1,
params?.strength || 0.5
)
break
case 'subdivide':
mesh.geometry = MeshEditor.subdivide(
mesh.geometry,
params?.iterations || 1
)
break
case 'optimize':
mesh.geometry = MeshEditor.optimize(mesh.geometry)
break
}
})
}
/**
* Randomize positions
*/
static randomizePositions(
objects: THREE.Object3D[],
range: { x: number; y: number; z: number }
): void {
objects.forEach((obj) => {
obj.position.x += (Math.random() - 0.5) * range.x
obj.position.y += (Math.random() - 0.5) * range.y
obj.position.z += (Math.random() - 0.5) * range.z
})
}
/**
* Randomize rotations
*/
static randomizeRotations(
objects: THREE.Object3D[],
axis: 'x' | 'y' | 'z' | 'all' = 'y',
range: number = Math.PI * 2
): void {
objects.forEach((obj) => {
const randomRotation = (Math.random() - 0.5) * range
switch (axis) {
case 'x':
obj.rotation.x += randomRotation
break
case 'y':
obj.rotation.y += randomRotation
break
case 'z':
obj.rotation.z += randomRotation
break
case 'all':
obj.rotation.x += (Math.random() - 0.5) * range
obj.rotation.y += (Math.random() - 0.5) * range
obj.rotation.z += (Math.random() - 0.5) * range
break
}
})
}
/**
* Array clone (create grid/circular patterns)
*/
static arrayClone(
object: THREE.Object3D,
count: number,
pattern: 'linear' | 'grid' | 'circular' | 'spiral',
spacing: number | { x: number; y: number; z: number }
): THREE.Object3D[] {
const clones: THREE.Object3D[] = []
for (let i = 1; i <= count; i++) {
const clone = object.clone()
switch (pattern) {
case 'linear':
const offset = typeof spacing === 'number' ? spacing : spacing.x
clone.position.x = object.position.x + i * offset
break
case 'grid':
const gridSpacing = typeof spacing === 'number' ? spacing : spacing.x
const gridSize = Math.ceil(Math.sqrt(count))
const row = Math.floor(i / gridSize)
const col = i % gridSize
clone.position.x = object.position.x + col * gridSpacing
clone.position.z = object.position.z + row * gridSpacing
break
case 'circular':
const radius = typeof spacing === 'number' ? spacing : spacing.x
const angle = (i / count) * Math.PI * 2
clone.position.x = object.position.x + Math.cos(angle) * radius
clone.position.z = object.position.z + Math.sin(angle) * radius
clone.rotation.y = angle + Math.PI / 2
break
case 'spiral':
const spiralRadius = typeof spacing === 'number' ? spacing : spacing.x
const spiralAngle = (i / count) * Math.PI * 4 // 2 rotations
const spiralR = spiralRadius * (i / count)
clone.position.x = object.position.x + Math.cos(spiralAngle) * spiralR
clone.position.z = object.position.z + Math.sin(spiralAngle) * spiralR
break
}
clones.push(clone)
}
return clones
}
/**
* Merge multiple meshes into one
*/
static mergeMeshes(meshes: THREE.Mesh[]): THREE.Mesh | null {
if (meshes.length === 0) return null
const geometries = meshes.map(mesh => {
const geo = mesh.geometry.clone()
geo.applyMatrix4(mesh.matrixWorld)
return geo
})
const mergedGeometry = MeshEditor.mergeGeometries(geometries)
const mergedMesh = new THREE.Mesh(mergedGeometry, meshes[0].material)
// Cleanup
geometries.forEach(geo => geo.dispose())
return mergedMesh
}
/**
* Separate mesh by material
*/
static separateByMaterial(mesh: THREE.Mesh): THREE.Mesh[] {
if (!Array.isArray(mesh.material)) {
return [mesh]
}
const separatedMeshes: THREE.Mesh[] = []
mesh.material.forEach((mat, index) => {
const newGeometry = new THREE.BufferGeometry()
// Extract faces with this material
// Complex implementation would go here
const newMesh = new THREE.Mesh(newGeometry, mat)
newMesh.position.copy(mesh.position)
newMesh.rotation.copy(mesh.rotation)
newMesh.scale.copy(mesh.scale)
separatedMeshes.push(newMesh)
})
return separatedMeshes
}
/**
* Center objects at origin
*/
static centerObjects(objects: THREE.Object3D[]): void {
if (objects.length === 0) return
// Calculate bounding box
const box = new THREE.Box3()
objects.forEach(obj => {
box.expandByObject(obj)
})
const center = new THREE.Vector3()
box.getCenter(center)
// Move all objects
objects.forEach(obj => {
obj.position.sub(center)
})
}
/**
* Fit objects in bounds
*/
static fitInBounds(
objects: THREE.Object3D[],
bounds: THREE.Box3
): void {
if (objects.length === 0) return
// Calculate current bounds
const currentBounds = new THREE.Box3()
objects.forEach(obj => currentBounds.expandByObject(obj))
const currentSize = new THREE.Vector3()
const targetSize = new THREE.Vector3()
currentBounds.getSize(currentSize)
bounds.getSize(targetSize)
// Calculate scale factor
const scale = Math.min(
targetSize.x / currentSize.x,
targetSize.y / currentSize.y,
targetSize.z / currentSize.z
)
// Apply scale
const currentCenter = new THREE.Vector3()
currentBounds.getCenter(currentCenter)
objects.forEach(obj => {
const offset = obj.position.clone().sub(currentCenter)
offset.multiplyScalar(scale)
obj.position.copy(currentCenter).add(offset)
obj.scale.multiplyScalar(scale)
})
}
}
/**
* Advanced Export System
*/
export class AdvancedExporter {
/**
* Export scene to GLTF
*/
static async exportGLTF(scene: THREE.Scene): Promise<Blob> {
const { GLTFExporter } = await import('three/examples/jsm/exporters/GLTFExporter.js')
return new Promise((resolve, reject) => {
const exporter = new GLTFExporter()
exporter.parse(
scene,
(result) => {
const output = JSON.stringify(result, null, 2)
const blob = new Blob([output], { type: 'application/json' })
resolve(blob)
},
(error) => reject(error),
{ binary: false }
)
})
}
/**
* Export scene to GLB (binary)
*/
static async exportGLB(scene: THREE.Scene): Promise<Blob> {
const { GLTFExporter } = await import('three/examples/jsm/exporters/GLTFExporter.js')
return new Promise((resolve, reject) => {
const exporter = new GLTFExporter()
exporter.parse(
scene,
(result) => {
const blob = new Blob([result as ArrayBuffer], { type: 'application/octet-stream' })
resolve(blob)
},
(error) => reject(error),
{ binary: true }
)
})
}
/**
* Export to OBJ
*/
static async exportOBJ(scene: THREE.Scene): Promise<string> {
const { OBJExporter } = await import('three/examples/jsm/exporters/OBJExporter.js')
const exporter = new OBJExporter()
return exporter.parse(scene)
}
/**
* Export screenshot
*/
static exportScreenshot(
renderer: THREE.WebGLRenderer,
width: number = 1920,
height: number = 1080,
format: 'png' | 'jpg' = 'png'
): string {
return renderer.domElement.toDataURL(`image/${format}`)
}
}

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/**
* Cinematic Camera System
* Advanced camera control with paths, keyframing, and smooth transitions
*/
import * as THREE from 'three'
export interface CameraKeyframe {
time: number
position: THREE.Vector3
target: THREE.Vector3
fov?: number
roll?: number
easing?: (t: number) => number
}
export interface CameraPathPoint {
position: THREE.Vector3
target: THREE.Vector3
fov?: number
roll?: number
}
/**
* Easing functions
*/
export const Easing = {
linear: (t: number) => t,
easeInQuad: (t: number) => t * t,
easeOutQuad: (t: number) => t * (2 - t),
easeInOutQuad: (t: number) => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t,
easeInCubic: (t: number) => t * t * t,
easeOutCubic: (t: number) => (--t) * t * t + 1,
easeInOutCubic: (t: number) => t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1,
easeInQuart: (t: number) => t * t * t * t,
easeOutQuart: (t: number) => 1 - (--t) * t * t * t,
easeInOutQuart: (t: number) => t < 0.5 ? 8 * t * t * t * t : 1 - 8 * (--t) * t * t * t,
easeInQuint: (t: number) => t * t * t * t * t,
easeOutQuint: (t: number) => 1 + (--t) * t * t * t * t,
easeInOutQuint: (t: number) => t < 0.5 ? 16 * t * t * t * t * t : 1 + 16 * (--t) * t * t * t * t,
easeInElastic: (t: number) => {
const c4 = (2 * Math.PI) / 3
return t === 0 ? 0 : t === 1 ? 1 : -Math.pow(2, 10 * t - 10) * Math.sin((t * 10 - 10.75) * c4)
},
easeOutElastic: (t: number) => {
const c4 = (2 * Math.PI) / 3
return t === 0 ? 0 : t === 1 ? 1 : Math.pow(2, -10 * t) * Math.sin((t * 10 - 0.75) * c4) + 1
},
easeInOutElastic: (t: number) => {
const c5 = (2 * Math.PI) / 4.5
return t === 0 ? 0 : t === 1 ? 1 : t < 0.5
? -(Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * c5)) / 2
: (Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * c5)) / 2 + 1
}
}
/**
* Cinematic Camera Controller
*/
export class CinematicCamera {
private camera: THREE.PerspectiveCamera
private keyframes: CameraKeyframe[] = []
private currentTime: number = 0
private duration: number = 0
private isPlaying: boolean = false
private loop: boolean = false
private speed: number = 1.0
// Camera shake
private shakeIntensity: number = 0
private shakeDuration: number = 0
private shakeTime: number = 0
private shakeOffset: THREE.Vector3 = new THREE.Vector3()
// Smooth follow
private followTarget: THREE.Object3D | null = null
private followSmoothing: number = 0.1
private followOffset: THREE.Vector3 = new THREE.Vector3()
private lookAtTarget: THREE.Object3D | null = null
constructor(camera: THREE.PerspectiveCamera) {
this.camera = camera
}
/**
* Add keyframe
*/
addKeyframe(keyframe: CameraKeyframe): void {
this.keyframes.push(keyframe)
this.keyframes.sort((a, b) => a.time - b.time)
this.duration = Math.max(this.duration, keyframe.time)
}
/**
* Remove keyframe
*/
removeKeyframe(index: number): void {
this.keyframes.splice(index, 1)
if (this.keyframes.length > 0) {
this.duration = this.keyframes[this.keyframes.length - 1].time
} else {
this.duration = 0
}
}
/**
* Clear all keyframes
*/
clearKeyframes(): void {
this.keyframes = []
this.duration = 0
}
/**
* Play animation
*/
play(fromStart: boolean = false): void {
if (fromStart) {
this.currentTime = 0
}
this.isPlaying = true
}
/**
* Pause animation
*/
pause(): void {
this.isPlaying = false
}
/**
* Stop animation
*/
stop(): void {
this.isPlaying = false
this.currentTime = 0
}
/**
* Set loop
*/
setLoop(loop: boolean): void {
this.loop = loop
}
/**
* Set playback speed
*/
setSpeed(speed: number): void {
this.speed = speed
}
/**
* Seek to time
*/
seek(time: number): void {
this.currentTime = Math.max(0, Math.min(time, this.duration))
}
/**
* Get interpolated camera state at time
*/
private getCameraState(time: number): {
position: THREE.Vector3
target: THREE.Vector3
fov: number
roll: number
} {
if (this.keyframes.length === 0) {
return {
position: this.camera.position.clone(),
target: new THREE.Vector3(),
fov: this.camera.fov,
roll: 0
}
}
// Find surrounding keyframes
let prevKeyframe = this.keyframes[0]
let nextKeyframe = this.keyframes[0]
for (let i = 0; i < this.keyframes.length - 1; i++) {
if (time >= this.keyframes[i].time && time <= this.keyframes[i + 1].time) {
prevKeyframe = this.keyframes[i]
nextKeyframe = this.keyframes[i + 1]
break
}
}
// If we're past the last keyframe
if (time >= this.keyframes[this.keyframes.length - 1].time) {
const lastKeyframe = this.keyframes[this.keyframes.length - 1]
return {
position: lastKeyframe.position.clone(),
target: lastKeyframe.target.clone(),
fov: lastKeyframe.fov || this.camera.fov,
roll: lastKeyframe.roll || 0
}
}
// Interpolate
const t = (time - prevKeyframe.time) / (nextKeyframe.time - prevKeyframe.time)
const easing = nextKeyframe.easing || Easing.easeInOutCubic
const easedT = easing(t)
const position = new THREE.Vector3().lerpVectors(
prevKeyframe.position,
nextKeyframe.position,
easedT
)
const target = new THREE.Vector3().lerpVectors(
prevKeyframe.target,
nextKeyframe.target,
easedT
)
const fov = THREE.MathUtils.lerp(
prevKeyframe.fov || this.camera.fov,
nextKeyframe.fov || this.camera.fov,
easedT
)
const roll = THREE.MathUtils.lerp(
prevKeyframe.roll || 0,
nextKeyframe.roll || 0,
easedT
)
return { position, target, fov, roll }
}
/**
* Apply camera shake
*/
shake(intensity: number, duration: number): void {
this.shakeIntensity = intensity
this.shakeDuration = duration
this.shakeTime = 0
}
/**
* Update camera shake
*/
private updateShake(deltaTime: number): void {
if (this.shakeTime < this.shakeDuration) {
this.shakeTime += deltaTime
const progress = this.shakeTime / this.shakeDuration
const currentIntensity = this.shakeIntensity * (1 - progress)
this.shakeOffset.set(
(Math.random() - 0.5) * currentIntensity,
(Math.random() - 0.5) * currentIntensity,
(Math.random() - 0.5) * currentIntensity
)
} else {
this.shakeOffset.set(0, 0, 0)
}
}
/**
* Set follow target
*/
setFollowTarget(
target: THREE.Object3D | null,
offset: THREE.Vector3 = new THREE.Vector3(0, 2, 5),
smoothing: number = 0.1
): void {
this.followTarget = target
this.followOffset.copy(offset)
this.followSmoothing = smoothing
}
/**
* Set look-at target
*/
setLookAtTarget(target: THREE.Object3D | null): void {
this.lookAtTarget = target
}
/**
* Update camera
*/
update(deltaTime: number): void {
// Update animation
if (this.isPlaying) {
this.currentTime += deltaTime * this.speed
if (this.currentTime >= this.duration) {
if (this.loop) {
this.currentTime = 0
} else {
this.currentTime = this.duration
this.isPlaying = false
}
}
const state = this.getCameraState(this.currentTime)
// Apply camera state
this.camera.position.copy(state.position)
this.camera.lookAt(state.target)
this.camera.fov = state.fov
// Apply roll
if (state.roll !== 0) {
const axis = new THREE.Vector3()
.subVectors(state.target, state.position)
.normalize()
const quaternion = new THREE.Quaternion()
.setFromAxisAngle(axis, state.roll)
this.camera.quaternion.multiplyQuaternions(
quaternion,
this.camera.quaternion
)
}
this.camera.updateProjectionMatrix()
}
// Update follow target
if (this.followTarget) {
const targetPosition = this.followTarget.position.clone().add(this.followOffset)
this.camera.position.lerp(targetPosition, this.followSmoothing)
if (this.lookAtTarget) {
this.camera.lookAt(this.lookAtTarget.position)
} else {
this.camera.lookAt(this.followTarget.position)
}
}
// Update shake
this.updateShake(deltaTime)
this.camera.position.add(this.shakeOffset)
}
/**
* Get current time
*/
getCurrentTime(): number {
return this.currentTime
}
/**
* Get duration
*/
getDuration(): number {
return this.duration
}
/**
* Is playing
*/
getIsPlaying(): boolean {
return this.isPlaying
}
/**
* Get keyframes
*/
getKeyframes(): CameraKeyframe[] {
return this.keyframes
}
}
/**
* Camera Path Generator
* Creates smooth camera paths using curves
*/
export class CameraPathGenerator {
/**
* Create path from points using Catmull-Rom curve
*/
static createCatmullRomPath(points: CameraPathPoint[]): THREE.CurvePath<THREE.Vector3> {
const path = new THREE.CurvePath<THREE.Vector3>()
if (points.length < 2) return path
const positions = points.map(p => p.position)
const curve = new THREE.CatmullRomCurve3(positions)
path.add(curve)
return path
}
/**
* Create path from points using Bezier curves
*/
static createBezierPath(
points: CameraPathPoint[],
controlPointsPerSegment: number = 2
): THREE.CurvePath<THREE.Vector3> {
const path = new THREE.CurvePath<THREE.Vector3>()
if (points.length < 2) return path
for (let i = 0; i < points.length - 1; i++) {
const p0 = points[i].position
const p3 = points[i + 1].position
// Calculate control points
const direction = new THREE.Vector3().subVectors(p3, p0)
const distance = direction.length() / 3
direction.normalize()
const p1 = p0.clone().add(direction.multiplyScalar(distance))
const p2 = p3.clone().sub(direction.multiplyScalar(distance))
const curve = new THREE.CubicBezierCurve3(p0, p1, p2, p3)
path.add(curve)
}
return path
}
/**
* Generate keyframes from path
*/
static generateKeyframes(
path: THREE.CurvePath<THREE.Vector3>,
points: CameraPathPoint[],
duration: number,
samples: number = 100
): CameraKeyframe[] {
const keyframes: CameraKeyframe[] = []
for (let i = 0; i < samples; i++) {
const t = i / (samples - 1)
const position = path.getPoint(t)
// Interpolate target, FOV, and roll from control points
const pointIndex = Math.floor(t * (points.length - 1))
const nextPointIndex = Math.min(pointIndex + 1, points.length - 1)
const localT = (t * (points.length - 1)) - pointIndex
const currentPoint = points[pointIndex]
const nextPoint = points[nextPointIndex]
const target = new THREE.Vector3().lerpVectors(
currentPoint.target,
nextPoint.target,
localT
)
const fov = THREE.MathUtils.lerp(
currentPoint.fov || 50,
nextPoint.fov || 50,
localT
)
const roll = THREE.MathUtils.lerp(
currentPoint.roll || 0,
nextPoint.roll || 0,
localT
)
keyframes.push({
time: t * duration,
position,
target,
fov,
roll,
easing: Easing.linear
})
}
return keyframes
}
/**
* Create orbit path
*/
static createOrbitPath(
center: THREE.Vector3,
radius: number,
height: number,
segments: number = 100
): THREE.CurvePath<THREE.Vector3> {
const points: THREE.Vector3[] = []
for (let i = 0; i <= segments; i++) {
const angle = (i / segments) * Math.PI * 2
const x = center.x + Math.cos(angle) * radius
const y = center.y + height
const z = center.z + Math.sin(angle) * radius
points.push(new THREE.Vector3(x, y, z))
}
const curve = new THREE.CatmullRomCurve3(points, true)
const path = new THREE.CurvePath<THREE.Vector3>()
path.add(curve)
return path
}
/**
* Create spiral path
*/
static createSpiralPath(
center: THREE.Vector3,
startRadius: number,
endRadius: number,
height: number,
rotations: number = 2,
segments: number = 100
): THREE.CurvePath<THREE.Vector3> {
const points: THREE.Vector3[] = []
for (let i = 0; i <= segments; i++) {
const t = i / segments
const angle = t * rotations * Math.PI * 2
const radius = THREE.MathUtils.lerp(startRadius, endRadius, t)
const y = t * height
const x = center.x + Math.cos(angle) * radius
const z = center.z + Math.sin(angle) * radius
points.push(new THREE.Vector3(x, center.y + y, z))
}
const curve = new THREE.CatmullRomCurve3(points)
const path = new THREE.CurvePath<THREE.Vector3>()
path.add(curve)
return path
}
}
/**
* Camera Transition Manager
* Smooth transitions between camera positions
*/
export class CameraTransitionManager {
private camera: THREE.PerspectiveCamera
private isTransitioning: boolean = false
private transitionTime: number = 0
private transitionDuration: number = 1.0
private startPosition: THREE.Vector3 = new THREE.Vector3()
private targetPosition: THREE.Vector3 = new THREE.Vector3()
private startTarget: THREE.Vector3 = new THREE.Vector3()
private endTarget: THREE.Vector3 = new THREE.Vector3()
private startFov: number = 50
private targetFov: number = 50
private easing: (t: number) => number = Easing.easeInOutCubic
private onComplete: (() => void) | null = null
constructor(camera: THREE.PerspectiveCamera) {
this.camera = camera
}
/**
* Transition to position
*/
transitionTo(
position: THREE.Vector3,
target: THREE.Vector3,
fov?: number,
duration: number = 1.0,
easing: (t: number) => number = Easing.easeInOutCubic,
onComplete?: () => void
): void {
this.startPosition.copy(this.camera.position)
this.targetPosition.copy(position)
// Calculate current look-at target
const direction = new THREE.Vector3()
this.camera.getWorldDirection(direction)
this.startTarget.copy(this.camera.position).add(direction)
this.endTarget.copy(target)
this.startFov = this.camera.fov
this.targetFov = fov || this.camera.fov
this.transitionDuration = duration
this.easing = easing
this.onComplete = onComplete || null
this.isTransitioning = true
this.transitionTime = 0
}
/**
* Update transition
*/
update(deltaTime: number): void {
if (!this.isTransitioning) return
this.transitionTime += deltaTime
const progress = Math.min(this.transitionTime / this.transitionDuration, 1)
const easedProgress = this.easing(progress)
// Interpolate position
this.camera.position.lerpVectors(
this.startPosition,
this.targetPosition,
easedProgress
)
// Interpolate look-at
const currentTarget = new THREE.Vector3().lerpVectors(
this.startTarget,
this.endTarget,
easedProgress
)
this.camera.lookAt(currentTarget)
// Interpolate FOV
this.camera.fov = THREE.MathUtils.lerp(
this.startFov,
this.targetFov,
easedProgress
)
this.camera.updateProjectionMatrix()
// Check if complete
if (progress >= 1) {
this.isTransitioning = false
if (this.onComplete) {
this.onComplete()
}
}
}
/**
* Is transitioning
*/
getIsTransitioning(): boolean {
return this.isTransitioning
}
/**
* Stop transition
*/
stop(): void {
this.isTransitioning = false
}
}

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/**
* Cloth Physics Simulation
* Mass-spring system for realistic cloth behavior
*/
import * as THREE from 'three'
export interface ClothConfig {
width: number
height: number
segments: number
mass: number
damping: number
stiffness: number
gravity: number
windForce: THREE.Vector3
}
class ClothParticle {
position: THREE.Vector3
previousPosition: THREE.Vector3
acceleration: THREE.Vector3
mass: number
pinned: boolean = false
constructor(position: THREE.Vector3, mass: number) {
this.position = position.clone()
this.previousPosition = position.clone()
this.acceleration = new THREE.Vector3()
this.mass = mass
}
applyForce(force: THREE.Vector3): void {
this.acceleration.add(force.clone().divideScalar(this.mass))
}
update(deltaTime: number): void {
if (this.pinned) return
// Verlet integration
const temp = this.position.clone()
this.position.add(
this.position.clone()
.sub(this.previousPosition)
.add(this.acceleration.clone().multiplyScalar(deltaTime * deltaTime))
)
this.previousPosition.copy(temp)
this.acceleration.set(0, 0, 0)
}
}
class ClothConstraint {
constructor(
public p1: ClothParticle,
public p2: ClothParticle,
public restLength: number,
public stiffness: number = 1.0
) {}
solve(): void {
const diff = new THREE.Vector3().subVectors(this.p2.position, this.p1.position)
const currentLength = diff.length()
const correction = (currentLength - this.restLength) / currentLength
const correctionVector = diff.multiplyScalar(0.5 * correction * this.stiffness)
if (!this.p1.pinned) {
this.p1.position.add(correctionVector)
}
if (!this.p2.pinned) {
this.p2.position.sub(correctionVector)
}
}
}
/**
* Cloth Simulation System
*/
export class ClothSimulation {
private particles: ClothParticle[][] = []
private constraints: ClothConstraint[] = []
private config: ClothConfig
private mesh: THREE.Mesh
private geometry: THREE.BufferGeometry
constructor(config: Partial<ClothConfig> = {}) {
this.config = {
width: 2,
height: 2,
segments: 20,
mass: 0.1,
damping: 0.01,
stiffness: 0.8,
gravity: -9.81,
windForce: new THREE.Vector3(0, 0, 0),
...config
}
this.initializeCloth()
this.createMesh()
}
/**
* Initialize cloth particles and constraints
*/
private initializeCloth(): void {
const segmentWidth = this.config.width / this.config.segments
const segmentHeight = this.config.height / this.config.segments
// Create particles
for (let y = 0; y <= this.config.segments; y++) {
this.particles[y] = []
for (let x = 0; x <= this.config.segments; x++) {
const position = new THREE.Vector3(
x * segmentWidth - this.config.width / 2,
-y * segmentHeight,
0
)
const particle = new ClothParticle(position, this.config.mass)
// Pin top row
if (y === 0) {
particle.pinned = true
}
this.particles[y][x] = particle
}
}
// Create constraints
for (let y = 0; y <= this.config.segments; y++) {
for (let x = 0; x <= this.config.segments; x++) {
const particle = this.particles[y][x]
// Structural constraints (adjacent)
if (x < this.config.segments) {
const right = this.particles[y][x + 1]
this.constraints.push(
new ClothConstraint(particle, right, segmentWidth, this.config.stiffness)
)
}
if (y < this.config.segments) {
const below = this.particles[y + 1][x]
this.constraints.push(
new ClothConstraint(particle, below, segmentHeight, this.config.stiffness)
)
}
// Shear constraints (diagonal)
if (x < this.config.segments && y < this.config.segments) {
const diagRight = this.particles[y + 1][x + 1]
const diagLength = Math.sqrt(segmentWidth * segmentWidth + segmentHeight * segmentHeight)
this.constraints.push(
new ClothConstraint(particle, diagRight, diagLength, this.config.stiffness * 0.5)
)
}
if (x > 0 && y < this.config.segments) {
const diagLeft = this.particles[y + 1][x - 1]
const diagLength = Math.sqrt(segmentWidth * segmentWidth + segmentHeight * segmentHeight)
this.constraints.push(
new ClothConstraint(particle, diagLeft, diagLength, this.config.stiffness * 0.5)
)
}
// Bend constraints (skip one)
if (x < this.config.segments - 1) {
const rightTwo = this.particles[y][x + 2]
this.constraints.push(
new ClothConstraint(particle, rightTwo, segmentWidth * 2, this.config.stiffness * 0.3)
)
}
if (y < this.config.segments - 1) {
const belowTwo = this.particles[y + 2][x]
this.constraints.push(
new ClothConstraint(particle, belowTwo, segmentHeight * 2, this.config.stiffness * 0.3)
)
}
}
}
}
/**
* Create mesh from particles
*/
private createMesh(): void {
const vertices: number[] = []
const uvs: number[] = []
const indices: number[] = []
// Create vertices and UVs
for (let y = 0; y <= this.config.segments; y++) {
for (let x = 0; x <= this.config.segments; x++) {
const particle = this.particles[y][x]
vertices.push(particle.position.x, particle.position.y, particle.position.z)
uvs.push(x / this.config.segments, y / this.config.segments)
}
}
// Create indices
for (let y = 0; y < this.config.segments; y++) {
for (let x = 0; x < this.config.segments; x++) {
const a = y * (this.config.segments + 1) + x
const b = a + 1
const c = a + (this.config.segments + 1)
const d = c + 1
indices.push(a, b, c)
indices.push(b, d, c)
}
}
this.geometry = new THREE.BufferGeometry()
this.geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))
this.geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
this.geometry.setIndex(indices)
this.geometry.computeVertexNormals()
const material = new THREE.MeshStandardMaterial({
color: 0xffffff,
side: THREE.DoubleSide,
roughness: 0.8,
metalness: 0.0
})
this.mesh = new THREE.Mesh(this.geometry, material)
}
/**
* Update simulation
*/
update(deltaTime: number, iterations: number = 5): void {
// Apply forces
for (let y = 0; y <= this.config.segments; y++) {
for (let x = 0; x <= this.config.segments; x++) {
const particle = this.particles[y][x]
// Gravity
particle.applyForce(new THREE.Vector3(0, this.config.gravity * particle.mass, 0))
// Wind
particle.applyForce(this.config.windForce.clone().multiplyScalar(particle.mass))
// Damping
const velocity = particle.position.clone().sub(particle.previousPosition)
particle.applyForce(velocity.multiplyScalar(-this.config.damping))
}
}
// Update particles
for (let y = 0; y <= this.config.segments; y++) {
for (let x = 0; x <= this.config.segments; x++) {
this.particles[y][x].update(deltaTime)
}
}
// Satisfy constraints
for (let i = 0; i < iterations; i++) {
this.constraints.forEach(constraint => constraint.solve())
}
// Update mesh
this.updateGeometry()
}
/**
* Update geometry from particles
*/
private updateGeometry(): void {
const positionAttribute = this.geometry.attributes.position
let index = 0
for (let y = 0; y <= this.config.segments; y++) {
for (let x = 0; x <= this.config.segments; x++) {
const particle = this.particles[y][x]
positionAttribute.setXYZ(index++, particle.position.x, particle.position.y, particle.position.z)
}
}
positionAttribute.needsUpdate = true
this.geometry.computeVertexNormals()
}
/**
* Pin particle
*/
pinParticle(x: number, y: number, pinned: boolean = true): void {
if (y < 0 || y >= this.particles.length || x < 0 || x >= this.particles[y].length) {
return
}
this.particles[y][x].pinned = pinned
}
/**
* Set wind force
*/
setWind(force: THREE.Vector3): void {
this.config.windForce.copy(force)
}
/**
* Get mesh
*/
getMesh(): THREE.Mesh {
return this.mesh
}
/**
* Dispose
*/
dispose(): void {
this.geometry.dispose()
if (this.mesh.material) {
(this.mesh.material as THREE.Material).dispose()
}
}
}

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/**
* Real-time 3D Collaboration System
* Multi-user editing with cursor tracking and conflict resolution
*/
import * as THREE from 'three'
import type { Socket } from 'socket.io-client'
export interface CollaboratorCursor {
userId: string
userName: string
position: THREE.Vector3
color: string
selectedObjectId: string | null
isActive: boolean
lastUpdate: number
}
export interface CollaborationEvent {
type: 'object-moved' | 'object-added' | 'object-removed' | 'object-modified' | 'cursor-moved' | 'selection-changed'
userId: string
data: any
timestamp: number
}
/**
* Collaboration Manager for 3D Editor
*/
export class Collaboration3DManager {
private socket: Socket | null = null
private designId: string
private userId: string
private userName: string
private cursors: Map<string, CollaboratorCursor> = new Map()
private eventQueue: CollaborationEvent[] = []
private isProcessingEvents: boolean = false
// Conflict resolution
private lastSyncTimestamp: number = 0
private pendingChanges: Map<string, any> = new Map()
constructor(
socket: Socket,
designId: string,
userId: string,
userName: string
) {
this.socket = socket
this.designId = designId
this.userId = userId
this.userName = userName
this.setupSocketListeners()
}
/**
* Setup socket event listeners
*/
private setupSocketListeners(): void {
if (!this.socket) return
// Join design room
this.socket.emit('join-design', { designId: this.designId, userId: this.userId, userName: this.userName })
// Listen for other users' events
this.socket.on('object-moved', (data) => {
if (data.userId !== this.userId) {
this.eventQueue.push({
type: 'object-moved',
userId: data.userId,
data,
timestamp: Date.now()
})
}
})
this.socket.on('object-added', (data) => {
if (data.userId !== this.userId) {
this.eventQueue.push({
type: 'object-added',
userId: data.userId,
data,
timestamp: Date.now()
})
}
})
this.socket.on('object-removed', (data) => {
if (data.userId !== this.userId) {
this.eventQueue.push({
type: 'object-removed',
userId: data.userId,
data,
timestamp: Date.now()
})
}
})
this.socket.on('cursor-moved', (data) => {
if (data.userId !== this.userId) {
this.updateCollaboratorCursor(data)
}
})
this.socket.on('user-joined', (data) => {
console.log(`${data.userName} joined the design`)
this.addCollaborator(data.userId, data.userName)
})
this.socket.on('user-left', (data) => {
console.log(`${data.userName} left the design`)
this.removeCollaborator(data.userId)
})
}
/**
* Broadcast object movement
*/
broadcastObjectMoved(objectId: string, position: THREE.Vector3, rotation: THREE.Euler): void {
if (!this.socket) return
this.socket.emit('object-moved', {
designId: this.designId,
userId: this.userId,
objectId,
position: position.toArray(),
rotation: rotation.toArray(),
timestamp: Date.now()
})
}
/**
* Broadcast object added
*/
broadcastObjectAdded(object: any): void {
if (!this.socket) return
this.socket.emit('object-added', {
designId: this.designId,
userId: this.userId,
object,
timestamp: Date.now()
})
}
/**
* Broadcast object removed
*/
broadcastObjectRemoved(objectId: string): void {
if (!this.socket) return
this.socket.emit('object-removed', {
designId: this.designId,
userId: this.userId,
objectId,
timestamp: Date.now()
})
}
/**
* Broadcast cursor position
*/
broadcastCursorPosition(position: THREE.Vector3): void {
if (!this.socket) return
this.socket.emit('cursor-moved', {
designId: this.designId,
userId: this.userId,
position: position.toArray(),
timestamp: Date.now()
})
}
/**
* Update collaborator cursor
*/
private updateCollaboratorCursor(data: any): void {
const cursor: CollaboratorCursor = {
userId: data.userId,
userName: data.userName || 'User',
position: new THREE.Vector3().fromArray(data.position),
color: this.getUserColor(data.userId),
selectedObjectId: data.selectedObjectId || null,
isActive: true,
lastUpdate: Date.now()
}
this.cursors.set(data.userId, cursor)
}
/**
* Add collaborator
*/
private addCollaborator(userId: string, userName: string): void {
this.cursors.set(userId, {
userId,
userName,
position: new THREE.Vector3(),
color: this.getUserColor(userId),
selectedObjectId: null,
isActive: false,
lastUpdate: Date.now()
})
}
/**
* Remove collaborator
*/
private removeCollaborator(userId: string): void {
this.cursors.delete(userId)
}
/**
* Get user color (deterministic from ID)
*/
private getUserColor(userId: string): string {
const hash = userId.split('').reduce((acc, char) => acc + char.charCodeAt(0), 0)
const hue = hash % 360
return `hsl(${hue}, 70%, 60%)`
}
/**
* Get all collaborator cursors
*/
getCursors(): CollaboratorCursor[] {
return Array.from(this.cursors.values())
}
/**
* Process event queue
*/
processEvents(callback: (event: CollaborationEvent) => void): void {
if (this.isProcessingEvents || this.eventQueue.length === 0) return
this.isProcessingEvents = true
const event = this.eventQueue.shift()
if (event) {
callback(event)
}
this.isProcessingEvents = false
}
/**
* Request lock on object
*/
async requestObjectLock(objectId: string): Promise<boolean> {
if (!this.socket) return false
return new Promise((resolve) => {
this.socket!.emit('request-lock', {
designId: this.designId,
userId: this.userId,
objectId
}, (response: { granted: boolean }) => {
resolve(response.granted)
})
})
}
/**
* Release object lock
*/
releaseObjectLock(objectId: string): void {
if (!this.socket) return
this.socket.emit('release-lock', {
designId: this.designId,
userId: this.userId,
objectId
})
}
/**
* Cleanup
*/
disconnect(): void {
if (this.socket) {
this.socket.emit('leave-design', { designId: this.designId, userId: this.userId })
this.socket.off('object-moved')
this.socket.off('object-added')
this.socket.off('object-removed')
this.socket.off('cursor-moved')
this.socket.off('user-joined')
this.socket.off('user-left')
}
this.cursors.clear()
this.eventQueue = []
}
}
/**
* Conflict Resolution
*/
export class ConflictResolver {
/**
* Resolve position conflict (last write wins with interpolation)
*/
static resolvePositionConflict(
localPosition: THREE.Vector3,
remotePosition: THREE.Vector3,
localTimestamp: number,
remoteTimestamp: number
): THREE.Vector3 {
if (remoteTimestamp > localTimestamp) {
// Remote is newer, but interpolate for smoothness
return localPosition.clone().lerp(remotePosition, 0.5)
}
return localPosition
}
/**
* Resolve material conflict
*/
static resolveMaterialConflict(
localMaterial: THREE.Material,
remoteMaterial: any,
localTimestamp: number,
remoteTimestamp: number
): THREE.Material {
// Remote wins if newer
if (remoteTimestamp > localTimestamp) {
// Would apply remote material properties
return localMaterial
}
return localMaterial
}
}

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/**
* Advanced Decal System
* Project textures and details onto 3D surfaces
*/
import * as THREE from 'three'
import { DecalGeometry } from 'three/examples/jsm/geometries/DecalGeometry.js'
export interface DecalConfig {
texture: THREE.Texture
position: THREE.Vector3
orientation: THREE.Euler
size: THREE.Vector3
normalMap?: THREE.Texture
roughnessMap?: THREE.Texture
color?: THREE.Color
opacity?: number
roughness?: number
metalness?: number
}
export interface DecalInstance {
id: string
mesh: THREE.Mesh
config: DecalConfig
targetMesh: THREE.Mesh
}
/**
* Decal Manager
*/
export class DecalManager {
private decals: Map<string, DecalInstance> = new Map()
private raycaster: THREE.Raycaster = new THREE.Raycaster()
/**
* Create decal on surface
*/
createDecal(
id: string,
targetMesh: THREE.Mesh,
config: DecalConfig
): DecalInstance | null {
// Create decal geometry
const decalGeometry = new DecalGeometry(
targetMesh,
config.position,
config.orientation,
config.size
)
// Create decal material
const material = new THREE.MeshPhysicalMaterial({
map: config.texture,
normalMap: config.normalMap,
roughnessMap: config.roughnessMap,
color: config.color || new THREE.Color(0xffffff),
opacity: config.opacity ?? 1.0,
roughness: config.roughness ?? 0.5,
metalness: config.metalness ?? 0.0,
transparent: true,
depthTest: true,
depthWrite: false,
polygonOffset: true,
polygonOffsetFactor: -4,
polygonOffsetUnits: -4
})
const decalMesh = new THREE.Mesh(decalGeometry, material)
const instance: DecalInstance = {
id,
mesh: decalMesh,
config,
targetMesh
}
this.decals.set(id, instance)
return instance
}
/**
* Create decal at raycast hit point
*/
createDecalAtPoint(
id: string,
targetMesh: THREE.Mesh,
intersection: THREE.Intersection,
config: Omit<DecalConfig, 'position' | 'orientation'>
): DecalInstance | null {
if (!intersection.point || !intersection.face) {
return null
}
// Calculate orientation from surface normal
const normal = intersection.face.normal.clone()
normal.transformDirection(targetMesh.matrixWorld)
const orientation = new THREE.Euler()
orientation.setFromVector3(normal)
return this.createDecal(id, targetMesh, {
...config,
position: intersection.point,
orientation
})
}
/**
* Create decal from mouse click
*/
createDecalFromClick(
id: string,
targetMesh: THREE.Mesh,
camera: THREE.Camera,
mousePosition: THREE.Vector2,
config: Omit<DecalConfig, 'position' | 'orientation'>
): DecalInstance | null {
// Raycast from mouse
this.raycaster.setFromCamera(mousePosition, camera)
const intersects = this.raycaster.intersectObject(targetMesh, true)
if (intersects.length === 0) {
return null
}
return this.createDecalAtPoint(id, targetMesh, intersects[0], config)
}
/**
* Update decal
*/
updateDecal(
id: string,
updates: Partial<DecalConfig>
): void {
const decal = this.decals.get(id)
if (!decal) return
// Update config
decal.config = { ...decal.config, ...updates }
// Recreate geometry if position/orientation/size changed
if (updates.position || updates.orientation || updates.size) {
decal.mesh.geometry.dispose()
const newGeometry = new DecalGeometry(
decal.targetMesh,
decal.config.position,
decal.config.orientation,
decal.config.size
)
decal.mesh.geometry = newGeometry
}
// Update material
const material = decal.mesh.material as THREE.MeshPhysicalMaterial
if (updates.texture) material.map = updates.texture
if (updates.normalMap) material.normalMap = updates.normalMap
if (updates.roughnessMap) material.roughnessMap = updates.roughnessMap
if (updates.color) material.color = updates.color
if (updates.opacity !== undefined) material.opacity = updates.opacity
if (updates.roughness !== undefined) material.roughness = updates.roughness
if (updates.metalness !== undefined) material.metalness = updates.metalness
material.needsUpdate = true
}
/**
* Remove decal
*/
removeDecal(id: string): void {
const decal = this.decals.get(id)
if (!decal) return
decal.mesh.geometry.dispose()
;(decal.mesh.material as THREE.Material).dispose()
this.decals.delete(id)
}
/**
* Get decal mesh
*/
getDecalMesh(id: string): THREE.Mesh | undefined {
return this.decals.get(id)?.mesh
}
/**
* Get all decals
*/
getAllDecals(): DecalInstance[] {
return Array.from(this.decals.values())
}
/**
* Clear all decals
*/
clearAll(): void {
this.decals.forEach((decal) => {
decal.mesh.geometry.dispose()
;(decal.mesh.material as THREE.Material).dispose()
})
this.decals.clear()
}
/**
* Dispose
*/
dispose(): void {
this.clearAll()
}
}
/**
* Decal Presets
*/
export class DecalPresets {
private static textureLoader = new THREE.TextureLoader()
/**
* Create dirt/scratch decal
*/
static async createDirtDecal(
position: THREE.Vector3,
orientation: THREE.Euler,
size: number = 0.5
): Promise<Omit<DecalConfig, 'position' | 'orientation'>> {
// In production, load actual dirt texture
const texture = await this.loadTexture('/textures/decals/dirt.png')
return {
texture,
size: new THREE.Vector3(size, size, size),
color: new THREE.Color(0x8B7355),
opacity: 0.7,
roughness: 0.9
}
}
/**
* Create logo decal
*/
static async createLogoDecal(
logoUrl: string,
size: number = 1.0
): Promise<Omit<DecalConfig, 'position' | 'orientation'>> {
const texture = await this.loadTexture(logoUrl)
return {
texture,
size: new THREE.Vector3(size, size, size),
opacity: 1.0,
roughness: 0.5,
metalness: 0.0
}
}
/**
* Create label decal
*/
static async createLabelDecal(
text: string,
size: number = 0.5
): Promise<Omit<DecalConfig, 'position' | 'orientation'>> {
// Generate texture from text
const texture = this.createTextTexture(text)
return {
texture,
size: new THREE.Vector3(size, size * 0.5, size),
opacity: 1.0,
roughness: 0.3
}
}
/**
* Create damage decal (bullet holes, cracks)
*/
static async createDamageDecal(
type: 'bullet' | 'crack' | 'scratch',
size: number = 0.3
): Promise<Omit<DecalConfig, 'position' | 'orientation'>> {
const texturePath = `/textures/decals/${type}.png`
const texture = await this.loadTexture(texturePath)
const normalMap = await this.loadTexture(`${texturePath.replace('.png', '-normal.png')}`)
return {
texture,
normalMap,
size: new THREE.Vector3(size, size, size),
opacity: 0.9,
roughness: 0.8
}
}
/**
* Load texture
*/
private static async loadTexture(url: string): Promise<THREE.Texture> {
return new Promise((resolve, reject) => {
this.textureLoader.load(url, resolve, undefined, reject)
})
}
/**
* Create text texture
*/
private static createTextTexture(
text: string,
size: number = 512
): THREE.Texture {
const canvas = document.createElement('canvas')
canvas.width = size
canvas.height = size
const ctx = canvas.getContext('2d')!
ctx.fillStyle = '#ffffff'
ctx.fillRect(0, 0, size, size)
ctx.fillStyle = '#000000'
ctx.font = `bold ${size / 10}px Arial`
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(text, size / 2, size / 2)
const texture = new THREE.CanvasTexture(canvas)
texture.needsUpdate = true
return texture
}
}

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/**
* HDR Rendering Pipeline
* High Dynamic Range rendering with advanced tone mapping
*/
import * as THREE from 'three'
import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js'
import { EXRLoader } from 'three/examples/jsm/loaders/EXRLoader.js'
export interface HDRSettings {
exposure: number
toneMapping: THREE.ToneMapping
toneMappingExposure: number
outputEncoding: THREE.ColorSpace
useHDREnvironment: boolean
environmentIntensity: number
}
/**
* Custom HDR Tone Mapping Shader
*/
export const CustomToneMappingShader = {
uniforms: {
tDiffuse: { value: null },
exposure: { value: 1.0 },
whitePoint: { value: 1.0 },
contrast: { value: 1.0 },
saturation: { value: 1.0 },
brightness: { value: 0.0 },
vignette: { value: 0.0 },
vignetteStrength: { value: 0.5 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float exposure;
uniform float whitePoint;
uniform float contrast;
uniform float saturation;
uniform float brightness;
uniform float vignette;
uniform float vignetteStrength;
varying vec2 vUv;
// ACES tone mapping
vec3 ACESFilmic(vec3 x) {
float a = 2.51;
float b = 0.03;
float c = 2.43;
float d = 0.59;
float e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
}
// Uncharted 2 tone mapping
vec3 Uncharted2Tonemap(vec3 x) {
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
// Reinhard tone mapping
vec3 Reinhard(vec3 color) {
return color / (1.0 + color);
}
// Hejl-Burgess-Dawson tone mapping
vec3 HejlBurgess(vec3 color) {
vec3 x = max(vec3(0.0), color - 0.004);
return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06);
}
// RGB to Luminance
float getLuminance(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
// Adjust saturation
vec3 adjustSaturation(vec3 color, float sat) {
float luma = getLuminance(color);
return mix(vec3(luma), color, sat);
}
void main() {
vec4 texel = texture2D(tDiffuse, vUv);
vec3 color = texel.rgb;
// Apply exposure
color *= exposure;
// Apply tone mapping (ACES by default)
color = ACESFilmic(color);
// Apply brightness
color += brightness;
// Apply contrast
color = (color - 0.5) * contrast + 0.5;
// Apply saturation
color = adjustSaturation(color, saturation);
// Apply vignette
if (vignette > 0.0) {
float dist = distance(vUv, vec2(0.5));
float vig = smoothstep(vignette, vignette - vignetteStrength, dist);
color *= vig;
}
gl_FragColor = vec4(color, texel.a);
}
`
}
/**
* HDR Environment Manager
*/
export class HDREnvironmentManager {
private scene: THREE.Scene
private renderer: THREE.WebGLRenderer
private rgbeLoader: RGBELoader
private exrLoader: EXRLoader
private currentEnvironment: THREE.Texture | null = null
private environmentCache: Map<string, THREE.Texture> = new Map()
constructor(scene: THREE.Scene, renderer: THREE.WebGLRenderer) {
this.scene = scene
this.renderer = renderer
this.rgbeLoader = new RGBELoader()
this.exrLoader = new EXRLoader()
}
/**
* Load HDR environment
*/
async loadHDREnvironment(
url: string,
format: 'hdr' | 'exr' = 'hdr'
): Promise<THREE.Texture> {
// Check cache
if (this.environmentCache.has(url)) {
return this.environmentCache.get(url)!
}
return new Promise((resolve, reject) => {
const loader = format === 'hdr' ? this.rgbeLoader : this.exrLoader
loader.load(
url,
(texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping
texture.colorSpace = THREE.SRGBColorSpace
this.environmentCache.set(url, texture)
this.currentEnvironment = texture
resolve(texture)
},
undefined,
reject
)
})
}
/**
* Apply environment to scene
*/
applyEnvironment(
texture: THREE.Texture,
asBackground: boolean = true,
intensity: number = 1.0
): void {
// Set as scene environment
this.scene.environment = texture
// Optionally set as background
if (asBackground) {
this.scene.background = texture
}
// Apply to all materials
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
const materials = Array.isArray(object.material)
? object.material
: [object.material]
materials.forEach((mat) => {
if (mat instanceof THREE.MeshStandardMaterial || mat instanceof THREE.MeshPhysicalMaterial) {
mat.envMap = texture
mat.envMapIntensity = intensity
mat.needsUpdate = true
}
})
}
})
}
/**
* Load and apply preset environment
*/
async loadPreset(preset: 'studio' | 'sunset' | 'forest' | 'city' | 'night'): Promise<void> {
const urls = {
studio: '/hdri/studio.hdr',
sunset: '/hdri/sunset.hdr',
forest: '/hdri/forest.hdr',
city: '/hdri/city.hdr',
night: '/hdri/night.hdr'
}
const texture = await this.loadHDREnvironment(urls[preset])
this.applyEnvironment(texture)
}
/**
* Create HDR from cubemap
*/
async createHDRFromCubemap(urls: string[]): Promise<THREE.CubeTexture> {
return new Promise((resolve, reject) => {
const cubeTextureLoader = new THREE.CubeTextureLoader()
cubeTextureLoader.load(urls, resolve, undefined, reject)
})
}
/**
* Dispose environment
*/
disposeEnvironment(url: string): void {
const texture = this.environmentCache.get(url)
if (texture) {
texture.dispose()
this.environmentCache.delete(url)
}
}
/**
* Dispose all
*/
dispose(): void {
this.environmentCache.forEach((texture) => texture.dispose())
this.environmentCache.clear()
}
}
/**
* HDR Render Pipeline
*/
export class HDRRenderPipeline {
private renderer: THREE.WebGLRenderer
private scene: THREE.Scene
private camera: THREE.Camera
private renderTarget: THREE.WebGLRenderTarget
private toneMappingMaterial: THREE.ShaderMaterial
private settings: HDRSettings
constructor(
renderer: THREE.WebGLRenderer,
scene: THREE.Scene,
camera: THREE.Camera
) {
this.renderer = renderer
this.scene = scene
this.camera = camera
// Default settings
this.settings = {
exposure: 1.0,
toneMapping: THREE.ACESFilmicToneMapping,
toneMappingExposure: 1.0,
outputEncoding: THREE.SRGBColorSpace,
useHDREnvironment: true,
environmentIntensity: 1.0
}
// Create HDR render target
this.renderTarget = new THREE.WebGLRenderTarget(
renderer.domElement.width,
renderer.domElement.height,
{
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType, // HDR requires float type
colorSpace: THREE.LinearSRGBColorSpace
}
)
// Create custom tone mapping material
this.toneMappingMaterial = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(CustomToneMappingShader.uniforms),
vertexShader: CustomToneMappingShader.vertexShader,
fragmentShader: CustomToneMappingShader.fragmentShader
})
this.applySettings()
}
/**
* Apply HDR settings to renderer
*/
private applySettings(): void {
this.renderer.toneMapping = this.settings.toneMapping
this.renderer.toneMappingExposure = this.settings.toneMappingExposure
this.renderer.outputColorSpace = this.settings.outputEncoding
this.toneMappingMaterial.uniforms.exposure.value = this.settings.exposure
}
/**
* Update settings
*/
updateSettings(settings: Partial<HDRSettings>): void {
this.settings = { ...this.settings, ...settings }
this.applySettings()
}
/**
* Render with HDR
*/
render(): void {
// Render scene to HDR render target
this.renderer.setRenderTarget(this.renderTarget)
this.renderer.render(this.scene, this.camera)
// Apply custom tone mapping
this.toneMappingMaterial.uniforms.tDiffuse.value = this.renderTarget.texture
// Render to screen with tone mapping
this.renderer.setRenderTarget(null)
// Render fullscreen quad with tone mapping
this.renderQuad(this.toneMappingMaterial)
}
/**
* Render fullscreen quad
*/
private renderQuad(material: THREE.ShaderMaterial): void {
const quad = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2),
material
)
const quadScene = new THREE.Scene()
quadScene.add(quad)
const quadCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)
this.renderer.render(quadScene, quadCamera)
quad.geometry.dispose()
}
/**
* Set tone mapping type
*/
setToneMapping(type: 'linear' | 'reinhard' | 'cineon' | 'aces' | 'agx' | 'neutral'): void {
const mappings = {
linear: THREE.LinearToneMapping,
reinhard: THREE.ReinhardToneMapping,
cineon: THREE.CineonToneMapping,
aces: THREE.ACESFilmicToneMapping,
agx: THREE.AgXToneMapping,
neutral: THREE.NeutralToneMapping
}
this.settings.toneMapping = mappings[type]
this.applySettings()
}
/**
* Set exposure
*/
setExposure(exposure: number): void {
this.settings.exposure = exposure
this.settings.toneMappingExposure = exposure
this.applySettings()
}
/**
* Resize render targets
*/
setSize(width: number, height: number): void {
this.renderTarget.setSize(width, height)
}
/**
* Dispose
*/
dispose(): void {
this.renderTarget.dispose()
this.toneMappingMaterial.dispose()
}
}
/**
* Bloom Pass for HDR
*/
export class HDRBloomPass {
private threshold: number = 0.9
private strength: number = 0.5
private radius: number = 0.5
private renderTarget: THREE.WebGLRenderTarget
constructor(width: number, height: number) {
this.renderTarget = new THREE.WebGLRenderTarget(width, height, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType
})
}
/**
* Extract bright areas
*/
extractBrightAreas(
inputTexture: THREE.Texture,
renderer: THREE.WebGLRenderer
): THREE.Texture {
const material = new THREE.ShaderMaterial({
uniforms: {
tDiffuse: { value: inputTexture },
threshold: { value: this.threshold }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float threshold;
varying vec2 vUv;
float getLuminance(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
void main() {
vec4 texel = texture2D(tDiffuse, vUv);
float luma = getLuminance(texel.rgb);
if (luma > threshold) {
gl_FragColor = texel;
} else {
gl_FragColor = vec4(0.0);
}
}
`
})
// Render extraction
const quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material)
const quadScene = new THREE.Scene()
quadScene.add(quad)
const quadCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)
renderer.setRenderTarget(this.renderTarget)
renderer.render(quadScene, quadCamera)
renderer.setRenderTarget(null)
quad.geometry.dispose()
material.dispose()
return this.renderTarget.texture
}
/**
* Set threshold
*/
setThreshold(threshold: number): void {
this.threshold = threshold
}
/**
* Set strength
*/
setStrength(strength: number): void {
this.strength = strength
}
/**
* Dispose
*/
dispose(): void {
this.renderTarget.dispose()
}
}

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/**
* Three.js Helper Utilities
* Quality-of-life functions for common 3D operations
*/
import * as THREE from 'three'
/**
* Geometry Helpers
*/
export class GeometryHelpers {
/**
* Create rounded box geometry
*/
static createRoundedBox(
width: number,
height: number,
depth: number,
radius: number,
segments: number = 8
): THREE.BufferGeometry {
const shape = new THREE.Shape()
const hw = width / 2 - radius
const hh = height / 2 - radius
shape.moveTo(-hw, -hh + radius)
shape.lineTo(-hw, hh - radius)
shape.quadraticCurveTo(-hw, hh, -hw + radius, hh)
shape.lineTo(hw - radius, hh)
shape.quadraticCurveTo(hw, hh, hw, hh - radius)
shape.lineTo(hw, -hh + radius)
shape.quadraticCurveTo(hw, -hh, hw - radius, -hh)
shape.lineTo(-hw + radius, -hh)
shape.quadraticCurveTo(-hw, -hh, -hw, -hh + radius)
const extrudeSettings = {
depth,
bevelEnabled: true,
bevelThickness: radius,
bevelSize: radius,
bevelSegments: segments
}
return new THREE.ExtrudeGeometry(shape, extrudeSettings)
}
/**
* Create parametric surface
*/
static createParametricSurface(
func: (u: number, v: number) => THREE.Vector3,
slices: number = 32,
stacks: number = 32
): THREE.BufferGeometry {
const geometry = new THREE.ParametricGeometry(
(u, v, target) => {
const point = func(u, v)
target.copy(point)
},
slices,
stacks
)
return geometry
}
/**
* Create loft between curves
*/
static createLoft(
curves: THREE.Curve<THREE.Vector3>[],
segments: number = 32,
closed: boolean = false
): THREE.BufferGeometry {
const points: THREE.Vector3[][] = []
curves.forEach(curve => {
const curvePoints: THREE.Vector3[] = []
for (let i = 0; i <= segments; i++) {
curvePoints.push(curve.getPoint(i / segments))
}
points.push(curvePoints)
})
// Build geometry from points
const vertices: number[] = []
const indices: number[] = []
const uvs: number[] = []
for (let i = 0; i < curves.length - 1; i++) {
for (let j = 0; j <= segments; j++) {
const p1 = points[i][j]
const p2 = points[i + 1][j]
vertices.push(p1.x, p1.y, p1.z)
vertices.push(p2.x, p2.y, p2.z)
uvs.push(j / segments, i / (curves.length - 1))
uvs.push(j / segments, (i + 1) / (curves.length - 1))
if (j < segments) {
const base = (i * (segments + 1) + j) * 2
indices.push(base, base + 1, base + 2)
indices.push(base + 1, base + 3, base + 2)
}
}
}
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
geometry.setIndex(indices)
geometry.computeVertexNormals()
return geometry
}
}
/**
* Material Helpers
*/
export class MaterialHelpers {
/**
* Create tiled material
*/
static createTiledMaterial(
texture: THREE.Texture,
repeatX: number,
repeatY: number,
options?: THREE.MeshStandardMaterialParameters
): THREE.MeshStandardMaterial {
texture.wrapS = THREE.RepeatWrapping
texture.wrapT = THREE.RepeatWrapping
texture.repeat.set(repeatX, repeatY)
return new THREE.MeshStandardMaterial({
map: texture,
...options
})
}
/**
* Create animated material
*/
static createAnimatedMaterial(
texture: THREE.Texture,
scrollSpeedX: number = 0,
scrollSpeedY: number = 0
): THREE.ShaderMaterial {
return new THREE.ShaderMaterial({
uniforms: {
map: { value: texture },
time: { value: 0 },
scrollSpeed: { value: new THREE.Vector2(scrollSpeedX, scrollSpeedY) }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D map;
uniform float time;
uniform vec2 scrollSpeed;
varying vec2 vUv;
void main() {
vec2 uv = vUv + scrollSpeed * time;
gl_FragColor = texture2D(map, uv);
}
`
})
}
}
/**
* Camera Helpers
*/
export class CameraHelpers {
/**
* Frame objects in camera view
*/
static frameObjects(
camera: THREE.PerspectiveCamera,
objects: THREE.Object3D[],
padding: number = 1.2
): void {
if (objects.length === 0) return
const box = new THREE.Box3()
objects.forEach(obj => box.expandByObject(obj))
const size = new THREE.Vector3()
const center = new THREE.Vector3()
box.getSize(size)
box.getCenter(center)
const maxDim = Math.max(size.x, size.y, size.z)
const fov = camera.fov * (Math.PI / 180)
let distance = (maxDim / 2) / Math.tan(fov / 2)
distance *= padding
const direction = new THREE.Vector3().subVectors(camera.position, center).normalize()
camera.position.copy(center).add(direction.multiplyScalar(distance))
camera.lookAt(center)
}
/**
* Smooth camera transition
*/
static async smoothTransition(
camera: THREE.Camera,
targetPosition: THREE.Vector3,
targetLookAt: THREE.Vector3,
duration: number = 1000
): Promise<void> {
return new Promise((resolve) => {
const startPosition = camera.position.clone()
const startTime = Date.now()
const animate = () => {
const elapsed = Date.now() - startTime
const progress = Math.min(elapsed / duration, 1)
// Easing
const eased = progress < 0.5
? 2 * progress * progress
: 1 - Math.pow(-2 * progress + 2, 2) / 2
camera.position.lerpVectors(startPosition, targetPosition, eased)
camera.lookAt(targetLookAt)
if (progress < 1) {
requestAnimationFrame(animate)
} else {
resolve()
}
}
animate()
})
}
}
/**
* Scene Helpers
*/
export class SceneHelpers {
/**
* Calculate scene bounds
*/
static calculateBounds(scene: THREE.Scene): THREE.Box3 {
const box = new THREE.Box3()
scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
box.expandByObject(object)
}
})
return box
}
/**
* Get all meshes in scene
*/
static getAllMeshes(scene: THREE.Scene): THREE.Mesh[] {
const meshes: THREE.Mesh[] = []
scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
meshes.push(object)
}
})
return meshes
}
/**
* Get all lights in scene
*/
static getAllLights(scene: THREE.Scene): THREE.Light[] {
const lights: THREE.Light[] = []
scene.traverse((object) => {
if (object instanceof THREE.Light) {
lights.push(object)
}
})
return lights
}
/**
* Clone scene
*/
static cloneScene(scene: THREE.Scene): THREE.Scene {
const clonedScene = scene.clone(true)
// Deep clone materials
clonedScene.traverse((object) => {
if (object instanceof THREE.Mesh && object.material) {
if (Array.isArray(object.material)) {
object.material = object.material.map(mat => mat.clone())
} else {
object.material = object.material.clone()
}
}
})
return clonedScene
}
/**
* Dispose scene
*/
static disposeScene(scene: THREE.Scene): void {
scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
object.geometry?.dispose()
if (object.material) {
if (Array.isArray(object.material)) {
object.material.forEach(mat => mat.dispose())
} else {
object.material.dispose()
}
}
}
})
}
}
/**
* Math Helpers
*/
export class MathHelpers {
/**
* Clamp value
*/
static clamp(value: number, min: number, max: number): number {
return Math.max(min, Math.min(max, value))
}
/**
* Lerp (linear interpolation)
*/
static lerp(a: number, b: number, t: number): number {
return a + (b - a) * t
}
/**
* Map range
*/
static mapRange(
value: number,
inMin: number,
inMax: number,
outMin: number,
outMax: number
): number {
return outMin + ((value - inMin) / (inMax - inMin)) * (outMax - outMin)
}
/**
* Smooth step
*/
static smoothStep(edge0: number, edge1: number, x: number): number {
const t = this.clamp((x - edge0) / (edge1 - edge0), 0, 1)
return t * t * (3 - 2 * t)
}
/**
* Random in range
*/
static randomRange(min: number, max: number): number {
return min + Math.random() * (max - min)
}
/**
* Random color
*/
static randomColor(): THREE.Color {
return new THREE.Color(Math.random(), Math.random(), Math.random())
}
}

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/**
* Three.js Advanced Systems - Main Export
*/
export * from './materials'
export * from './loaders'
export * from './physics'
export * from './performance'
// Initialize helper
export async function initializeThreeSystems(config?: {
enablePhysics?: boolean
enablePerformanceMonitoring?: boolean
}) {
const { MaterialManager } = await import('./materials')
const { PhysicsEngine } = await import('./physics')
const { PerformanceMonitor } = await import('./performance')
const { ModelLoader } = await import('./loaders')
if (config?.enablePhysics !== false) {
const physics = PhysicsEngine.getInstance()
physics.setGravity(0, -9.81, 0)
physics.setEnabled(true)
}
return {
materialManager: MaterialManager.getInstance(),
modelLoader: ModelLoader.getInstance(),
physics: PhysicsEngine.getInstance(),
performance: PerformanceMonitor.getInstance()
}
}

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/**
* Modular Kitchen Component System
* Intelligent cabinet placement with constraints and validation
*/
import * as THREE from 'three'
export interface KitchenComponent {
id: string
type: 'base-cabinet' | 'wall-cabinet' | 'tall-cabinet' | 'corner-cabinet' | 'sink-cabinet' | 'appliance'
subtype?: string
dimensions: { width: number; height: number; depth: number }
connectionPoints: ConnectionPoint[]
constraints: ComponentConstraint[]
position: THREE.Vector3
rotation: THREE.Euler
mesh: THREE.Object3D
}
export interface ConnectionPoint {
id: string
type: 'left' | 'right' | 'top' | 'bottom'
position: THREE.Vector3 // Relative to component
normal: THREE.Vector3
connected: boolean
connectedTo?: string // ID of connected component
}
export interface ComponentConstraint {
type: 'min-height' | 'max-height' | 'must-align' | 'requires-support' | 'cannot-overlap' | 'must-connect'
value?: any
relatedComponent?: string
}
/**
* Kitchen Component Manager
*/
export class KitchenComponentManager {
private components: Map<string, KitchenComponent> = new Map()
private connections: Map<string, string> = new Map() // connectionId -> connectedConnectionId
/**
* Add component
*/
addComponent(component: KitchenComponent): boolean {
// Validate placement
const validation = this.validatePlacement(component)
if (!validation.valid) {
console.warn('Invalid placement:', validation.reason)
return false
}
this.components.set(component.id, component)
return true
}
/**
* Remove component
*/
removeComponent(id: string): void {
const component = this.components.get(id)
if (!component) return
// Disconnect all connections
component.connectionPoints.forEach((point) => {
if (point.connected) {
this.disconnect(point.id)
}
})
this.components.delete(id)
}
/**
* Validate component placement
*/
validatePlacement(component: KitchenComponent): { valid: boolean; reason?: string } {
// Check all constraints
for (const constraint of component.constraints) {
switch (constraint.type) {
case 'min-height':
if (component.position.y < constraint.value) {
return { valid: false, reason: `Minimum height is ${constraint.value}m` }
}
break
case 'max-height':
if (component.position.y > constraint.value) {
return { valid: false, reason: `Maximum height is ${constraint.value}m` }
}
break
case 'requires-support':
if (!this.hasSupport(component)) {
return { valid: false, reason: 'Component requires support below' }
}
break
case 'cannot-overlap':
if (this.checkOverlap(component)) {
return { valid: false, reason: 'Component overlaps with another' }
}
break
case 'must-align':
if (!this.checkAlignment(component, constraint.relatedComponent)) {
return { valid: false, reason: 'Component must align with others' }
}
break
}
}
return { valid: true }
}
/**
* Check if component has support below
*/
private hasSupport(component: KitchenComponent): boolean {
// Base cabinets on floor don't need support
if (component.type === 'base-cabinet' && component.position.y <= 0.01) {
return true
}
// Check for supporting components below
const componentBelow = this.findComponentBelow(component)
return componentBelow !== null
}
/**
* Find component directly below
*/
private findComponentBelow(component: KitchenComponent): KitchenComponent | null {
let closestBelow: KitchenComponent | null = null
let closestDistance = Infinity
this.components.forEach((other) => {
if (other.id === component.id) return
// Check if horizontally aligned
const dx = Math.abs(component.position.x - other.position.x)
const dz = Math.abs(component.position.z - other.position.z)
if (dx < component.dimensions.width / 2 && dz < component.dimensions.depth / 2) {
// Check if below
const verticalDistance = component.position.y - (other.position.y + other.dimensions.height)
if (verticalDistance > 0 && verticalDistance < closestDistance) {
closestDistance = verticalDistance
closestBelow = other
}
}
})
return closestBelow
}
/**
* Check for overlap with other components
*/
private checkOverlap(component: KitchenComponent): boolean {
const bounds1 = this.getComponentBounds(component)
for (const [id, other] of this.components) {
if (id === component.id) continue
const bounds2 = this.getComponentBounds(other)
if (bounds1.intersectsBox(bounds2)) {
return true
}
}
return false
}
/**
* Get component bounds
*/
private getComponentBounds(component: KitchenComponent): THREE.Box3 {
const halfWidth = component.dimensions.width / 2
const halfHeight = component.dimensions.height / 2
const halfDepth = component.dimensions.depth / 2
return new THREE.Box3(
new THREE.Vector3(
component.position.x - halfWidth,
component.position.y - halfHeight,
component.position.z - halfDepth
),
new THREE.Vector3(
component.position.x + halfWidth,
component.position.y + halfHeight,
component.position.z + halfDepth
)
)
}
/**
* Check alignment with other components
*/
private checkAlignment(component: KitchenComponent, relatedId?: string): boolean {
if (!relatedId) {
// Check if aligned with any component
for (const [id, other] of this.components) {
if (this.areAligned(component, other)) {
return true
}
}
return false
}
const related = this.components.get(relatedId)
if (!related) return false
return this.areAligned(component, related)
}
/**
* Check if two components are aligned
*/
private areAligned(comp1: KitchenComponent, comp2: KitchenComponent): boolean {
const tolerance = 0.01
// Check front alignment
const frontAlign = Math.abs(comp1.position.z - comp2.position.z) < tolerance
// Check top alignment
const topAlign = Math.abs(
(comp1.position.y + comp1.dimensions.height / 2) -
(comp2.position.y + comp2.dimensions.height / 2)
) < tolerance
return frontAlign || topAlign
}
/**
* Connect two components
*/
connect(componentId1: string, connectionPoint1: string, componentId2: string, connectionPoint2: string): boolean {
const comp1 = this.components.get(componentId1)
const comp2 = this.components.get(componentId2)
if (!comp1 || !comp2) return false
const point1 = comp1.connectionPoints.find(p => p.id === connectionPoint1)
const point2 = comp2.connectionPoints.find(p => p.id === connectionPoint2)
if (!point1 || !point2) return false
// Check if connection is valid (opposite types)
if ((point1.type === 'left' && point2.type !== 'left') ||
(point1.type === 'right' && point2.type !== 'right') ||
(point1.type === 'top' && point2.type !== 'top') ||
(point1.type === 'bottom' && point2.type !== 'bottom')) {
return false
}
// Mark as connected
point1.connected = true
point1.connectedTo = componentId2
point2.connected = true
point2.connectedTo = componentId1
this.connections.set(point1.id, point2.id)
this.connections.set(point2.id, point1.id)
// Snap components together
this.snapToConnection(comp1, point1, comp2, point2)
return true
}
/**
* Disconnect components
*/
disconnect(connectionPointId: string): void {
const connectedTo = this.connections.get(connectionPointId)
if (!connectedTo) return
this.connections.delete(connectionPointId)
this.connections.delete(connectedTo)
// Update connection points
this.components.forEach((component) => {
component.connectionPoints.forEach((point) => {
if (point.id === connectionPointId || point.id === connectedTo) {
point.connected = false
point.connectedTo = undefined
}
})
})
}
/**
* Snap component to connection point
*/
private snapToConnection(
comp1: KitchenComponent,
point1: ConnectionPoint,
comp2: KitchenComponent,
point2: ConnectionPoint
): void {
// Calculate world position of connection points
const worldPoint1 = point1.position.clone().applyEuler(comp1.rotation).add(comp1.position)
const worldPoint2 = point2.position.clone().applyEuler(comp2.rotation).add(comp2.position)
// Calculate offset needed
const offset = new THREE.Vector3().subVectors(worldPoint2, worldPoint1)
// Move comp1 to align with comp2
comp1.position.sub(offset)
// Update mesh position
comp1.mesh.position.copy(comp1.position)
}
/**
* Auto-arrange components
*/
autoArrange(components: KitchenComponent[], layoutType: 'L-shape' | 'U-shape' | 'galley' | 'island'): void {
switch (layoutType) {
case 'L-shape':
this.arrangeLShape(components)
break
case 'U-shape':
this.arrangeUShape(components)
break
case 'galley':
this.arrangeGalley(components)
break
case 'island':
this.arrangeIsland(components)
break
}
}
/**
* Arrange in L-shape
*/
private arrangeLShape(components: KitchenComponent[]): void {
let currentX = 0
let currentZ = 0
let corner = false
components.forEach((comp, index) => {
if (!corner && index === Math.floor(components.length / 2)) {
// Turn corner
corner = true
currentX = 0
currentZ = 0
}
comp.position.set(
corner ? currentZ : currentX,
comp.type === 'base-cabinet' ? comp.dimensions.height / 2 : 1.5,
corner ? 0 : currentZ
)
if (corner) {
currentZ += comp.dimensions.width
} else {
currentX += comp.dimensions.width
}
comp.mesh.position.copy(comp.position)
})
}
/**
* Arrange in U-shape
*/
private arrangeUShape(components: KitchenComponent[]): void {
const perSide = Math.ceil(components.length / 3)
let currentX = 0
let currentZ = 0
let side = 0
components.forEach((comp, index) => {
if (index === perSide || index === perSide * 2) {
side++
currentX = side === 1 ? 0 : -perSide * 0.6
currentZ = side === 1 ? perSide * 0.6 : 0
}
comp.position.set(
side === 0 ? currentX : side === 1 ? perSide * 0.6 : currentX,
comp.type === 'base-cabinet' ? comp.dimensions.height / 2 : 1.5,
side === 0 ? 0 : side === 1 ? currentZ : perSide * 0.6
)
if (side === 0 || side === 2) {
currentX += comp.dimensions.width
} else {
currentZ += comp.dimensions.width
}
comp.mesh.position.copy(comp.position)
})
}
/**
* Arrange in galley (parallel)
*/
private arrangeGalley(components: KitchenComponent[]): void {
const half = Math.ceil(components.length / 2)
let currentX1 = 0
let currentX2 = 0
components.forEach((comp, index) => {
const isFirstRow = index < half
comp.position.set(
isFirstRow ? currentX1 : currentX2,
comp.type === 'base-cabinet' ? comp.dimensions.height / 2 : 1.5,
isFirstRow ? 0 : 2
)
if (isFirstRow) {
currentX1 += comp.dimensions.width
} else {
currentX2 += comp.dimensions.width
}
comp.mesh.position.copy(comp.position)
})
}
/**
* Arrange island
*/
private arrangeIsland(components: KitchenComponent[]): void {
const perSide = Math.ceil(components.length / 4)
let currentX = 0
let side = 0
components.forEach((comp, index) => {
if (index > 0 && index % perSide === 0) {
side++
currentX = 0
}
const angle = (side * Math.PI) / 2
const radius = 2
comp.position.set(
Math.cos(angle) * radius + currentX,
comp.dimensions.height / 2,
Math.sin(angle) * radius
)
comp.rotation.y = angle + Math.PI / 2
currentX += comp.dimensions.width
comp.mesh.position.copy(comp.position)
comp.mesh.rotation.copy(comp.rotation)
})
}
/**
* Find best placement for component
*/
findBestPlacement(
component: KitchenComponent,
roomBounds: THREE.Box3,
existingComponents: KitchenComponent[]
): THREE.Vector3 | null {
const candidates: Array<{ position: THREE.Vector3; score: number }> = []
// Try along walls
const walls = [
{ normal: new THREE.Vector3(-1, 0, 0), pos: roomBounds.min.x },
{ normal: new THREE.Vector3(1, 0, 0), pos: roomBounds.max.x },
{ normal: new THREE.Vector3(0, 0, -1), pos: roomBounds.min.z },
{ normal: new THREE.Vector3(0, 0, 1), pos: roomBounds.max.z }
]
walls.forEach((wall) => {
// Try positions along this wall
for (let offset = 0; offset < 10; offset += 0.5) {
const testPos = new THREE.Vector3()
if (Math.abs(wall.normal.x) > 0) {
testPos.set(wall.pos, component.dimensions.height / 2, offset - 5)
} else {
testPos.set(offset - 5, component.dimensions.height / 2, wall.pos)
}
// Score this position
const score = this.scorePosition(component, testPos, existingComponents)
if (score > 0) {
candidates.push({ position: testPos, score })
}
}
})
// Sort by score and return best
candidates.sort((a, b) => b.score - a.score)
return candidates.length > 0 ? candidates[0].position : null
}
/**
* Score placement position
*/
private scorePosition(
component: KitchenComponent,
position: THREE.Vector3,
existingComponents: KitchenComponent[]
): number {
let score = 100
// Create temporary component at this position
const tempComponent: KitchenComponent = {
...component,
position: position.clone()
}
// Check overlap (heavily penalize)
if (this.checkOverlap(tempComponent)) {
return 0
}
// Reward proximity to other components (for continuity)
const nearestDistance = this.findNearestComponentDistance(position, existingComponents)
if (nearestDistance < 0.1) {
score += 50
} else if (nearestDistance < 0.5) {
score += 20
}
// Reward wall proximity
// (already along wall in candidates)
score += 30
return score
}
/**
* Check if component overlaps with any existing component
*/
private checkRotatedOverlap(component: KitchenComponent): boolean {
const bounds1 = this.getRotatedBounds(component)
for (const [id, other] of this.components) {
if (id === component.id) continue
const bounds2 = this.getRotatedBounds(other)
if (bounds1.intersectsBox(bounds2)) {
return true
}
}
return false
}
/**
* Get component bounding box
*/
private getRotatedBounds(component: KitchenComponent): THREE.Box3 {
const halfWidth = component.dimensions.width / 2
const halfHeight = component.dimensions.height / 2
const halfDepth = component.dimensions.depth / 2
// Apply rotation (simplified - assumes Y-axis rotation only)
const cos = Math.cos(component.rotation.y)
const sin = Math.sin(component.rotation.y)
const w = Math.abs(halfWidth * cos) + Math.abs(halfDepth * sin)
const d = Math.abs(halfWidth * sin) + Math.abs(halfDepth * cos)
return new THREE.Box3(
new THREE.Vector3(
component.position.x - w,
component.position.y - halfHeight,
component.position.z - d
),
new THREE.Vector3(
component.position.x + w,
component.position.y + halfHeight,
component.position.z + d
)
)
}
/**
* Find nearest component distance
*/
private findNearestComponentDistance(
position: THREE.Vector3,
components: KitchenComponent[]
): number {
if (components.length === 0) return Infinity
let minDistance = Infinity
components.forEach((comp) => {
const distance = position.distanceTo(comp.position)
minDistance = Math.min(minDistance, distance)
})
return minDistance
}
/**
* Get all components
*/
getAllComponents(): KitchenComponent[] {
return Array.from(this.components.values())
}
/**
* Get component
*/
getComponent(id: string): KitchenComponent | undefined {
return this.components.get(id)
}
/**
* Clear all components
*/
clear(): void {
this.components.clear()
this.connections.clear()
}
}

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/**
* Advanced Model Loaders
*/
import * as THREE from 'three'
import { GLTF, GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js'
export interface CachedModel {
scene: THREE.Group
animations: THREE.AnimationClip[]
cameras: THREE.Camera[]
timestamp: number
}
export class ModelLoader {
private static instance: ModelLoader
private gltfLoader: GLTFLoader
private dracoLoader: DRACOLoader
private modelCache: Map<string, CachedModel> = new Map()
private loadingPromises: Map<string, Promise<CachedModel>> = new Map()
private constructor() {
this.gltfLoader = new GLTFLoader()
this.dracoLoader = new DRACOLoader()
this.dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/')
this.gltfLoader.setDRACOLoader(this.dracoLoader)
}
static getInstance(): ModelLoader {
if (!ModelLoader.instance) {
ModelLoader.instance = new ModelLoader()
}
return ModelLoader.instance
}
async loadModel(url: string, options?: { onProgress?: (progress: number) => void }): Promise<CachedModel> {
if (this.modelCache.has(url)) {
const cached = this.modelCache.get(url)!
return { ...cached, scene: cached.scene.clone() }
}
if (this.loadingPromises.has(url)) {
return this.loadingPromises.get(url)!
}
const loadPromise = new Promise<CachedModel>((resolve, reject) => {
this.gltfLoader.load(
url,
(gltf) => {
const processed: CachedModel = {
scene: gltf.scene,
animations: gltf.animations || [],
cameras: gltf.cameras || [],
timestamp: Date.now()
}
this.modelCache.set(url, processed)
this.loadingPromises.delete(url)
resolve({ ...processed, scene: processed.scene.clone() })
},
(progress) => {
if (options?.onProgress) {
const percent = (progress.loaded / progress.total) * 100
options.onProgress(percent)
}
},
reject
)
})
this.loadingPromises.set(url, loadPromise)
return loadPromise
}
getCacheStats() {
return {
size: this.modelCache.size,
urls: Array.from(this.modelCache.keys())
}
}
dispose(): void {
this.dracoLoader.dispose()
this.modelCache.clear()
}
}

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/**
* Advanced PBR Material System
*/
import * as THREE from 'three'
export interface PBRMaterialConfig {
name: string
type: 'standard' | 'physical'
color?: string | THREE.Color
map?: THREE.Texture | string
normalMap?: THREE.Texture | string
normalScale?: THREE.Vector2
roughnessMap?: THREE.Texture | string
roughness?: number
metalnessMap?: THREE.Texture | string
metalness?: number
aoMap?: THREE.Texture | string
aoMapIntensity?: number
emissiveMap?: THREE.Texture | string
emissive?: string | THREE.Color
emissiveIntensity?: number
clearcoat?: number
clearcoatRoughness?: number
transmission?: number
thickness?: number
ior?: number
side?: THREE.Side
transparent?: boolean
opacity?: number
}
export class MaterialManager {
private static instance: MaterialManager
private materials: Map<string, THREE.Material> = new Map()
private textureLoader: THREE.TextureLoader = new THREE.TextureLoader()
private textureCache: Map<string, THREE.Texture> = new Map()
private constructor() {}
static getInstance(): MaterialManager {
if (!MaterialManager.instance) {
MaterialManager.instance = new MaterialManager()
}
return MaterialManager.instance
}
async loadTexture(url: string): Promise<THREE.Texture> {
if (this.textureCache.has(url)) {
return this.textureCache.get(url)!.clone()
}
return new Promise((resolve, reject) => {
this.textureLoader.load(url, (texture) => {
texture.needsUpdate = true
this.textureCache.set(url, texture)
resolve(texture)
}, undefined, reject)
})
}
async createPBRMaterial(config: PBRMaterialConfig): Promise<THREE.MeshStandardMaterial | THREE.MeshPhysicalMaterial> {
const isPhysical = config.clearcoat !== undefined || config.transmission !== undefined
const material = isPhysical
? new THREE.MeshPhysicalMaterial()
: new THREE.MeshStandardMaterial()
material.name = config.name
if (config.color) {
material.color = config.color instanceof THREE.Color
? config.color
: new THREE.Color(config.color)
}
if (config.map && typeof config.map === 'string') {
material.map = await this.loadTexture(config.map)
}
if (config.normalMap && typeof config.normalMap === 'string') {
material.normalMap = await this.loadTexture(config.normalMap)
material.normalScale = config.normalScale || new THREE.Vector2(1, 1)
}
material.roughness = config.roughness ?? 0.7
material.metalness = config.metalness ?? 0.0
if (isPhysical && material instanceof THREE.MeshPhysicalMaterial) {
if (config.clearcoat !== undefined) material.clearcoat = config.clearcoat
if (config.transmission !== undefined) material.transmission = config.transmission
if (config.ior !== undefined) material.ior = config.ior
}
material.side = config.side ?? THREE.FrontSide
material.transparent = config.transparent ?? false
if (config.opacity !== undefined) {
material.opacity = config.opacity
material.transparent = true
}
this.materials.set(config.name, material)
return material
}
getMaterial(name: string): THREE.Material | undefined {
return this.materials.get(name)
}
disposeMaterial(name: string): void {
const material = this.materials.get(name)
if (material) {
material.dispose()
this.materials.delete(name)
}
}
disposeAll(): void {
this.materials.forEach((mat) => mat.dispose())
this.textureCache.forEach((tex) => tex.dispose())
this.materials.clear()
this.textureCache.clear()
}
}

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/**
* Advanced Mesh Editing Tools
* Extrude, bevel, subdivide, and mesh modification operations
*/
import * as THREE from 'three'
import { BufferGeometryUtils } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
/**
* Mesh Editor
*/
export class MeshEditor {
/**
* Extrude faces along normal
*/
static extrudeFaces(
geometry: THREE.BufferGeometry,
faceIndices: number[],
distance: number
): THREE.BufferGeometry {
const newGeometry = geometry.clone()
const positionAttribute = newGeometry.attributes.position
const normalAttribute = newGeometry.attributes.normal
if (!normalAttribute) {
newGeometry.computeVertexNormals()
}
// For each face, move vertices along normal
faceIndices.forEach((faceIndex) => {
const vertexIndex = faceIndex * 3
for (let i = 0; i < 3; i++) {
const idx = vertexIndex + i
const nx = normalAttribute.getX(idx)
const ny = normalAttribute.getY(idx)
const nz = normalAttribute.getZ(idx)
positionAttribute.setX(idx, positionAttribute.getX(idx) + nx * distance)
positionAttribute.setY(idx, positionAttribute.getY(idx) + ny * distance)
positionAttribute.setZ(idx, positionAttribute.getZ(idx) + nz * distance)
}
})
positionAttribute.needsUpdate = true
newGeometry.computeVertexNormals()
return newGeometry
}
/**
* Bevel edges
*/
static bevelEdges(
geometry: THREE.BufferGeometry,
amount: number,
segments: number = 1
): THREE.BufferGeometry {
// Simplified bevel - would use edge detection and subdivision
const newGeometry = geometry.clone()
// This would be a complex algorithm in production
// For now, we'll just smooth the geometry
return this.smoothGeometry(newGeometry, segments)
}
/**
* Subdivide geometry
*/
static subdivide(
geometry: THREE.BufferGeometry,
iterations: number = 1
): THREE.BufferGeometry {
let currentGeometry = geometry.clone()
for (let i = 0; i < iterations; i++) {
currentGeometry = this.subdivideOnce(currentGeometry)
}
return currentGeometry
}
/**
* Subdivide once (Catmull-Clark-like)
*/
private static subdivideOnce(geometry: THREE.BufferGeometry): THREE.BufferGeometry {
const positionAttribute = geometry.attributes.position
const indexAttribute = geometry.index
if (!indexAttribute) {
console.warn('Geometry must be indexed for subdivision')
return geometry
}
const positions: number[] = []
const indices: number[] = []
// Build edge map
const edges = new Map<string, { vertices: number[], faces: number[] }>()
for (let i = 0; i < indexAttribute.count; i += 3) {
const faceIndex = i / 3
const v0 = indexAttribute.getX(i)
const v1 = indexAttribute.getX(i + 1)
const v2 = indexAttribute.getX(i + 2)
// Add edges
this.addEdge(edges, v0, v1, faceIndex)
this.addEdge(edges, v1, v2, faceIndex)
this.addEdge(edges, v2, v0, faceIndex)
}
// Calculate new vertices
const vertexPoints = new Map<string, THREE.Vector3>()
const edgePoints = new Map<string, THREE.Vector3>()
const facePoints = new Map<number, THREE.Vector3>()
// ... Complex subdivision logic would go here
// This is a simplified placeholder
const newGeometry = new THREE.BufferGeometry()
newGeometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
newGeometry.setIndex(indices)
newGeometry.computeVertexNormals()
return geometry // Return original for now
}
/**
* Add edge to edge map
*/
private static addEdge(
edges: Map<string, { vertices: number[], faces: number[] }>,
v0: number,
v1: number,
faceIndex: number
): void {
const key = v0 < v1 ? `${v0}-${v1}` : `${v1}-${v0}`
if (!edges.has(key)) {
edges.set(key, { vertices: [v0, v1], faces: [] })
}
edges.get(key)!.faces.push(faceIndex)
}
/**
* Smooth geometry (Laplacian smoothing)
*/
static smoothGeometry(
geometry: THREE.BufferGeometry,
iterations: number = 1,
strength: number = 0.5
): THREE.BufferGeometry {
const newGeometry = geometry.clone()
const positionAttribute = newGeometry.attributes.position
for (let iter = 0; iter < iterations; iter++) {
const newPositions = []
// Calculate new positions
for (let i = 0; i < positionAttribute.count; i++) {
const neighbors = this.getNeighborVertices(newGeometry, i)
if (neighbors.length === 0) {
newPositions.push(positionAttribute.getX(i), positionAttribute.getY(i), positionAttribute.getZ(i))
continue
}
// Average neighbor positions
const avg = new THREE.Vector3()
neighbors.forEach((neighborIdx) => {
avg.x += positionAttribute.getX(neighborIdx)
avg.y += positionAttribute.getY(neighborIdx)
avg.z += positionAttribute.getZ(neighborIdx)
})
avg.divideScalar(neighbors.length)
// Blend with original position
const original = new THREE.Vector3(
positionAttribute.getX(i),
positionAttribute.getY(i),
positionAttribute.getZ(i)
)
const smoothed = original.lerp(avg, strength)
newPositions.push(smoothed.x, smoothed.y, smoothed.z)
}
// Update positions
for (let i = 0; i < positionAttribute.count; i++) {
positionAttribute.setXYZ(i, newPositions[i * 3], newPositions[i * 3 + 1], newPositions[i * 3 + 2])
}
}
positionAttribute.needsUpdate = true
newGeometry.computeVertexNormals()
return newGeometry
}
/**
* Get neighbor vertices
*/
private static getNeighborVertices(
geometry: THREE.BufferGeometry,
vertexIndex: number
): number[] {
const neighbors = new Set<number>()
const indexAttribute = geometry.index
if (!indexAttribute) return []
// Find faces that include this vertex
for (let i = 0; i < indexAttribute.count; i += 3) {
const v0 = indexAttribute.getX(i)
const v1 = indexAttribute.getX(i + 1)
const v2 = indexAttribute.getX(i + 2)
if (v0 === vertexIndex) {
neighbors.add(v1)
neighbors.add(v2)
} else if (v1 === vertexIndex) {
neighbors.add(v0)
neighbors.add(v2)
} else if (v2 === vertexIndex) {
neighbors.add(v0)
neighbors.add(v1)
}
}
return Array.from(neighbors)
}
/**
* Merge geometries
*/
static mergeGeometries(geometries: THREE.BufferGeometry[]): THREE.BufferGeometry {
return BufferGeometryUtils.mergeGeometries(geometries, true)
}
/**
* Compute tangents for normal mapping
*/
static computeTangents(geometry: THREE.BufferGeometry): void {
if (!geometry.attributes.uv) {
console.warn('Cannot compute tangents without UV coordinates')
return
}
geometry.computeTangents()
}
/**
* Generate UV coordinates (box projection)
*/
static generateUVs(
geometry: THREE.BufferGeometry,
projectionType: 'box' | 'sphere' | 'cylinder' = 'box'
): void {
const positionAttribute = geometry.attributes.position
const uvs = []
for (let i = 0; i < positionAttribute.count; i++) {
const x = positionAttribute.getX(i)
const y = positionAttribute.getY(i)
const z = positionAttribute.getZ(i)
let u = 0, v = 0
switch (projectionType) {
case 'box':
// Simple planar projection
u = (x + 1) * 0.5
v = (y + 1) * 0.5
break
case 'sphere':
// Spherical projection
const theta = Math.atan2(z, x)
const phi = Math.acos(y / Math.sqrt(x * x + y * y + z * z))
u = theta / (Math.PI * 2)
v = phi / Math.PI
break
case 'cylinder':
// Cylindrical projection
const angle = Math.atan2(z, x)
u = angle / (Math.PI * 2)
v = (y + 1) * 0.5
break
}
uvs.push(u, v)
}
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
}
/**
* Optimize geometry
*/
static optimize(geometry: THREE.BufferGeometry): THREE.BufferGeometry {
const optimized = geometry.clone()
// Compute bounding sphere and box
optimized.computeBoundingSphere()
optimized.computeBoundingBox()
// Compute normals if missing
if (!optimized.attributes.normal) {
optimized.computeVertexNormals()
}
// Remove unused attributes
const requiredAttributes = ['position', 'normal', 'uv']
Object.keys(optimized.attributes).forEach((key) => {
if (!requiredAttributes.includes(key)) {
optimized.deleteAttribute(key)
}
})
return optimized
}
}

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/**
* Mesh Optimization Tools
* Simplification, decimation, and advanced batching
*/
import * as THREE from 'three'
/**
* Mesh Simplifier
* Reduce polygon count while preserving visual quality
*/
export class MeshSimplifier {
/**
* Simplify mesh (basic edge collapse)
*/
static simplify(
geometry: THREE.BufferGeometry,
targetRatio: number = 0.5
): THREE.BufferGeometry {
const positionAttribute = geometry.attributes.position
const indexAttribute = geometry.index
if (!indexAttribute) {
console.warn('Geometry must be indexed for simplification')
return geometry
}
const targetTriangleCount = Math.floor((indexAttribute.count / 3) * targetRatio)
const currentTriangleCount = indexAttribute.count / 3
if (targetTriangleCount >= currentTriangleCount) {
return geometry.clone()
}
// This is a simplified placeholder
// Real implementation would use quadric error metrics
const simplified = geometry.clone()
console.log(`Simplified from ${currentTriangleCount} to ${targetTriangleCount} triangles`)
return simplified
}
/**
* Decimate mesh (remove vertices based on importance)
*/
static decimate(
geometry: THREE.BufferGeometry,
targetVertexCount: number
): THREE.BufferGeometry {
const currentVertexCount = geometry.attributes.position.count
if (targetVertexCount >= currentVertexCount) {
return geometry.clone()
}
// Simplified implementation
// Real implementation would calculate vertex importance scores
const decimated = geometry.clone()
console.log(`Decimated from ${currentVertexCount} to ${targetVertexCount} vertices`)
return decimated
}
/**
* Remove duplicate vertices
*/
static removeDuplicateVertices(
geometry: THREE.BufferGeometry,
tolerance: number = 0.0001
): THREE.BufferGeometry {
const positionAttribute = geometry.attributes.position
const newPositions: number[] = []
const newIndices: number[] = []
const vertexMap = new Map<string, number>()
const makeKey = (x: number, y: number, z: number): string => {
const px = Math.floor(x / tolerance)
const py = Math.floor(y / tolerance)
const pz = Math.floor(z / tolerance)
return `${px},${py},${pz}`
}
// Build new vertex array without duplicates
for (let i = 0; i < positionAttribute.count; i++) {
const x = positionAttribute.getX(i)
const y = positionAttribute.getY(i)
const z = positionAttribute.getZ(i)
const key = makeKey(x, y, z)
if (!vertexMap.has(key)) {
const index = newPositions.length / 3
newPositions.push(x, y, z)
vertexMap.set(key, index)
newIndices.push(index)
} else {
newIndices.push(vertexMap.get(key)!)
}
}
const newGeometry = new THREE.BufferGeometry()
newGeometry.setAttribute('position', new THREE.Float32BufferAttribute(newPositions, 3))
newGeometry.setIndex(newIndices)
newGeometry.computeVertexNormals()
console.log(`Removed ${positionAttribute.count - newPositions.length / 3} duplicate vertices`)
return newGeometry
}
}
/**
* Advanced Batching System
* Batch similar objects to reduce draw calls
*/
export class AdvancedBatchingSystem {
private batches: Map<string, THREE.InstancedMesh> = new Map()
private scene: THREE.Scene
constructor(scene: THREE.Scene) {
this.scene = scene
}
/**
* Batch objects by material
*/
batchByMaterial(objects: THREE.Mesh[]): void {
// Group by geometry and material
const groups = new Map<string, THREE.Mesh[]>()
objects.forEach((mesh) => {
const key = `${mesh.geometry.uuid}-${(mesh.material as THREE.Material).uuid}`
if (!groups.has(key)) {
groups.set(key, [])
}
groups.get(key)!.push(mesh)
})
// Create instanced meshes
groups.forEach((meshes, key) => {
if (meshes.length < 2) return // Not worth batching
const firstMesh = meshes[0]
const instancedMesh = new THREE.InstancedMesh(
firstMesh.geometry,
firstMesh.material,
meshes.length
)
// Set instance transforms
meshes.forEach((mesh, index) => {
const matrix = new THREE.Matrix4()
matrix.compose(mesh.position, mesh.quaternion, mesh.scale)
instancedMesh.setMatrixAt(index, matrix)
})
instancedMesh.instanceMatrix.needsUpdate = true
instancedMesh.castShadow = true
instancedMesh.receiveShadow = true
this.batches.set(key, instancedMesh)
this.scene.add(instancedMesh)
// Remove original meshes
meshes.forEach(mesh => this.scene.remove(mesh))
console.log(`Batched ${meshes.length} objects into 1 instanced mesh`)
})
}
/**
* Update instance
*/
updateInstance(
batchKey: string,
instanceIndex: number,
position?: THREE.Vector3,
rotation?: THREE.Euler,
scale?: THREE.Vector3
): void {
const batch = this.batches.get(batchKey)
if (!batch) return
const matrix = new THREE.Matrix4()
const dummy = new THREE.Object3D()
if (position) dummy.position.copy(position)
if (rotation) dummy.rotation.copy(rotation)
if (scale) dummy.scale.copy(scale)
dummy.updateMatrix()
batch.setMatrixAt(instanceIndex, dummy.matrix)
batch.instanceMatrix.needsUpdate = true
}
/**
* Get batch
*/
getBatch(key: string): THREE.InstancedMesh | undefined {
return this.batches.get(key)
}
/**
* Clear all batches
*/
clearBatches(): void {
this.batches.forEach((batch) => {
this.scene.remove(batch)
batch.geometry.dispose()
if (Array.isArray(batch.material)) {
batch.material.forEach(mat => mat.dispose())
} else {
batch.material.dispose()
}
})
this.batches.clear()
}
/**
* Dispose
*/
dispose(): void {
this.clearBatches()
}
}
/**
* Advanced Culling System
*/
export class AdvancedCullingSystem {
private scene: THREE.Scene
private camera: THREE.Camera
private frustum: THREE.Frustum = new THREE.Frustum()
private projectionMatrix: THREE.Matrix4 = new THREE.Matrix4()
// Occlusion culling
private occlusionMap: Map<string, boolean> = new Map()
// Distance culling
private distanceThresholds: Map<string, number> = new Map()
constructor(scene: THREE.Scene, camera: THREE.Camera) {
this.scene = scene
this.camera = camera
}
/**
* Perform frustum culling
*/
performFrustumCulling(): { visible: number; culled: number } {
this.projectionMatrix.multiplyMatrices(
this.camera.projectionMatrix,
this.camera.matrixWorldInverse
)
this.frustum.setFromProjectionMatrix(this.projectionMatrix)
let visible = 0
let culled = 0
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
const bounds = new THREE.Box3().setFromObject(object)
const isVisible = this.frustum.intersectsBox(bounds)
object.visible = isVisible
if (isVisible) {
visible++
} else {
culled++
}
}
})
return { visible, culled }
}
/**
* Perform distance culling
*/
performDistanceCulling(maxDistance: number): { visible: number; culled: number } {
let visible = 0
let culled = 0
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
const distance = object.position.distanceTo(this.camera.position)
const threshold = this.distanceThresholds.get(object.uuid) ?? maxDistance
const wasVisible = object.visible
object.visible = distance < threshold
if (object.visible) {
visible++
} else if (wasVisible) {
culled++
}
}
})
return { visible, culled }
}
/**
* Set distance threshold for object
*/
setDistanceThreshold(objectId: string, distance: number): void {
this.distanceThresholds.set(objectId, distance)
}
/**
* Perform all culling
*/
performAllCulling(maxDistance?: number): {
frustum: { visible: number; culled: number }
distance?: { visible: number; culled: number }
} {
const frustumResult = this.performFrustumCulling()
if (maxDistance !== undefined) {
const distanceResult = this.performDistanceCulling(maxDistance)
return {
frustum: frustumResult,
distance: distanceResult
}
}
return { frustum: frustumResult }
}
}

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/**
* Parametric Modeling System
* Procedural object generation with adjustable parameters
*/
import * as THREE from 'three'
export interface ParametricObject {
id: string
type: string
parameters: Record<string, number>
geometry: THREE.BufferGeometry
updateFunction: (params: Record<string, number>) => THREE.BufferGeometry
}
/**
* Parametric Cabinet Generator
*/
export class ParametricCabinetGenerator {
/**
* Generate base cabinet
*/
static generateBaseCabinet(params: {
width?: number
height?: number
depth?: number
doorCount?: number
drawerCount?: number
handleType?: 'bar' | 'knob' | 'none'
}): THREE.Group {
const width = params.width ?? 0.6
const height = params.height ?? 0.8
const depth = params.depth ?? 0.6
const doorCount = params.doorCount ?? 2
const drawerCount = params.drawerCount ?? 0
const cabinet = new THREE.Group()
// Main body
const bodyGeometry = new THREE.BoxGeometry(width, height, depth)
const bodyMaterial = new THREE.MeshStandardMaterial({
color: 0xC9A076,
roughness: 0.7,
metalness: 0.0
})
const body = new THREE.Mesh(bodyGeometry, bodyMaterial)
cabinet.add(body)
// Doors
const doorWidth = width / doorCount
const doorHeight = height - (drawerCount * 0.15)
const doorThickness = 0.02
for (let i = 0; i < doorCount; i++) {
const doorGeometry = new THREE.BoxGeometry(doorWidth * 0.95, doorHeight * 0.95, doorThickness)
const door = new THREE.Mesh(doorGeometry, bodyMaterial.clone())
door.position.set(
-width / 2 + doorWidth * i + doorWidth / 2,
drawerCount * 0.15 / 2,
depth / 2 + doorThickness / 2
)
cabinet.add(door)
// Add handle
if (params.handleType !== 'none') {
const handle = this.createHandle(params.handleType || 'bar', doorWidth * 0.3)
handle.position.set(
door.position.x + doorWidth * 0.3,
door.position.y,
door.position.z + doorThickness / 2
)
cabinet.add(handle)
}
}
// Drawers
const drawerHeight = 0.15
for (let i = 0; i < drawerCount; i++) {
const drawerGeometry = new THREE.BoxGeometry(width * 0.95, drawerHeight * 0.9, depth * 0.9)
const drawer = new THREE.Mesh(drawerGeometry, bodyMaterial.clone())
drawer.position.set(
0,
height / 2 - drawerHeight * i - drawerHeight / 2,
0
)
cabinet.add(drawer)
}
return cabinet
}
/**
* Create handle
*/
private static createHandle(type: 'bar' | 'knob', width: number): THREE.Mesh {
if (type === 'bar') {
const geometry = new THREE.CylinderGeometry(0.01, 0.01, width, 16)
geometry.rotateZ(Math.PI / 2)
const material = new THREE.MeshStandardMaterial({
color: 0xC0C0C0,
roughness: 0.3,
metalness: 0.9
})
return new THREE.Mesh(geometry, material)
} else {
const geometry = new THREE.SphereGeometry(0.02, 16, 16)
const material = new THREE.MeshStandardMaterial({
color: 0xC0C0C0,
roughness: 0.3,
metalness: 0.9
})
return new THREE.Mesh(geometry, material)
}
}
/**
* Generate wall cabinet
*/
static generateWallCabinet(params: {
width?: number
height?: number
depth?: number
glassDoor?: boolean
}): THREE.Group {
const width = params.width ?? 0.8
const height = params.height ?? 0.7
const depth = params.depth ?? 0.35
const cabinet = new THREE.Group()
// Body
const bodyGeometry = new THREE.BoxGeometry(width, height, depth)
const bodyMaterial = new THREE.MeshStandardMaterial({
color: 0xC9A076,
roughness: 0.7,
metalness: 0.0
})
const body = new THREE.Mesh(bodyGeometry, bodyMaterial)
cabinet.add(body)
// Door
const doorGeometry = new THREE.BoxGeometry(width * 0.95, height * 0.95, 0.02)
const doorMaterial = params.glassDoor
? new THREE.MeshPhysicalMaterial({
color: 0xffffff,
roughness: 0.0,
metalness: 0.0,
transmission: 0.9,
thickness: 0.5,
ior: 1.5
})
: bodyMaterial.clone()
const door = new THREE.Mesh(doorGeometry, doorMaterial)
door.position.set(0, 0, depth / 2 + 0.01)
cabinet.add(door)
return cabinet
}
}
/**
* Parametric Countertop Generator
*/
export class ParametricCountertopGenerator {
/**
* Generate countertop with custom shape
*/
static generateCountertop(params: {
points?: THREE.Vector2[]
thickness?: number
material?: 'granite' | 'marble' | 'wood' | 'quartz'
edgeProfile?: 'square' | 'rounded' | 'beveled'
}): THREE.Mesh {
const thickness = params.thickness ?? 0.04
const points = params.points ?? [
new THREE.Vector2(-1, -0.6),
new THREE.Vector2(1, -0.6),
new THREE.Vector2(1, 0.6),
new THREE.Vector2(-1, 0.6)
]
// Create shape from points
const shape = new THREE.Shape(points)
// Extrude settings
const extrudeSettings = {
depth: thickness,
bevelEnabled: params.edgeProfile !== 'square',
bevelThickness: params.edgeProfile === 'rounded' ? 0.01 : 0.005,
bevelSize: params.edgeProfile === 'rounded' ? 0.01 : 0.005,
bevelSegments: params.edgeProfile === 'rounded' ? 8 : 2
}
const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings)
// Material based on type
const material = this.getMaterialForType(params.material ?? 'granite')
const countertop = new THREE.Mesh(geometry, material)
countertop.rotation.x = -Math.PI / 2
return countertop
}
/**
* Get material for countertop type
*/
private static getMaterialForType(type: string): THREE.MeshStandardMaterial {
const materials = {
granite: new THREE.MeshStandardMaterial({
color: 0x555555,
roughness: 0.4,
metalness: 0.1
}),
marble: new THREE.MeshStandardMaterial({
color: 0xffffff,
roughness: 0.2,
metalness: 0.1
}),
wood: new THREE.MeshStandardMaterial({
color: 0x8B4513,
roughness: 0.7,
metalness: 0.0
}),
quartz: new THREE.MeshStandardMaterial({
color: 0xE0E0E0,
roughness: 0.1,
metalness: 0.3
})
}
return materials[type as keyof typeof materials] || materials.granite
}
}
/**
* Parametric Object Manager
*/
export class ParametricObjectManager {
private objects: Map<string, ParametricObject> = new Map()
/**
* Register parametric object
*/
register(
id: string,
type: string,
initialParams: Record<string, number>,
updateFunction: (params: Record<string, number>) => THREE.BufferGeometry
): ParametricObject {
const geometry = updateFunction(initialParams)
const obj: ParametricObject = {
id,
type,
parameters: initialParams,
geometry,
updateFunction
}
this.objects.set(id, obj)
return obj
}
/**
* Update parameters
*/
updateParameters(
id: string,
params: Partial<Record<string, number>>
): THREE.BufferGeometry | null {
const obj = this.objects.get(id)
if (!obj) return null
// Update parameters
obj.parameters = { ...obj.parameters, ...params }
// Regenerate geometry
obj.geometry.dispose()
obj.geometry = obj.updateFunction(obj.parameters)
return obj.geometry
}
/**
* Get parametric object
*/
getObject(id: string): ParametricObject | undefined {
return this.objects.get(id)
}
/**
* Remove object
*/
remove(id: string): void {
const obj = this.objects.get(id)
if (obj) {
obj.geometry.dispose()
this.objects.delete(id)
}
}
/**
* Dispose all
*/
dispose(): void {
this.objects.forEach(obj => obj.geometry.dispose())
this.objects.clear()
}
}

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/**
* Advanced GPU Particle System
* High-performance particle effects with GPU acceleration
*/
import * as THREE from 'three'
export interface ParticleSystemConfig {
maxParticles: number
particleSize: number
lifetime: number
emissionRate: number
startColor: THREE.Color
endColor: THREE.Color
startSize: number
endSize: number
velocity: THREE.Vector3
velocityVariation: number
gravity: THREE.Vector3
texture?: THREE.Texture
blending: THREE.Blending
transparent: boolean
}
export interface ParticleEmitter {
position: THREE.Vector3
type: 'point' | 'sphere' | 'box' | 'cone'
radius?: number
size?: THREE.Vector3
angle?: number
direction?: THREE.Vector3
}
/**
* GPU Particle System
*/
export class GPUParticleSystem {
private geometry: THREE.BufferGeometry
private material: THREE.ShaderMaterial
private points: THREE.Points
private config: ParticleSystemConfig
private emitter: ParticleEmitter
private particlePositions: Float32Array
private particleVelocities: Float32Array
private particleLifetimes: Float32Array
private particleAges: Float32Array
private particleSizes: Float32Array
private particleColors: Float32Array
private particleCount: number = 0
private time: number = 0
private emissionAccumulator: number = 0
constructor(config: Partial<ParticleSystemConfig> = {}, emitter: ParticleEmitter) {
this.config = {
maxParticles: 10000,
particleSize: 1.0,
lifetime: 5.0,
emissionRate: 100,
startColor: new THREE.Color(1, 1, 1),
endColor: new THREE.Color(0, 0, 0),
startSize: 1.0,
endSize: 0.1,
velocity: new THREE.Vector3(0, 1, 0),
velocityVariation: 0.5,
gravity: new THREE.Vector3(0, -9.81, 0),
blending: THREE.AdditiveBlending,
transparent: true,
...config
}
this.emitter = emitter
// Create buffers
const maxParticles = this.config.maxParticles
this.particlePositions = new Float32Array(maxParticles * 3)
this.particleVelocities = new Float32Array(maxParticles * 3)
this.particleLifetimes = new Float32Array(maxParticles)
this.particleAges = new Float32Array(maxParticles)
this.particleSizes = new Float32Array(maxParticles)
this.particleColors = new Float32Array(maxParticles * 3)
// Create geometry
this.geometry = new THREE.BufferGeometry()
this.geometry.setAttribute('position', new THREE.BufferAttribute(this.particlePositions, 3))
this.geometry.setAttribute('velocity', new THREE.BufferAttribute(this.particleVelocities, 3))
this.geometry.setAttribute('lifetime', new THREE.BufferAttribute(this.particleLifetimes, 1))
this.geometry.setAttribute('age', new THREE.BufferAttribute(this.particleAges, 1))
this.geometry.setAttribute('size', new THREE.BufferAttribute(this.particleSizes, 1))
this.geometry.setAttribute('color', new THREE.BufferAttribute(this.particleColors, 3))
// Create material
this.material = new THREE.ShaderMaterial({
uniforms: {
pointTexture: { value: config.texture || null },
time: { value: 0 },
startColor: { value: this.config.startColor },
endColor: { value: this.config.endColor },
startSize: { value: this.config.startSize },
endSize: { value: this.config.endSize }
},
vertexShader: `
attribute float age;
attribute float lifetime;
attribute float size;
attribute vec3 color;
uniform float time;
uniform float startSize;
uniform float endSize;
varying vec3 vColor;
varying float vAlpha;
void main() {
vColor = color;
// Calculate life progress (0 to 1)
float lifeProgress = age / lifetime;
// Fade out near end of lifetime
vAlpha = 1.0 - lifeProgress;
// Interpolate size
float currentSize = mix(startSize, endSize, lifeProgress);
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_PointSize = currentSize * (300.0 / -mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform sampler2D pointTexture;
uniform vec3 startColor;
uniform vec3 endColor;
varying vec3 vColor;
varying float vAlpha;
void main() {
// Use texture if provided
vec4 texColor = vec4(1.0);
if (textureSize(pointTexture, 0).x > 0) {
texColor = texture2D(pointTexture, gl_PointCoord);
} else {
// Circular particle
float dist = distance(gl_PointCoord, vec2(0.5));
if (dist > 0.5) discard;
texColor.a = 1.0 - (dist * 2.0);
}
vec3 finalColor = vColor;
gl_FragColor = vec4(finalColor, texColor.a * vAlpha);
}
`,
blending: this.config.blending,
depthWrite: false,
transparent: this.config.transparent,
vertexColors: true
})
this.points = new THREE.Points(this.geometry, this.material)
}
/**
* Emit particles
*/
private emitParticles(count: number): void {
for (let i = 0; i < count; i++) {
if (this.particleCount >= this.config.maxParticles) break
const index = this.particleCount++
const i3 = index * 3
// Set position based on emitter type
const position = this.getEmitterPosition()
this.particlePositions[i3] = position.x
this.particlePositions[i3 + 1] = position.y
this.particlePositions[i3 + 2] = position.z
// Set velocity
const velocity = this.getEmitterVelocity()
this.particleVelocities[i3] = velocity.x
this.particleVelocities[i3 + 1] = velocity.y
this.particleVelocities[i3 + 2] = velocity.z
// Set lifetime
this.particleLifetimes[index] = this.config.lifetime * (0.8 + Math.random() * 0.4)
this.particleAges[index] = 0
// Set size
this.particleSizes[index] = this.config.startSize
// Set color
this.particleColors[i3] = this.config.startColor.r
this.particleColors[i3 + 1] = this.config.startColor.g
this.particleColors[i3 + 2] = this.config.startColor.b
}
}
/**
* Get position from emitter
*/
private getEmitterPosition(): THREE.Vector3 {
const pos = this.emitter.position.clone()
switch (this.emitter.type) {
case 'point':
return pos
case 'sphere':
const r = (this.emitter.radius || 1) * Math.random()
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
pos.x += r * Math.sin(phi) * Math.cos(theta)
pos.y += r * Math.sin(phi) * Math.sin(theta)
pos.z += r * Math.cos(phi)
return pos
case 'box':
const size = this.emitter.size || new THREE.Vector3(1, 1, 1)
pos.x += (Math.random() - 0.5) * size.x
pos.y += (Math.random() - 0.5) * size.y
pos.z += (Math.random() - 0.5) * size.z
return pos
case 'cone':
const angle = (this.emitter.angle || Math.PI / 6) * Math.random()
const rotation = Math.random() * Math.PI * 2
const distance = Math.random()
const direction = this.emitter.direction || new THREE.Vector3(0, 1, 0)
const perpendicular = new THREE.Vector3()
if (Math.abs(direction.y) < 0.9) {
perpendicular.crossVectors(direction, new THREE.Vector3(0, 1, 0))
} else {
perpendicular.crossVectors(direction, new THREE.Vector3(1, 0, 0))
}
perpendicular.normalize()
const offset = new THREE.Vector3()
offset.copy(direction).multiplyScalar(distance)
offset.add(perpendicular.multiplyScalar(Math.tan(angle) * distance))
offset.applyAxisAngle(direction, rotation)
pos.add(offset)
return pos
default:
return pos
}
}
/**
* Get velocity from emitter
*/
private getEmitterVelocity(): THREE.Vector3 {
const vel = this.config.velocity.clone()
const variation = this.config.velocityVariation
vel.x += (Math.random() - 0.5) * variation
vel.y += (Math.random() - 0.5) * variation
vel.z += (Math.random() - 0.5) * variation
return vel
}
/**
* Update particle system
*/
update(deltaTime: number): void {
this.time += deltaTime
this.material.uniforms.time.value = this.time
// Emit new particles
this.emissionAccumulator += this.config.emissionRate * deltaTime
const particlesToEmit = Math.floor(this.emissionAccumulator)
if (particlesToEmit > 0) {
this.emitParticles(particlesToEmit)
this.emissionAccumulator -= particlesToEmit
}
// Update existing particles
let activeCount = 0
for (let i = 0; i < this.particleCount; i++) {
this.particleAges[i] += deltaTime
// Check if particle is dead
if (this.particleAges[i] >= this.particleLifetimes[i]) {
// Swap with last active particle
if (i < this.particleCount - 1) {
this.swapParticles(i, this.particleCount - 1)
}
this.particleCount--
i-- // Recheck this index
continue
}
const i3 = i * 3
// Update velocity (apply gravity)
this.particleVelocities[i3] += this.config.gravity.x * deltaTime
this.particleVelocities[i3 + 1] += this.config.gravity.y * deltaTime
this.particleVelocities[i3 + 2] += this.config.gravity.z * deltaTime
// Update position
this.particlePositions[i3] += this.particleVelocities[i3] * deltaTime
this.particlePositions[i3 + 1] += this.particleVelocities[i3 + 1] * deltaTime
this.particlePositions[i3 + 2] += this.particleVelocities[i3 + 2] * deltaTime
// Update color (interpolate based on lifetime)
const lifeProgress = this.particleAges[i] / this.particleLifetimes[i]
const color = new THREE.Color().lerpColors(
this.config.startColor,
this.config.endColor,
lifeProgress
)
this.particleColors[i3] = color.r
this.particleColors[i3 + 1] = color.g
this.particleColors[i3 + 2] = color.b
activeCount++
}
// Update geometry
this.geometry.attributes.position.needsUpdate = true
this.geometry.attributes.velocity.needsUpdate = true
this.geometry.attributes.age.needsUpdate = true
this.geometry.attributes.color.needsUpdate = true
this.geometry.setDrawRange(0, this.particleCount)
}
/**
* Swap two particles
*/
private swapParticles(a: number, b: number): void {
const a3 = a * 3
const b3 = b * 3
// Swap positions
;[this.particlePositions[a3], this.particlePositions[b3]] = [this.particlePositions[b3], this.particlePositions[a3]]
;[this.particlePositions[a3 + 1], this.particlePositions[b3 + 1]] = [this.particlePositions[b3 + 1], this.particlePositions[a3 + 1]]
;[this.particlePositions[a3 + 2], this.particlePositions[b3 + 2]] = [this.particlePositions[b3 + 2], this.particlePositions[a3 + 2]]
// Swap velocities
;[this.particleVelocities[a3], this.particleVelocities[b3]] = [this.particleVelocities[b3], this.particleVelocities[a3]]
;[this.particleVelocities[a3 + 1], this.particleVelocities[b3 + 1]] = [this.particleVelocities[b3 + 1], this.particleVelocities[a3 + 1]]
;[this.particleVelocities[a3 + 2], this.particleVelocities[b3 + 2]] = [this.particleVelocities[b3 + 2], this.particleVelocities[a3 + 2]]
// Swap lifetimes and ages
;[this.particleLifetimes[a], this.particleLifetimes[b]] = [this.particleLifetimes[b], this.particleLifetimes[a]]
;[this.particleAges[a], this.particleAges[b]] = [this.particleAges[b], this.particleAges[a]]
// Swap sizes
;[this.particleSizes[a], this.particleSizes[b]] = [this.particleSizes[b], this.particleSizes[a]]
// Swap colors
;[this.particleColors[a3], this.particleColors[b3]] = [this.particleColors[b3], this.particleColors[a3]]
;[this.particleColors[a3 + 1], this.particleColors[b3 + 1]] = [this.particleColors[b3 + 1], this.particleColors[a3 + 1]]
;[this.particleColors[a3 + 2], this.particleColors[b3 + 2]] = [this.particleColors[b3 + 2], this.particleColors[a3 + 2]]
}
/**
* Get Points mesh
*/
getMesh(): THREE.Points {
return this.points
}
/**
* Update emitter position
*/
setEmitterPosition(position: THREE.Vector3): void {
this.emitter.position.copy(position)
}
/**
* Set emission rate
*/
setEmissionRate(rate: number): void {
this.config.emissionRate = rate
}
/**
* Burst emit
*/
burst(count: number): void {
this.emitParticles(Math.min(count, this.config.maxParticles - this.particleCount))
}
/**
* Clear all particles
*/
clear(): void {
this.particleCount = 0
this.geometry.setDrawRange(0, 0)
}
/**
* Dispose
*/
dispose(): void {
this.geometry.dispose()
this.material.dispose()
}
}
/**
* Particle Effect Presets
*/
export class ParticleEffects {
/**
* Fire effect
*/
static createFire(position: THREE.Vector3): GPUParticleSystem {
return new GPUParticleSystem(
{
maxParticles: 5000,
lifetime: 2.0,
emissionRate: 200,
startColor: new THREE.Color(1, 0.5, 0),
endColor: new THREE.Color(0.5, 0, 0),
startSize: 0.5,
endSize: 2.0,
velocity: new THREE.Vector3(0, 2, 0),
velocityVariation: 0.5,
gravity: new THREE.Vector3(0, 1, 0),
blending: THREE.AdditiveBlending
},
{
position,
type: 'sphere',
radius: 0.5
}
)
}
/**
* Smoke effect
*/
static createSmoke(position: THREE.Vector3): GPUParticleSystem {
return new GPUParticleSystem(
{
maxParticles: 3000,
lifetime: 5.0,
emissionRate: 50,
startColor: new THREE.Color(0.3, 0.3, 0.3),
endColor: new THREE.Color(0.1, 0.1, 0.1),
startSize: 0.5,
endSize: 3.0,
velocity: new THREE.Vector3(0, 1, 0),
velocityVariation: 0.3,
gravity: new THREE.Vector3(0, 0.5, 0),
blending: THREE.NormalBlending
},
{
position,
type: 'sphere',
radius: 0.3
}
)
}
/**
* Sparkles effect
*/
static createSparkles(position: THREE.Vector3): GPUParticleSystem {
return new GPUParticleSystem(
{
maxParticles: 2000,
lifetime: 1.0,
emissionRate: 100,
startColor: new THREE.Color(1, 1, 0.5),
endColor: new THREE.Color(1, 0.5, 0),
startSize: 0.2,
endSize: 0.1,
velocity: new THREE.Vector3(0, 0, 0),
velocityVariation: 2.0,
gravity: new THREE.Vector3(0, -5, 0),
blending: THREE.AdditiveBlending
},
{
position,
type: 'sphere',
radius: 0.5
}
)
}
/**
* Rain effect
*/
static createRain(position: THREE.Vector3, area: THREE.Vector3): GPUParticleSystem {
return new GPUParticleSystem(
{
maxParticles: 10000,
lifetime: 2.0,
emissionRate: 1000,
startColor: new THREE.Color(0.5, 0.5, 1),
endColor: new THREE.Color(0.3, 0.3, 0.6),
startSize: 0.05,
endSize: 0.05,
velocity: new THREE.Vector3(0, -10, 0),
velocityVariation: 0.1,
gravity: new THREE.Vector3(0, -20, 0),
blending: THREE.NormalBlending
},
{
position,
type: 'box',
size: area
}
)
}
/**
* Snow effect
*/
static createSnow(position: THREE.Vector3, area: THREE.Vector3): GPUParticleSystem {
return new GPUParticleSystem(
{
maxParticles: 5000,
lifetime: 10.0,
emissionRate: 100,
startColor: new THREE.Color(1, 1, 1),
endColor: new THREE.Color(0.9, 0.9, 0.9),
startSize: 0.1,
endSize: 0.1,
velocity: new THREE.Vector3(0, -1, 0),
velocityVariation: 0.5,
gravity: new THREE.Vector3(0, -0.5, 0),
blending: THREE.NormalBlending
},
{
position,
type: 'box',
size: area
}
)
}
/**
* Explosion effect
*/
static createExplosion(position: THREE.Vector3): GPUParticleSystem {
const system = new GPUParticleSystem(
{
maxParticles: 1000,
lifetime: 2.0,
emissionRate: 0, // Burst only
startColor: new THREE.Color(1, 0.5, 0),
endColor: new THREE.Color(0.2, 0, 0),
startSize: 1.0,
endSize: 0.1,
velocity: new THREE.Vector3(0, 0, 0),
velocityVariation: 5.0,
gravity: new THREE.Vector3(0, -9.81, 0),
blending: THREE.AdditiveBlending
},
{
position,
type: 'point'
}
)
// Burst emit
system.burst(1000)
return system
}
}

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/**
* Performance Monitoring
*/
import * as THREE from 'three'
export interface PerformanceMetrics {
fps: number
frameTime: number
drawCalls: number
triangles: number
geometries: number
textures: number
programs: number
memory: {
geometries: number
textures: number
total: number
}
renderTime: number
gpuTime: number
}
export class PerformanceMonitor {
private static instance: PerformanceMonitor
private metrics: PerformanceMetrics = {
fps: 60,
frameTime: 16.67,
drawCalls: 0,
triangles: 0,
geometries: 0,
textures: 0,
programs: 0,
memory: { geometries: 0, textures: 0, total: 0 },
renderTime: 0,
gpuTime: 0
}
private fpsHistory: number[] = []
private lastTime: number = performance.now()
private frames: number = 0
private callbacks: Set<(metrics: PerformanceMetrics) => void> = new Set()
private constructor() {
setInterval(() => {
this.updateMetrics()
this.notifyCallbacks()
}, 1000)
}
static getInstance(): PerformanceMonitor {
if (!PerformanceMonitor.instance) {
PerformanceMonitor.instance = new PerformanceMonitor()
}
return PerformanceMonitor.instance
}
private updateMetrics(): void {
const currentTime = performance.now()
const deltaTime = currentTime - this.lastTime
if (deltaTime >= 1000) {
this.metrics.fps = Math.round((this.frames * 1000) / deltaTime)
this.metrics.frameTime = deltaTime / this.frames
this.fpsHistory.push(this.metrics.fps)
if (this.fpsHistory.length > 60) this.fpsHistory.shift()
this.frames = 0
this.lastTime = currentTime
}
}
updateRendererMetrics(renderer: THREE.WebGLRenderer): void {
const info = renderer.info
this.metrics.drawCalls = info.render.calls
this.metrics.triangles = info.render.triangles
this.metrics.geometries = info.memory.geometries
this.metrics.textures = info.memory.textures
this.metrics.programs = info.programs?.length || 0
this.frames++
}
getMetrics(): PerformanceMetrics {
return { ...this.metrics }
}
getAverageFPS(): number {
if (this.fpsHistory.length === 0) return 0
return this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length
}
getFPSVariance(): number {
if (this.fpsHistory.length === 0) return 0
const avg = this.getAverageFPS()
const variance = this.fpsHistory.reduce((sum, fps) => sum + Math.pow(fps - avg, 2), 0) / this.fpsHistory.length
return Math.sqrt(variance)
}
getPerformanceGrade(): 'A' | 'B' | 'C' | 'D' | 'F' {
const avgFPS = this.getAverageFPS()
if (avgFPS >= 60) return 'A'
if (avgFPS >= 45) return 'B'
if (avgFPS >= 30) return 'C'
if (avgFPS >= 20) return 'D'
return 'F'
}
generateReport() {
return {
grade: this.getPerformanceGrade(),
avgFPS: this.getAverageFPS(),
variance: this.getFPSVariance(),
recommendations: []
}
}
subscribe(callback: (metrics: PerformanceMetrics) => void): () => void {
this.callbacks.add(callback)
return () => this.callbacks.delete(callback)
}
private notifyCallbacks(): void {
this.callbacks.forEach(cb => cb(this.metrics))
}
reset(): void {
this.fpsHistory = []
this.frames = 0
this.lastTime = performance.now()
}
getCurrentPreset() {
return {
name: this.metrics.fps >= 60 ? 'ultra' : this.metrics.fps >= 45 ? 'high' : this.metrics.fps >= 30 ? 'medium' : 'low',
minFPS: this.metrics.fps
}
}
}

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/**
* Physics Engine
*/
import * as THREE from 'three'
export interface PhysicsBodyConfig {
type: 'static' | 'dynamic' | 'kinematic'
shape: 'box' | 'sphere'
mass?: number
friction?: number
restitution?: number
dimensions?: { width: number; height: number; depth: number }
}
export class PhysicsBody {
public velocity: THREE.Vector3 = new THREE.Vector3()
constructor(
public id: string,
public config: PhysicsBodyConfig,
public mesh: THREE.Object3D
) {}
applyForce(force: THREE.Vector3): void {
if (this.config.type === 'dynamic') {
this.velocity.add(force.divideScalar(this.config.mass || 1))
}
}
setVelocity(x: number, y: number, z: number): void {
this.velocity.set(x, y, z)
}
update(deltaTime: number): void {
if (this.config.type === 'dynamic') {
this.mesh.position.add(this.velocity.clone().multiplyScalar(deltaTime))
this.velocity.multiplyScalar(0.99) // Damping
}
}
}
export class PhysicsEngine {
private static instance: PhysicsEngine
private bodies: Map<string, PhysicsBody> = new Map()
private gravity: THREE.Vector3 = new THREE.Vector3(0, -9.81, 0)
private enabled: boolean = false
private callbacks: Map<string, (event: any) => void> = new Map()
private constructor() {}
static getInstance(): PhysicsEngine {
if (!PhysicsEngine.instance) {
PhysicsEngine.instance = new PhysicsEngine()
}
return PhysicsEngine.instance
}
addBody(id: string, config: PhysicsBodyConfig, mesh: THREE.Object3D): PhysicsBody {
const body = new PhysicsBody(id, config, mesh)
this.bodies.set(id, body)
return body
}
removeBody(id: string): void {
this.bodies.delete(id)
}
setGravity(x: number, y: number, z: number): void {
this.gravity.set(x, y, z)
}
setEnabled(enabled: boolean): void {
this.enabled = enabled
}
onCollision(id: string, callback: (event: any) => void): void {
this.callbacks.set(id, callback)
}
update(deltaTime: number): void {
if (!this.enabled) return
this.bodies.forEach((body) => {
if (body.config.type === 'dynamic') {
body.applyForce(this.gravity.clone().multiplyScalar(body.config.mass || 1))
body.update(deltaTime)
}
})
}
dispose(): void {
this.bodies.clear()
this.callbacks.clear()
}
}

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/**
* Procedural Geometry Generator
* Generate complex geometries algorithmically
*/
import * as THREE from 'three'
/**
* Procedural Geometry Builder
*/
export class ProceduralGeometryBuilder {
/**
* Generate terrain from heightmap
*/
static generateTerrain(
width: number,
depth: number,
segments: number,
heightFunction: (x: number, z: number) => number
): THREE.BufferGeometry {
const geometry = new THREE.PlaneGeometry(width, depth, segments, segments)
const positionAttribute = geometry.attributes.position
for (let i = 0; i < positionAttribute.count; i++) {
const x = positionAttribute.getX(i)
const z = positionAttribute.getY(i)
const y = heightFunction(x, z)
positionAttribute.setZ(i, y)
}
positionAttribute.needsUpdate = true
geometry.computeVertexNormals()
return geometry
}
/**
* Generate tree (fractal branching)
*/
static generateTree(config: {
trunkHeight?: number
trunkRadius?: number
branches?: number
branchLevels?: number
leafDensity?: number
} = {}): THREE.Group {
const trunkHeight = config.trunkHeight ?? 3
const trunkRadius = config.trunkRadius ?? 0.1
const branches = config.branches ?? 5
const branchLevels = config.branchLevels ?? 3
const tree = new THREE.Group()
// Create trunk
const trunk = new THREE.Mesh(
new THREE.CylinderGeometry(trunkRadius, trunkRadius * 1.2, trunkHeight, 8),
new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 })
)
trunk.position.y = trunkHeight / 2
tree.add(trunk)
// Generate branches recursively
this.addBranches(
tree,
new THREE.Vector3(0, trunkHeight, 0),
trunkRadius * 0.7,
trunkHeight * 0.6,
branches,
branchLevels
)
return tree
}
/**
* Add branches recursively
*/
private static addBranches(
parent: THREE.Group,
position: THREE.Vector3,
radius: number,
length: number,
branchCount: number,
levelsRemaining: number
): void {
if (levelsRemaining <= 0 || radius < 0.02) return
for (let i = 0; i < branchCount; i++) {
const angle = (i / branchCount) * Math.PI * 2
const elevation = Math.PI / 4 + (Math.random() - 0.5) * 0.5
const direction = new THREE.Vector3(
Math.sin(elevation) * Math.cos(angle),
Math.cos(elevation),
Math.sin(elevation) * Math.sin(angle)
)
const branchGeometry = new THREE.CylinderGeometry(
radius * 0.7,
radius,
length,
6
)
const branch = new THREE.Mesh(
branchGeometry,
new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 })
)
branch.position.copy(position)
const midpoint = direction.clone().multiplyScalar(length / 2)
branch.position.add(midpoint)
// Orient branch
branch.quaternion.setFromUnitVectors(
new THREE.Vector3(0, 1, 0),
direction
)
parent.add(branch)
// Recursive branching
const branchEnd = position.clone().add(direction.multiplyScalar(length))
this.addBranches(
parent,
branchEnd,
radius * 0.7,
length * 0.75,
Math.max(2, branchCount - 1),
levelsRemaining - 1
)
}
}
/**
* Generate building
*/
static generateBuilding(config: {
width?: number
length?: number
height?: number
floors?: number
windowSpacing?: number
} = {}): THREE.Group {
const width = config.width ?? 5
const length = config.length ?? 5
const height = config.height ?? 10
const floors = config.floors ?? 3
const windowSpacing = config.windowSpacing ?? 1
const building = new THREE.Group()
// Main structure
const structure = new THREE.Mesh(
new THREE.BoxGeometry(width, height, length),
new THREE.MeshStandardMaterial({ color: 0xCCCCCC, roughness: 0.8 })
)
structure.position.y = height / 2
building.add(structure)
// Windows
const floorHeight = height / floors
const windowSize = 0.8
for (let floor = 0; floor < floors; floor++) {
const y = floorHeight * floor + floorHeight / 2
// Front and back windows
for (let x = -width / 2 + windowSpacing; x < width / 2; x += windowSpacing) {
this.addWindow(building, new THREE.Vector3(x, y, length / 2), windowSize)
this.addWindow(building, new THREE.Vector3(x, y, -length / 2), windowSize)
}
// Side windows
for (let z = -length / 2 + windowSpacing; z < length / 2; z += windowSpacing) {
this.addWindow(building, new THREE.Vector3(width / 2, y, z), windowSize)
this.addWindow(building, new THREE.Vector3(-width / 2, y, z), windowSize)
}
}
return building
}
/**
* Add window to building
*/
private static addWindow(
building: THREE.Group,
position: THREE.Vector3,
size: number
): void {
const window = new THREE.Mesh(
new THREE.PlaneGeometry(size, size),
new THREE.MeshPhysicalMaterial({
color: 0x8899BB,
roughness: 0.0,
metalness: 0.0,
transmission: 0.9,
ior: 1.5
})
)
window.position.copy(position)
// Orient window
if (Math.abs(position.z) > Math.abs(position.x)) {
window.rotation.y = 0
} else {
window.rotation.y = Math.PI / 2
}
building.add(window)
}
/**
* Generate road network
*/
static generateRoad(
path: THREE.Curve<THREE.Vector3>,
width: number = 4,
segments: number = 100
): THREE.Mesh {
const points = path.getPoints(segments)
const vertices: number[] = []
const indices: number[] = []
const uvs: number[] = []
for (let i = 0; i < points.length; i++) {
const point = points[i]
const tangent = path.getTangent(i / segments)
const perpendicular = new THREE.Vector3(-tangent.z, 0, tangent.x).normalize()
const left = point.clone().add(perpendicular.clone().multiplyScalar(width / 2))
const right = point.clone().add(perpendicular.clone().multiplyScalar(-width / 2))
vertices.push(left.x, left.y, left.z)
vertices.push(right.x, right.y, right.z)
uvs.push(0, i / segments)
uvs.push(1, i / segments)
if (i < points.length - 1) {
const base = i * 2
indices.push(base, base + 1, base + 2)
indices.push(base + 1, base + 3, base + 2)
}
}
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
geometry.setIndex(indices)
geometry.computeVertexNormals()
const material = new THREE.MeshStandardMaterial({
color: 0x333333,
roughness: 0.9,
metalness: 0.0
})
return new THREE.Mesh(geometry, material)
}
/**
* Generate rock (deformed sphere)
*/
static generateRock(
size: number = 1,
detail: number = 2,
randomness: number = 0.3
): THREE.Mesh {
const geometry = new THREE.IcosahedronGeometry(size, detail)
const positionAttribute = geometry.attributes.position
for (let i = 0; i < positionAttribute.count; i++) {
const vertex = new THREE.Vector3(
positionAttribute.getX(i),
positionAttribute.getY(i),
positionAttribute.getZ(i)
)
const length = vertex.length()
const noise = (Math.random() - 0.5) * randomness
const newLength = length + noise
vertex.normalize().multiplyScalar(newLength)
positionAttribute.setXYZ(i, vertex.x, vertex.y, vertex.z)
}
positionAttribute.needsUpdate = true
geometry.computeVertexNormals()
const material = new THREE.MeshStandardMaterial({
color: 0x888888,
roughness: 0.9,
metalness: 0.0
})
return new THREE.Mesh(geometry, material)
}
/**
* Generate crystal
*/
static generateCrystal(
size: number = 1,
sides: number = 6,
height: number = 2
): THREE.Mesh {
const points: THREE.Vector3[] = []
// Bottom points
for (let i = 0; i < sides; i++) {
const angle = (i / sides) * Math.PI * 2
points.push(new THREE.Vector3(
Math.cos(angle) * size,
0,
Math.sin(angle) * size
))
}
// Top point
points.push(new THREE.Vector3(0, height, 0))
// Create faces
const vertices: number[] = []
const indices: number[] = []
// Add all points
points.forEach(p => vertices.push(p.x, p.y, p.z))
// Create triangles
const topIndex = sides
for (let i = 0; i < sides; i++) {
const next = (i + 1) % sides
indices.push(i, next, topIndex)
// Bottom cap
indices.push(i, next, 0)
}
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))
geometry.setIndex(indices)
geometry.computeVertexNormals()
const material = new THREE.MeshPhysicalMaterial({
color: 0x88CCFF,
roughness: 0.0,
metalness: 0.0,
transmission: 0.9,
ior: 2.4,
thickness: 0.5
})
return new THREE.Mesh(geometry, material)
}
}

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/**
* Custom Render Passes System
* Multi-pass rendering with custom shaders
*/
import * as THREE from 'three'
export interface RenderPass {
name: string
enabled: boolean
renderTarget?: THREE.WebGLRenderTarget
material?: THREE.ShaderMaterial
uniforms?: Record<string, THREE.IUniform>
}
/**
* Multi-Pass Renderer
*/
export class MultiPassRenderer {
private renderer: THREE.WebGLRenderer
private scene: THREE.Scene
private camera: THREE.Camera
private passes: Map<string, RenderPass> = new Map()
private renderTargets: Map<string, THREE.WebGLRenderTarget> = new Map()
constructor(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera) {
this.renderer = renderer
this.scene = scene
this.camera = camera
}
/**
* Add render pass
*/
addPass(pass: RenderPass): void {
if (!pass.renderTarget) {
pass.renderTarget = new THREE.WebGLRenderTarget(
this.renderer.domElement.width,
this.renderer.domElement.height
)
}
this.passes.set(pass.name, pass)
if (pass.renderTarget) {
this.renderTargets.set(pass.name, pass.renderTarget)
}
}
/**
* Remove pass
*/
removePass(name: string): void {
const pass = this.passes.get(name)
if (pass?.renderTarget) {
pass.renderTarget.dispose()
}
this.passes.delete(name)
this.renderTargets.delete(name)
}
/**
* Render all passes
*/
render(): void {
this.passes.forEach((pass, name) => {
if (!pass.enabled) return
if (pass.renderTarget && pass.material) {
// Render with custom material
this.renderQuad(pass.material, pass.renderTarget)
} else if (pass.renderTarget) {
// Standard render to target
this.renderer.setRenderTarget(pass.renderTarget)
this.renderer.render(this.scene, this.camera)
}
})
// Final render to screen
this.renderer.setRenderTarget(null)
}
/**
* Render fullscreen quad
*/
private renderQuad(material: THREE.ShaderMaterial, target: THREE.WebGLRenderTarget): void {
const quad = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2),
material
)
const quadScene = new THREE.Scene()
quadScene.add(quad)
const quadCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)
this.renderer.setRenderTarget(target)
this.renderer.render(quadScene, quadCamera)
this.renderer.setRenderTarget(null)
quad.geometry.dispose()
}
/**
* Get render target texture
*/
getTexture(passName: string): THREE.Texture | null {
return this.renderTargets.get(passName)?.texture || null
}
/**
* Enable/disable pass
*/
setPassEnabled(name: string, enabled: boolean): void {
const pass = this.passes.get(name)
if (pass) {
pass.enabled = enabled
}
}
/**
* Resize render targets
*/
setSize(width: number, height: number): void {
this.renderTargets.forEach((target) => {
target.setSize(width, height)
})
}
/**
* Dispose all passes
*/
dispose(): void {
this.renderTargets.forEach((target) => target.dispose())
this.passes.forEach((pass) => pass.material?.dispose())
this.passes.clear()
this.renderTargets.clear()
}
}
/**
* Outline Pass
*/
export function createOutlinePass(color: THREE.Color = new THREE.Color(0x00ff00), thickness: number = 1): RenderPass {
return {
name: 'outline',
enabled: true,
material: new THREE.ShaderMaterial({
uniforms: {
tDiffuse: { value: null },
resolution: { value: new THREE.Vector2() },
outlineColor: { value: color },
thickness: { value: thickness }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform vec2 resolution;
uniform vec3 outlineColor;
uniform float thickness;
varying vec2 vUv;
void main() {
vec4 texel = texture2D(tDiffuse, vUv);
// Sobel edge detection
vec2 texelSize = 1.0 / resolution;
float edge = 0.0;
for (float y = -1.0; y <= 1.0; y += 1.0) {
for (float x = -1.0; x <= 1.0; x += 1.0) {
vec2 offset = vec2(x, y) * texelSize * thickness;
vec4 sample = texture2D(tDiffuse, vUv + offset);
edge += distance(sample.rgb, texel.rgb);
}
}
edge = smoothstep(0.5, 1.0, edge);
vec3 finalColor = mix(texel.rgb, outlineColor, edge);
gl_FragColor = vec4(finalColor, texel.a);
}
`
})
}
}
/**
* Depth of Field Pass
*/
export function createDOFPass(focusDistance: number = 5, aperture: number = 0.025): RenderPass {
return {
name: 'dof',
enabled: true,
material: new THREE.ShaderMaterial({
uniforms: {
tDiffuse: { value: null },
tDepth: { value: null },
focus: { value: focusDistance },
aperture: { value: aperture },
maxBlur: { value: 1.0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform sampler2D tDepth;
uniform float focus;
uniform float aperture;
uniform float maxBlur;
varying vec2 vUv;
void main() {
float depth = texture2D(tDepth, vUv).r;
float blur = clamp(abs(depth - focus) * aperture, 0.0, maxBlur);
vec4 color = vec4(0.0);
float total = 0.0;
for (float x = -4.0; x <= 4.0; x += 1.0) {
for (float y = -4.0; y <= 4.0; y += 1.0) {
vec2 offset = vec2(x, y) * blur / 100.0;
color += texture2D(tDiffuse, vUv + offset);
total += 1.0;
}
}
gl_FragColor = color / total;
}
`
})
}
}

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/** This file is a placeholder for the scene manager. */
import * as THREE from 'three'
export class SceneManager {
private static instance: SceneManager | null = null
private scene: THREE.Scene
private camera: THREE.Camera
private renderer: THREE.WebGLRenderer
private viewport: THREE.Vector2
private size: THREE.Vector2
private events: THREE.EventDispatcher
private xr: THREE.WebXRManager
private constructor( scene: THREE.Scene, camera: THREE.Camera, renderer: THREE.WebGLRenderer, viewport: THREE.Vector2, size: THREE.Vector2, events: THREE.EventDispatcher, xr: THREE.WebXRManager ) {
this.scene = scene
this.camera = camera
this.renderer = renderer
this.viewport = viewport
this.size = size
this.events = events
this.xr = xr
}
public static getInstance( scene: THREE.Scene, camera: THREE.Camera, renderer: THREE.WebGLRenderer, viewport: THREE.Vector2, size: THREE.Vector2, events: THREE.EventDispatcher, xr: THREE.WebXRManager ): SceneManager {
if (!SceneManager.instance) {
SceneManager.instance = new SceneManager( scene, camera, renderer, viewport, size, events, xr ) as SceneManager
} else {
SceneManager.instance.dispose()
}
return SceneManager.instance
}
public getEvents(): THREE.EventDispatcher {
return this.events
}
public getXR(): THREE.WebXRManager {
return this.xr
}
public dispose(): void {
this.scene = null as unknown as THREE.Scene
this.camera = null as unknown as THREE.Camera
this.renderer = null as unknown as THREE.WebGLRenderer
this.viewport = null as unknown as THREE.Vector2
this.size = null as unknown as THREE.Vector2
this.events = null as unknown as THREE.EventDispatcher
this.xr = null as unknown as THREE.WebXRManager
}
}

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/**
* Scene Graph Optimization
* Spatial partitioning, frustum culling, and advanced scene management
*/
import * as THREE from 'three'
/**
* Octree for spatial partitioning
*/
export class Octree {
private bounds: THREE.Box3
private maxDepth: number
private maxObjects: number
private objects: Array<{ object: THREE.Object3D; bounds: THREE.Box3 }> = []
private children: Octree[] = []
private depth: number
private divided: boolean = false
constructor(
bounds: THREE.Box3,
maxDepth: number = 8,
maxObjects: number = 8,
depth: number = 0
) {
this.bounds = bounds
this.maxDepth = maxDepth
this.maxObjects = maxObjects
this.depth = depth
}
/**
* Insert object into octree
*/
insert(object: THREE.Object3D): boolean {
const objectBounds = new THREE.Box3().setFromObject(object)
// Check if object fits in this node
if (!this.bounds.containsBox(objectBounds)) {
return false
}
// If we have space and aren't at max depth, add directly
if (this.objects.length < this.maxObjects || this.depth >= this.maxDepth) {
this.objects.push({ object, bounds: objectBounds })
return true
}
// Subdivide if not already divided
if (!this.divided) {
this.subdivide()
}
// Try to insert into children
for (const child of this.children) {
if (child.insert(object)) {
return true
}
}
// If no child accepted it, keep it here
this.objects.push({ object, bounds: objectBounds })
return true
}
/**
* Subdivide octree node
*/
private subdivide(): void {
const center = new THREE.Vector3()
this.bounds.getCenter(center)
const min = this.bounds.min
const max = this.bounds.max
// Create 8 octants
const octants = [
new THREE.Box3(new THREE.Vector3(min.x, min.y, min.z), new THREE.Vector3(center.x, center.y, center.z)),
new THREE.Box3(new THREE.Vector3(center.x, min.y, min.z), new THREE.Vector3(max.x, center.y, center.z)),
new THREE.Box3(new THREE.Vector3(min.x, center.y, min.z), new THREE.Vector3(center.x, max.y, center.z)),
new THREE.Box3(new THREE.Vector3(center.x, center.y, min.z), new THREE.Vector3(max.x, max.y, center.z)),
new THREE.Box3(new THREE.Vector3(min.x, min.y, center.z), new THREE.Vector3(center.x, center.y, max.z)),
new THREE.Box3(new THREE.Vector3(center.x, min.y, center.z), new THREE.Vector3(max.x, center.y, max.z)),
new THREE.Box3(new THREE.Vector3(min.x, center.y, center.z), new THREE.Vector3(center.x, max.y, max.z)),
new THREE.Box3(new THREE.Vector3(center.x, center.y, center.z), new THREE.Vector3(max.x, max.y, max.z))
]
this.children = octants.map(
(bounds) => new Octree(bounds, this.maxDepth, this.maxObjects, this.depth + 1)
)
this.divided = true
}
/**
* Query objects intersecting frustum
*/
queryFrustum(frustum: THREE.Frustum): THREE.Object3D[] {
const results: THREE.Object3D[] = []
// Check if this node intersects frustum
if (!frustum.intersectsBox(this.bounds)) {
return results
}
// Add objects from this node
this.objects.forEach(({ object, bounds }) => {
if (frustum.intersectsBox(bounds)) {
results.push(object)
}
})
// Query children
if (this.divided) {
this.children.forEach((child) => {
results.push(...child.queryFrustum(frustum))
})
}
return results
}
/**
* Query objects in sphere
*/
querySphere(center: THREE.Vector3, radius: number): THREE.Object3D[] {
const results: THREE.Object3D[] = []
const sphere = new THREE.Sphere(center, radius)
// Check if this node intersects sphere
if (!sphere.intersectsBox(this.bounds)) {
return results
}
// Check objects in this node
this.objects.forEach(({ object, bounds }) => {
if (sphere.intersectsBox(bounds)) {
results.push(object)
}
})
// Query children
if (this.divided) {
this.children.forEach((child) => {
results.push(...child.querySphere(center, radius))
})
}
return results
}
/**
* Clear octree
*/
clear(): void {
this.objects = []
this.children = []
this.divided = false
}
/**
* Get statistics
*/
getStats(): {
totalNodes: number
totalObjects: number
maxDepth: number
} {
let totalNodes = 1
let totalObjects = this.objects.length
let maxDepth = this.depth
if (this.divided) {
this.children.forEach((child) => {
const childStats = child.getStats()
totalNodes += childStats.totalNodes
totalObjects += childStats.totalObjects
maxDepth = Math.max(maxDepth, childStats.maxDepth)
})
}
return { totalNodes, totalObjects, maxDepth }
}
}
/**
* Scene Graph Optimizer
*/
export class SceneGraphOptimizer {
private scene: THREE.Scene
private octree: Octree
private frustum: THREE.Frustum = new THREE.Frustum()
private projectionMatrix: THREE.Matrix4 = new THREE.Matrix4()
private frustumCullingEnabled: boolean = true
private distanceCullingEnabled: boolean = true
private distanceCullingRange: number = 100
constructor(scene: THREE.Scene, bounds?: THREE.Box3) {
this.scene = scene
// Create octree from scene bounds
const sceneBounds = bounds || this.calculateSceneBounds()
this.octree = new Octree(sceneBounds, 8, 10)
this.buildOctree()
}
/**
* Calculate scene bounds
*/
private calculateSceneBounds(): THREE.Box3 {
const bounds = new THREE.Box3()
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
const objectBounds = new THREE.Box3().setFromObject(object)
bounds.union(objectBounds)
}
})
// Add padding
const size = new THREE.Vector3()
bounds.getSize(size)
bounds.expandByVector(size.multiplyScalar(0.1))
return bounds
}
/**
* Build octree from scene
*/
buildOctree(): void {
this.octree.clear()
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh && object.parent) {
this.octree.insert(object)
}
})
}
/**
* Rebuild octree (call when scene changes)
*/
rebuild(): void {
this.buildOctree()
}
/**
* Optimize scene for rendering
*/
optimize(camera: THREE.Camera): {
visible: number
culled: number
total: number
} {
let visible = 0
let culled = 0
let total = 0
// Update frustum
this.projectionMatrix.multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse
)
this.frustum.setFromProjectionMatrix(this.projectionMatrix)
// Frustum culling using octree
if (this.frustumCullingEnabled) {
const visibleObjects = this.octree.queryFrustum(this.frustum)
this.scene.traverse((object) => {
if (object instanceof THREE.Mesh) {
total++
const isVisible = visibleObjects.includes(object)
if (isVisible && this.distanceCullingEnabled) {
const distance = object.position.distanceTo(camera.position)
object.visible = distance < this.distanceCullingRange
} else {
object.visible = isVisible
}
if (object.visible) {
visible++
} else {
culled++
}
}
})
}
return { visible, culled, total }
}
/**
* Enable/disable frustum culling
*/
setFrustumCulling(enabled: boolean): void {
this.frustumCullingEnabled = enabled
}
/**
* Enable/disable distance culling
*/
setDistanceCulling(enabled: boolean, range?: number): void {
this.distanceCullingEnabled = enabled
if (range !== undefined) {
this.distanceCullingRange = range
}
}
/**
* Query objects near position
*/
queryNearby(position: THREE.Vector3, radius: number): THREE.Object3D[] {
return this.octree.querySphere(position, radius)
}
/**
* Get octree statistics
*/
getStats() {
return this.octree.getStats()
}
}

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/**
* Screen Space Rendering Techniques
* Subsurface Scattering, Reflections, and Advanced Screen Space Effects
*/
import * as THREE from 'three'
/**
* Screen Space Subsurface Scattering (SSSSS)
* Simulates light penetration through translucent materials
*/
export const SubsurfaceScatteringShader = {
uniforms: {
tDiffuse: { value: null },
tDepth: { value: null },
tNormal: { value: null },
resolution: { value: new THREE.Vector2() },
scatteringRadius: { value: 0.012 },
scatteringStrength: { value: 0.48 },
scatteringColor: { value: new THREE.Color(1, 0.5, 0.5) },
translucency: { value: 0.5 },
distortion: { value: 0.1 },
ambient: { value: 0.2 },
thickness: { value: 0.5 },
cameraNear: { value: 0.1 },
cameraFar: { value: 100.0 },
lightDirection: { value: new THREE.Vector3(1, 1, 1).normalize() }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform sampler2D tDepth;
uniform sampler2D tNormal;
uniform vec2 resolution;
uniform float scatteringRadius;
uniform float scatteringStrength;
uniform vec3 scatteringColor;
uniform float translucency;
uniform float distortion;
uniform float ambient;
uniform float thickness;
uniform float cameraNear;
uniform float cameraFar;
uniform vec3 lightDirection;
varying vec2 vUv;
float readDepth(vec2 coord) {
float fragCoordZ = texture2D(tDepth, coord).x;
float viewZ = (cameraNear * cameraFar) / ((cameraFar - cameraNear) * fragCoordZ - cameraFar);
return viewZ;
}
vec3 readNormal(vec2 coord) {
return texture2D(tNormal, coord).xyz * 2.0 - 1.0;
}
// Gaussian blur for subsurface scattering
vec3 gaussianBlur(sampler2D tex, vec2 uv, vec2 direction, float radius) {
vec3 result = vec3(0.0);
float totalWeight = 0.0;
const int samples = 9;
for (int i = -samples; i <= samples; i++) {
float weight = exp(-float(i * i) / (2.0 * radius * radius));
vec2 offset = direction * float(i) * scatteringRadius / resolution;
result += texture2D(tex, uv + offset).rgb * weight;
totalWeight += weight;
}
return result / totalWeight;
}
void main() {
vec4 diffuse = texture2D(tDiffuse, vUv);
float depth = readDepth(vUv);
vec3 normal = readNormal(vUv);
// Calculate subsurface scattering
vec3 blurredH = gaussianBlur(tDiffuse, vUv, vec2(1.0, 0.0), scatteringRadius);
vec3 blurredV = gaussianBlur(tDiffuse, vUv, vec2(0.0, 1.0), scatteringRadius);
vec3 blurred = (blurredH + blurredV) * 0.5;
// Light direction influence
float NdotL = max(dot(normal, lightDirection), 0.0);
float backlight = max(dot(normal, -lightDirection), 0.0);
// Translucency effect
float translucencyEffect = pow(backlight + distortion, thickness) * translucency;
// Mix scattered light
vec3 scattering = blurred * scatteringColor * scatteringStrength;
vec3 finalColor = mix(diffuse.rgb, diffuse.rgb + scattering, translucencyEffect);
// Add ambient
finalColor += diffuse.rgb * ambient;
gl_FragColor = vec4(finalColor, diffuse.a);
}
`
}
/**
* Screen Space Reflections with Ray Marching
*/
export const ScreenSpaceReflectionsShader = {
uniforms: {
tDiffuse: { value: null },
tDepth: { value: null },
tNormal: { value: null },
tMetalness: { value: null },
tRoughness: { value: null },
resolution: { value: new THREE.Vector2() },
maxSteps: { value: 64 },
maxDistance: { value: 100.0 },
binarySearchIterations: { value: 5 },
stride: { value: 1.0 },
thickness: { value: 0.5 },
falloff: { value: 0.2 },
jitter: { value: 1.0 },
cameraNear: { value: 0.1 },
cameraFar: { value: 100.0 },
projectionMatrix: { value: new THREE.Matrix4() },
inverseProjectionMatrix: { value: new THREE.Matrix4() }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform sampler2D tDepth;
uniform sampler2D tNormal;
uniform sampler2D tMetalness;
uniform sampler2D tRoughness;
uniform vec2 resolution;
uniform int maxSteps;
uniform float maxDistance;
uniform int binarySearchIterations;
uniform float stride;
uniform float thickness;
uniform float falloff;
uniform float jitter;
uniform float cameraNear;
uniform float cameraFar;
uniform mat4 projectionMatrix;
uniform mat4 inverseProjectionMatrix;
varying vec2 vUv;
float readDepth(vec2 coord) {
return texture2D(tDepth, coord).x;
}
vec3 readNormal(vec2 coord) {
return texture2D(tNormal, coord).xyz * 2.0 - 1.0;
}
vec3 getViewPosition(vec2 screenPosition, float depth) {
vec4 clipSpacePosition = vec4(screenPosition * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
vec4 viewSpacePosition = inverseProjectionMatrix * clipSpacePosition;
return viewSpacePosition.xyz / viewSpacePosition.w;
}
vec2 viewPositionToScreenSpace(vec3 viewPosition) {
vec4 clipSpace = projectionMatrix * vec4(viewPosition, 1.0);
vec2 screenSpace = (clipSpace.xy / clipSpace.w) * 0.5 + 0.5;
return screenSpace;
}
// Hash function for jittering
float hash(vec2 p) {
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}
vec4 raymarch(vec3 viewPos, vec3 reflectDir) {
float stepSize = stride / float(maxSteps);
vec3 rayStep = reflectDir * stepSize;
vec3 currentPos = viewPos;
// Add jitter to reduce banding
float jitterOffset = (hash(vUv * resolution) - 0.5) * jitter;
currentPos += rayStep * jitterOffset;
for (int i = 0; i < 200; i++) {
if (i >= maxSteps) break;
currentPos += rayStep;
// Project to screen space
vec2 screenPos = viewPositionToScreenSpace(currentPos);
// Check if outside screen
if (screenPos.x < 0.0 || screenPos.x > 1.0 || screenPos.y < 0.0 || screenPos.y > 1.0) {
return vec4(0.0);
}
// Sample depth at current screen position
float sampledDepth = readDepth(screenPos);
vec3 sampledViewPos = getViewPosition(screenPos, sampledDepth);
// Check if ray intersects with scene
float depthDifference = currentPos.z - sampledViewPos.z;
if (depthDifference > 0.0 && depthDifference < thickness) {
// Binary search for precise hit
vec3 refinedPos = currentPos;
vec3 refinedStep = rayStep;
for (int j = 0; j < 10; j++) {
if (j >= binarySearchIterations) break;
refinedStep *= 0.5;
vec2 refinedScreenPos = viewPositionToScreenSpace(refinedPos);
float refinedDepth = readDepth(refinedScreenPos);
vec3 refinedSampledPos = getViewPosition(refinedScreenPos, refinedDepth);
if (refinedPos.z > refinedSampledPos.z) {
refinedPos -= refinedStep;
} else {
refinedPos += refinedStep;
}
}
vec2 finalScreenPos = viewPositionToScreenSpace(refinedPos);
// Sample reflection color
vec3 reflectionColor = texture2D(tDiffuse, finalScreenPos).rgb;
// Calculate fade based on screen position and distance
float screenFade = 1.0;
screenFade *= smoothstep(0.0, falloff, finalScreenPos.x);
screenFade *= smoothstep(0.0, falloff, 1.0 - finalScreenPos.x);
screenFade *= smoothstep(0.0, falloff, finalScreenPos.y);
screenFade *= smoothstep(0.0, falloff, 1.0 - finalScreenPos.y);
// Distance fade
float distanceFade = 1.0 - clamp(length(currentPos - viewPos) / maxDistance, 0.0, 1.0);
float finalFade = screenFade * distanceFade;
return vec4(reflectionColor, finalFade);
}
}
return vec4(0.0);
}
void main() {
vec4 diffuse = texture2D(tDiffuse, vUv);
float depth = readDepth(vUv);
vec3 normal = readNormal(vUv);
float metalness = texture2D(tMetalness, vUv).r;
float roughness = texture2D(tRoughness, vUv).r;
// Skip SSR for non-reflective surfaces
if (metalness < 0.1 || roughness > 0.8) {
gl_FragColor = diffuse;
return;
}
// Get view space position
vec3 viewPos = getViewPosition(vUv, depth);
vec3 viewDir = normalize(viewPos);
// Calculate reflection direction
vec3 reflectDir = reflect(viewDir, normal);
// Perform raymarch
vec4 reflection = raymarch(viewPos, reflectDir);
// Reduce reflection intensity based on roughness
reflection.a *= (1.0 - roughness);
// Mix reflection with diffuse
vec3 finalColor = mix(diffuse.rgb, reflection.rgb, reflection.a * metalness);
gl_FragColor = vec4(finalColor, diffuse.a);
}
`
}
/**
* Screen Space Manager
*/
export class ScreenSpaceEffectsManager {
private renderer: THREE.WebGLRenderer
private scene: THREE.Scene
private camera: THREE.Camera
// Render targets
private depthRenderTarget: THREE.WebGLRenderTarget
private normalRenderTarget: THREE.WebGLRenderTarget
private metalnessRenderTarget: THREE.WebGLRenderTarget
private roughnessRenderTarget: THREE.WebGLRenderTarget
// Materials
private ssssMaterial: THREE.ShaderMaterial
private ssrMaterial: THREE.ShaderMaterial
constructor(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera) {
this.renderer = renderer
this.scene = scene
this.camera = camera
const width = renderer.domElement.width
const height = renderer.domElement.height
// Create render targets
this.depthRenderTarget = new THREE.WebGLRenderTarget(width, height, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType
})
this.normalRenderTarget = new THREE.WebGLRenderTarget(width, height, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType
})
this.metalnessRenderTarget = new THREE.WebGLRenderTarget(width, height)
this.roughnessRenderTarget = new THREE.WebGLRenderTarget(width, height)
// Create materials
this.ssssMaterial = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(SubsurfaceScatteringShader.uniforms),
vertexShader: SubsurfaceScatteringShader.vertexShader,
fragmentShader: SubsurfaceScatteringShader.fragmentShader
})
this.ssrMaterial = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(ScreenSpaceReflectionsShader.uniforms),
vertexShader: ScreenSpaceReflectionsShader.vertexShader,
fragmentShader: ScreenSpaceReflectionsShader.fragmentShader
})
// Update uniforms
this.ssssMaterial.uniforms.resolution.value.set(width, height)
this.ssrMaterial.uniforms.resolution.value.set(width, height)
if (camera instanceof THREE.PerspectiveCamera) {
this.ssssMaterial.uniforms.cameraNear.value = camera.near
this.ssssMaterial.uniforms.cameraFar.value = camera.far
this.ssrMaterial.uniforms.cameraNear.value = camera.near
this.ssrMaterial.uniforms.cameraFar.value = camera.far
this.ssrMaterial.uniforms.projectionMatrix.value.copy(camera.projectionMatrix)
this.ssrMaterial.uniforms.inverseProjectionMatrix.value.copy(camera.projectionMatrixInverse)
}
}
/**
* Render G-buffer (depth, normals, material properties)
*/
renderGBuffer(): void {
// Render depth
this.renderDepth()
// Render normals
this.renderNormals()
// Render material properties
this.renderMaterialProperties()
}
/**
* Render depth buffer
*/
private renderDepth(): void {
const depthMaterial = new THREE.MeshDepthMaterial()
depthMaterial.depthPacking = THREE.RGBADepthPacking
this.scene.overrideMaterial = depthMaterial
this.renderer.setRenderTarget(this.depthRenderTarget)
this.renderer.render(this.scene, this.camera)
this.scene.overrideMaterial = null
}
/**
* Render normal buffer
*/
private renderNormals(): void {
const normalMaterial = new THREE.MeshNormalMaterial()
this.scene.overrideMaterial = normalMaterial
this.renderer.setRenderTarget(this.normalRenderTarget)
this.renderer.render(this.scene, this.camera)
this.scene.overrideMaterial = null
}
/**
* Render material properties (metalness, roughness)
*/
private renderMaterialProperties(): void {
// This would require a custom material that outputs metalness/roughness
// Simplified implementation
}
/**
* Apply subsurface scattering
*/
applySubsurfaceScattering(
inputTexture: THREE.Texture,
outputTarget?: THREE.WebGLRenderTarget
): THREE.WebGLRenderTarget {
this.ssssMaterial.uniforms.tDiffuse.value = inputTexture
this.ssssMaterial.uniforms.tDepth.value = this.depthRenderTarget.texture
this.ssssMaterial.uniforms.tNormal.value = this.normalRenderTarget.texture
const target = outputTarget || new THREE.WebGLRenderTarget(
this.renderer.domElement.width,
this.renderer.domElement.height
)
// Render quad with SSSS shader
this.renderQuad(this.ssssMaterial, target)
return target
}
/**
* Apply screen space reflections
*/
applyScreenSpaceReflections(
inputTexture: THREE.Texture,
outputTarget?: THREE.WebGLRenderTarget
): THREE.WebGLRenderTarget {
this.ssrMaterial.uniforms.tDiffuse.value = inputTexture
this.ssrMaterial.uniforms.tDepth.value = this.depthRenderTarget.texture
this.ssrMaterial.uniforms.tNormal.value = this.normalRenderTarget.texture
this.ssrMaterial.uniforms.tMetalness.value = this.metalnessRenderTarget.texture
this.ssrMaterial.uniforms.tRoughness.value = this.roughnessRenderTarget.texture
const target = outputTarget || new THREE.WebGLRenderTarget(
this.renderer.domElement.width,
this.renderer.domElement.height
)
this.renderQuad(this.ssrMaterial, target)
return target
}
/**
* Render fullscreen quad
*/
private renderQuad(material: THREE.ShaderMaterial, target: THREE.WebGLRenderTarget): void {
const quad = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2),
material
)
const quadScene = new THREE.Scene()
quadScene.add(quad)
const quadCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)
this.renderer.setRenderTarget(target)
this.renderer.render(quadScene, quadCamera)
this.renderer.setRenderTarget(null)
quad.geometry.dispose()
}
/**
* Update subsurface scattering settings
*/
updateSSSS(settings: {
scatteringRadius?: number
scatteringStrength?: number
scatteringColor?: THREE.Color
translucency?: number
thickness?: number
}): void {
if (settings.scatteringRadius !== undefined) {
this.ssssMaterial.uniforms.scatteringRadius.value = settings.scatteringRadius
}
if (settings.scatteringStrength !== undefined) {
this.ssssMaterial.uniforms.scatteringStrength.value = settings.scatteringStrength
}
if (settings.scatteringColor) {
this.ssssMaterial.uniforms.scatteringColor.value = settings.scatteringColor
}
if (settings.translucency !== undefined) {
this.ssssMaterial.uniforms.translucency.value = settings.translucency
}
if (settings.thickness !== undefined) {
this.ssssMaterial.uniforms.thickness.value = settings.thickness
}
}
/**
* Update SSR settings
*/
updateSSR(settings: {
maxSteps?: number
maxDistance?: number
stride?: number
thickness?: number
jitter?: number
}): void {
if (settings.maxSteps !== undefined) {
this.ssrMaterial.uniforms.maxSteps.value = settings.maxSteps
}
if (settings.maxDistance !== undefined) {
this.ssrMaterial.uniforms.maxDistance.value = settings.maxDistance
}
if (settings.stride !== undefined) {
this.ssrMaterial.uniforms.stride.value = settings.stride
}
if (settings.thickness !== undefined) {
this.ssrMaterial.uniforms.thickness.value = settings.thickness
}
if (settings.jitter !== undefined) {
this.ssrMaterial.uniforms.jitter.value = settings.jitter
}
}
/**
* Resize render targets
*/
setSize(width: number, height: number): void {
this.depthRenderTarget.setSize(width, height)
this.normalRenderTarget.setSize(width, height)
this.metalnessRenderTarget.setSize(width, height)
this.roughnessRenderTarget.setSize(width, height)
this.ssssMaterial.uniforms.resolution.value.set(width, height)
this.ssrMaterial.uniforms.resolution.value.set(width, height)
}
/**
* Dispose
*/
dispose(): void {
this.depthRenderTarget.dispose()
this.normalRenderTarget.dispose()
this.metalnessRenderTarget.dispose()
this.roughnessRenderTarget.dispose()
this.ssssMaterial.dispose()
this.ssrMaterial.dispose()
}
}

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/**
* Custom Shader Materials System
* Advanced GLSL shaders for unique visual effects
*/
import * as THREE from 'three'
/**
* Holographic Shader Material
*/
export const HolographicShader = {
uniforms: {
time: { value: 0 },
color: { value: new THREE.Color(0x00ffff) },
fresnelPower: { value: 3.0 },
glitchIntensity: { value: 0.1 },
scanlineSpeed: { value: 2.0 },
},
vertexShader: `
varying vec3 vNormal;
varying vec3 vViewPosition;
varying vec2 vUv;
void main() {
vUv = uv;
vNormal = normalize(normalMatrix * normal);
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
vViewPosition = -mvPosition.xyz;
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform float time;
uniform vec3 color;
uniform float fresnelPower;
uniform float glitchIntensity;
uniform float scanlineSpeed;
varying vec3 vNormal;
varying vec3 vViewPosition;
varying vec2 vUv;
void main() {
// Fresnel effect
vec3 viewDir = normalize(vViewPosition);
float fresnel = pow(1.0 - abs(dot(vNormal, viewDir)), fresnelPower);
// Scanlines
float scanline = sin(vUv.y * 50.0 + time * scanlineSpeed) * 0.5 + 0.5;
// Glitch effect
float glitch = fract(sin(dot(vUv, vec2(12.9898, 78.233))) * 43758.5453 + time);
glitch = step(1.0 - glitchIntensity, glitch);
// Combine effects
vec3 finalColor = color * (fresnel + scanline * 0.3);
finalColor += glitch * 0.5;
float alpha = fresnel * 0.8 + scanline * 0.2;
gl_FragColor = vec4(finalColor, alpha);
}
`
}
/**
* Toon Shader with outline
*/
export const ToonShader = {
uniforms: {
color: { value: new THREE.Color(0xffffff) },
lightDirection: { value: new THREE.Vector3(1, 1, 1) },
steps: { value: 4 },
outlineWidth: { value: 0.05 },
outlineColor: { value: new THREE.Color(0x000000) },
},
vertexShader: `
varying vec3 vNormal;
varying vec3 vViewPosition;
void main() {
vNormal = normalize(normalMatrix * normal);
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
vViewPosition = -mvPosition.xyz;
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform vec3 color;
uniform vec3 lightDirection;
uniform float steps;
varying vec3 vNormal;
varying vec3 vViewPosition;
void main() {
vec3 normal = normalize(vNormal);
vec3 lightDir = normalize(lightDirection);
// Calculate lighting
float NdotL = max(dot(normal, lightDir), 0.0);
// Quantize lighting to discrete steps
float toonShading = floor(NdotL * steps) / steps;
vec3 finalColor = color * (0.3 + toonShading * 0.7);
gl_FragColor = vec4(finalColor, 1.0);
}
`
}
/**
* Water Shader
*/
export const WaterShader = {
uniforms: {
time: { value: 0 },
waterColor: { value: new THREE.Color(0x001e3f) },
foamColor: { value: new THREE.Color(0xffffff) },
waveHeight: { value: 0.2 },
waveFrequency: { value: 2.0 },
waveSpeed: { value: 0.5 },
transparency: { value: 0.7 },
reflectivity: { value: 0.5 },
},
vertexShader: `
uniform float time;
uniform float waveHeight;
uniform float waveFrequency;
uniform float waveSpeed;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec2 vUv;
varying float vWave;
void main() {
vUv = uv;
vPosition = position;
// Create waves
float wave1 = sin(position.x * waveFrequency + time * waveSpeed) * waveHeight;
float wave2 = sin(position.z * waveFrequency * 1.3 + time * waveSpeed * 0.8) * waveHeight * 0.7;
float wave = wave1 + wave2;
vWave = wave;
vec3 newPosition = position;
newPosition.y += wave;
// Calculate new normal
vec3 tangent1 = normalize(vec3(1.0, cos(position.x * waveFrequency + time * waveSpeed) * waveHeight * waveFrequency, 0.0));
vec3 tangent2 = normalize(vec3(0.0, cos(position.z * waveFrequency * 1.3 + time * waveSpeed * 0.8) * waveHeight * waveFrequency * 0.7 * 1.3, 1.0));
vNormal = normalize(cross(tangent1, tangent2));
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}
`,
fragmentShader: `
uniform vec3 waterColor;
uniform vec3 foamColor;
uniform float transparency;
uniform float reflectivity;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec2 vUv;
varying float vWave;
void main() {
// Foam where waves are high
float foam = smoothstep(0.15, 0.2, abs(vWave));
// Mix water color with foam
vec3 finalColor = mix(waterColor, foamColor, foam);
// Add fresnel effect
vec3 viewDirection = normalize(cameraPosition - vPosition);
float fresnel = pow(1.0 - abs(dot(vNormal, viewDirection)), 2.0);
finalColor = mix(finalColor, vec3(1.0), fresnel * reflectivity);
float alpha = mix(transparency, 1.0, foam);
gl_FragColor = vec4(finalColor, alpha);
}
`
}
/**
* Dissolve Shader
*/
export const DissolveShader = {
uniforms: {
time: { value: 0 },
dissolveAmount: { value: 0.0 },
edgeColor: { value: new THREE.Color(0xff6600) },
edgeWidth: { value: 0.1 },
noiseScale: { value: 5.0 },
map: { value: null },
},
vertexShader: `
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vUv = uv;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float dissolveAmount;
uniform vec3 edgeColor;
uniform float edgeWidth;
uniform float noiseScale;
uniform sampler2D map;
varying vec2 vUv;
varying vec3 vPosition;
// Simple noise function
float noise(vec3 p) {
return fract(sin(dot(p, vec3(12.9898, 78.233, 45.164))) * 43758.5453);
}
void main() {
vec4 texColor = texture2D(map, vUv);
// Generate noise
float n = noise(vPosition * noiseScale);
// Discard pixels based on dissolve amount
if (n < dissolveAmount) {
discard;
}
// Edge glow
float edge = smoothstep(dissolveAmount, dissolveAmount + edgeWidth, n);
vec3 finalColor = mix(edgeColor, texColor.rgb, edge);
gl_FragColor = vec4(finalColor, texColor.a);
}
`
}
/**
* Glass/Refraction Shader
*/
export const GlassShader = {
uniforms: {
envMap: { value: null },
ior: { value: 1.5 },
thickness: { value: 0.5 },
color: { value: new THREE.Color(0xffffff) },
opacity: { value: 0.9 },
reflectivity: { value: 0.5 },
},
vertexShader: `
varying vec3 vNormal;
varying vec3 vViewPosition;
varying vec3 vReflect;
varying vec3 vRefract;
uniform float ior;
void main() {
vNormal = normalize(normalMatrix * normal);
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
vViewPosition = -mvPosition.xyz;
vec3 viewDir = normalize(vViewPosition);
vReflect = reflect(-viewDir, vNormal);
vRefract = refract(-viewDir, vNormal, 1.0 / ior);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform samplerCube envMap;
uniform vec3 color;
uniform float opacity;
uniform float reflectivity;
varying vec3 vNormal;
varying vec3 vViewPosition;
varying vec3 vReflect;
varying vec3 vRefract;
void main() {
vec3 reflectColor = textureCube(envMap, vReflect).rgb;
vec3 refractColor = textureCube(envMap, vRefract).rgb;
// Fresnel
vec3 viewDir = normalize(vViewPosition);
float fresnel = pow(1.0 - abs(dot(vNormal, viewDir)), 3.0);
vec3 finalColor = mix(refractColor, reflectColor, fresnel * reflectivity);
finalColor *= color;
gl_FragColor = vec4(finalColor, opacity);
}
`
}
/**
* Custom Shader Material Manager
*/
export class ShaderManager {
private static instance: ShaderManager
private materials: Map<string, THREE.ShaderMaterial> = new Map()
private constructor() {}
static getInstance(): ShaderManager {
if (!ShaderManager.instance) {
ShaderManager.instance = new ShaderManager()
}
return ShaderManager.instance
}
/**
* Create holographic material
*/
createHolographic(name: string, color?: THREE.Color): THREE.ShaderMaterial {
const material = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(HolographicShader.uniforms),
vertexShader: HolographicShader.vertexShader,
fragmentShader: HolographicShader.fragmentShader,
transparent: true,
side: THREE.DoubleSide,
})
if (color) {
material.uniforms.color.value = color
}
this.materials.set(name, material)
return material
}
/**
* Create toon material
*/
createToon(name: string, color?: THREE.Color, steps: number = 4): THREE.ShaderMaterial {
const material = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(ToonShader.uniforms),
vertexShader: ToonShader.vertexShader,
fragmentShader: ToonShader.fragmentShader,
})
if (color) {
material.uniforms.color.value = color
}
material.uniforms.steps.value = steps
this.materials.set(name, material)
return material
}
/**
* Create water material
*/
createWater(name: string, waterColor?: THREE.Color): THREE.ShaderMaterial {
const material = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(WaterShader.uniforms),
vertexShader: WaterShader.vertexShader,
fragmentShader: WaterShader.fragmentShader,
transparent: true,
side: THREE.DoubleSide,
})
if (waterColor) {
material.uniforms.waterColor.value = waterColor
}
this.materials.set(name, material)
return material
}
/**
* Create dissolve material
*/
createDissolve(name: string, texture?: THREE.Texture): THREE.ShaderMaterial {
const material = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(DissolveShader.uniforms),
vertexShader: DissolveShader.vertexShader,
fragmentShader: DissolveShader.fragmentShader,
transparent: true,
})
if (texture) {
material.uniforms.map.value = texture
}
this.materials.set(name, material)
return material
}
/**
* Create glass material
*/
createGlass(name: string, envMap: THREE.CubeTexture, ior: number = 1.5): THREE.ShaderMaterial {
const material = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(GlassShader.uniforms),
vertexShader: GlassShader.vertexShader,
fragmentShader: GlassShader.fragmentShader,
transparent: true,
})
material.uniforms.envMap.value = envMap
material.uniforms.ior.value = ior
this.materials.set(name, material)
return material
}
/**
* Update shader uniform
*/
updateUniform(name: string, uniformName: string, value: any): void {
const material = this.materials.get(name)
if (material && material.uniforms[uniformName]) {
material.uniforms[uniformName].value = value
}
}
/**
* Animate shader (call in render loop)
*/
animate(name: string, deltaTime: number): void {
const material = this.materials.get(name)
if (material && material.uniforms.time) {
material.uniforms.time.value += deltaTime
}
}
/**
* Get material
*/
getMaterial(name: string): THREE.ShaderMaterial | undefined {
return this.materials.get(name)
}
/**
* Dispose material
*/
dispose(name: string): void {
const material = this.materials.get(name)
if (material) {
material.dispose()
this.materials.delete(name)
}
}
/**
* Dispose all materials
*/
disposeAll(): void {
this.materials.forEach((material) => material.dispose())
this.materials.clear()
}
}

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/**
* Advanced Spatial Audio System
* 3D positional audio with environmental effects
*/
import * as THREE from 'three'
export interface SpatialAudioConfig {
maxDistance: number
rolloffFactor: number
refDistance: number
volume: number
loop: boolean
autoplay: boolean
}
export interface AudioEffect {
type: 'reverb' | 'echo' | 'filter' | 'distortion'
params: any
}
/**
* Spatial Audio Manager
*/
export class SpatialAudioManager {
private listener: THREE.AudioListener
private audioContext: AudioContext
private sounds: Map<string, THREE.PositionalAudio> = new Map()
private effectNodes: Map<string, AudioNode> = new Map()
constructor(camera: THREE.Camera) {
this.listener = new THREE.AudioListener()
camera.add(this.listener)
this.audioContext = this.listener.context
}
/**
* Create positional audio
*/
async createPositionalAudio(
id: string,
audioUrl: string,
config: Partial<SpatialAudioConfig> = {}
): Promise<THREE.PositionalAudio> {
const sound = new THREE.PositionalAudio(this.listener)
// Load audio
const audioLoader = new THREE.AudioLoader()
const buffer = await new Promise<AudioBuffer>((resolve, reject) => {
audioLoader.load(audioUrl, resolve, undefined, reject)
})
sound.setBuffer(buffer)
sound.setRefDistance(config.refDistance ?? 1)
sound.setMaxDistance(config.maxDistance ?? 20)
sound.setRolloffFactor(config.rolloffFactor ?? 1)
sound.setVolume(config.volume ?? 1)
sound.setLoop(config.loop ?? false)
if (config.autoplay) {
sound.play()
}
this.sounds.set(id, sound)
return sound
}
/**
* Add audio effect
*/
addEffect(soundId: string, effect: AudioEffect): void {
const sound = this.sounds.get(soundId)
if (!sound) return
let effectNode: AudioNode | null = null
switch (effect.type) {
case 'reverb':
effectNode = this.createReverb(effect.params)
break
case 'echo':
effectNode = this.createEcho(effect.params)
break
case 'filter':
effectNode = this.createFilter(effect.params)
break
}
if (effectNode) {
const gainNode = sound.getOutput()
gainNode.disconnect()
gainNode.connect(effectNode)
effectNode.connect(this.listener.context.destination)
this.effectNodes.set(`${soundId}-${effect.type}`, effectNode)
}
}
/**
* Create reverb effect
*/
private createReverb(params: {
duration?: number
decay?: number
} = {}): ConvolverNode {
const convolver = this.audioContext.createConvolver()
// Create impulse response
const duration = params.duration ?? 2
const decay = params.decay ?? 2
const sampleRate = this.audioContext.sampleRate
const length = sampleRate * duration
const impulse = this.audioContext.createBuffer(2, length, sampleRate)
for (let channel = 0; channel < 2; channel++) {
const channelData = impulse.getChannelData(channel)
for (let i = 0; i < length; i++) {
channelData[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / length, decay)
}
}
convolver.buffer = impulse
return convolver
}
/**
* Create echo effect
*/
private createEcho(params: {
delay?: number
feedback?: number
} = {}): DelayNode {
const delay = this.audioContext.createDelay()
delay.delayTime.value = params.delay ?? 0.5
const feedback = this.audioContext.createGain()
feedback.gain.value = params.feedback ?? 0.3
delay.connect(feedback)
feedback.connect(delay)
return delay
}
/**
* Create filter effect
*/
private createFilter(params: {
type?: BiquadFilterType
frequency?: number
q?: number
} = {}): BiquadFilterNode {
const filter = this.audioContext.createBiquadFilter()
filter.type = params.type ?? 'lowpass'
filter.frequency.value = params.frequency ?? 1000
filter.Q.value = params.q ?? 1
return filter
}
/**
* Play sound
*/
play(id: string): void {
const sound = this.sounds.get(id)
if (sound && !sound.isPlaying) {
sound.play()
}
}
/**
* Pause sound
*/
pause(id: string): void {
const sound = this.sounds.get(id)
if (sound && sound.isPlaying) {
sound.pause()
}
}
/**
* Stop sound
*/
stop(id: string): void {
const sound = this.sounds.get(id)
if (sound) {
sound.stop()
}
}
/**
* Set volume
*/
setVolume(id: string, volume: number): void {
const sound = this.sounds.get(id)
if (sound) {
sound.setVolume(volume)
}
}
/**
* Set master volume
*/
setMasterVolume(volume: number): void {
this.listener.setMasterVolume(volume)
}
/**
* Get sound
*/
getSound(id: string): THREE.PositionalAudio | undefined {
return this.sounds.get(id)
}
/**
* Remove sound
*/
removeSound(id: string): void {
const sound = this.sounds.get(id)
if (sound) {
sound.stop()
sound.disconnect()
this.sounds.delete(id)
}
// Remove associated effects
const effectKeys = Array.from(this.effectNodes.keys()).filter(key => key.startsWith(id))
effectKeys.forEach(key => {
this.effectNodes.get(key)?.disconnect()
this.effectNodes.delete(key)
})
}
/**
* Dispose all sounds
*/
dispose(): void {
this.sounds.forEach((sound) => {
sound.stop()
sound.disconnect()
})
this.sounds.clear()
this.effectNodes.forEach((node) => node.disconnect())
this.effectNodes.clear()
}
}
/**
* Audio Zone
* Trigger audio when entering/exiting areas
*/
export class AudioZone {
private position: THREE.Vector3
private radius: number
private audioManager: SpatialAudioManager
private soundId: string
private isPlayerInside: boolean = false
constructor(
position: THREE.Vector3,
radius: number,
audioManager: SpatialAudioManager,
soundId: string
) {
this.position = position
this.radius = radius
this.audioManager = audioManager
this.soundId = soundId
}
/**
* Update zone (check if player is inside)
*/
update(playerPosition: THREE.Vector3): void {
const distance = playerPosition.distanceTo(this.position)
const wasInside = this.isPlayerInside
this.isPlayerInside = distance < this.radius
// Trigger events on enter/exit
if (this.isPlayerInside && !wasInside) {
this.onEnter()
} else if (!this.isPlayerInside && wasInside) {
this.onExit()
}
// Adjust volume based on distance
if (this.isPlayerInside) {
const volume = 1 - (distance / this.radius)
this.audioManager.setVolume(this.soundId, volume)
}
}
/**
* On enter zone
*/
private onEnter(): void {
this.audioManager.play(this.soundId)
}
/**
* On exit zone
*/
private onExit(): void {
this.audioManager.pause(this.soundId)
}
}

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/**
* Advanced Texture Painting System
* Paint custom textures directly on 3D models in real-time
*/
import * as THREE from 'three'
export interface BrushSettings {
size: number
opacity: number
hardness: number
flow: number
color: THREE.Color
mode: 'paint' | 'erase' | 'smudge' | 'blur' | 'clone'
}
export interface PaintLayer {
id: string
name: string
texture: THREE.Texture
opacity: number
blendMode: 'normal' | 'multiply' | 'screen' | 'overlay' | 'add'
visible: boolean
locked: boolean
}
export class TexturePainter {
private canvas: HTMLCanvasElement
private ctx: CanvasRenderingContext2D
private texture: THREE.Texture
private layers: PaintLayer[] = []
private activeLayerId: string | null = null
private brushSettings: BrushSettings = {
size: 20,
opacity: 1.0,
hardness: 0.5,
flow: 1.0,
color: new THREE.Color(1, 1, 1),
mode: 'paint'
}
private isPainting: boolean = false
private lastPosition: THREE.Vector2 | null = null
private undoStack: ImageData[] = []
private redoStack: ImageData[] = []
private maxUndoSteps: number = 20
constructor(width: number = 1024, height: number = 1024) {
// Create canvas for painting
this.canvas = document.createElement('canvas')
this.canvas.width = width
this.canvas.height = height
this.ctx = this.canvas.getContext('2d', {
willReadFrequently: true,
desynchronized: true
})!
// Create texture from canvas
this.texture = new THREE.CanvasTexture(this.canvas)
this.texture.needsUpdate = true
// Initialize with a default layer
this.addLayer('Background')
}
/**
* Add new layer
*/
addLayer(name: string): string {
const id = `layer-${Date.now()}-${Math.random()}`
// Create canvas for this layer
const layerCanvas = document.createElement('canvas')
layerCanvas.width = this.canvas.width
layerCanvas.height = this.canvas.height
const layerTexture = new THREE.CanvasTexture(layerCanvas)
const layer: PaintLayer = {
id,
name,
texture: layerTexture,
opacity: 1.0,
blendMode: 'normal',
visible: true,
locked: false
}
this.layers.push(layer)
this.activeLayerId = id
return id
}
/**
* Remove layer
*/
removeLayer(id: string): void {
const index = this.layers.findIndex(l => l.id === id)
if (index === -1 || this.layers.length <= 1) return
const layer = this.layers[index]
layer.texture.dispose()
this.layers.splice(index, 1)
if (this.activeLayerId === id) {
this.activeLayerId = this.layers[0].id
}
}
/**
* Set active layer
*/
setActiveLayer(id: string): void {
if (this.layers.find(l => l.id === id)) {
this.activeLayerId = id
}
}
/**
* Update brush settings
*/
updateBrush(settings: Partial<BrushSettings>): void {
this.brushSettings = { ...this.brushSettings, ...settings }
}
/**
* Start painting
*/
startPaint(uv: THREE.Vector2): void {
if (!this.activeLayerId) return
const layer = this.layers.find(l => l.id === this.activeLayerId)
if (!layer || layer.locked) return
this.saveToUndo()
this.isPainting = true
this.lastPosition = uv.clone()
this.paint(uv)
}
/**
* Continue painting (mouse move)
*/
continuePaint(uv: THREE.Vector2): void {
if (!this.isPainting || !this.lastPosition) return
// Interpolate between last position and current for smooth strokes
const steps = Math.ceil(this.lastPosition.distanceTo(uv) * this.canvas.width / this.brushSettings.size)
for (let i = 0; i <= steps; i++) {
const t = i / steps
const interpUV = new THREE.Vector2().lerpVectors(this.lastPosition, uv, t)
this.paint(interpUV)
}
this.lastPosition = uv.clone()
}
/**
* Stop painting
*/
stopPaint(): void {
this.isPainting = false
this.lastPosition = null
this.composeLayers()
}
/**
* Paint at UV coordinate
*/
private paint(uv: THREE.Vector2): void {
const layer = this.layers.find(l => l.id === this.activeLayerId)
if (!layer) return
const layerCanvas = (layer.texture.image as HTMLCanvasElement)
const layerCtx = layerCanvas.getContext('2d')!
const x = uv.x * this.canvas.width
const y = (1 - uv.y) * this.canvas.height // Flip Y for Three.js UV coordinates
const radius = this.brushSettings.size
switch (this.brushSettings.mode) {
case 'paint':
this.paintBrush(layerCtx, x, y, radius)
break
case 'erase':
this.eraseBrush(layerCtx, x, y, radius)
break
case 'smudge':
this.smudgeBrush(layerCtx, x, y, radius)
break
case 'blur':
this.blurBrush(layerCtx, x, y, radius)
break
case 'clone':
this.cloneBrush(layerCtx, x, y, radius)
break
}
layer.texture.needsUpdate = true
this.texture.needsUpdate = true
}
/**
* Paint brush
*/
private paintBrush(ctx: CanvasRenderingContext2D, x: number, y: number, radius: number): void {
const gradient = ctx.createRadialGradient(x, y, 0, x, y, radius)
const color = this.brushSettings.color
const opacity = this.brushSettings.opacity * this.brushSettings.flow
// Soft brush with hardness control
const hardness = this.brushSettings.hardness
gradient.addColorStop(0, `rgba(${color.r * 255}, ${color.g * 255}, ${color.b * 255}, ${opacity})`)
gradient.addColorStop(hardness, `rgba(${color.r * 255}, ${color.g * 255}, ${color.b * 255}, ${opacity * 0.5})`)
gradient.addColorStop(1, `rgba(${color.r * 255}, ${color.g * 255}, ${color.b * 255}, 0)`)
ctx.fillStyle = gradient
ctx.fillRect(x - radius, y - radius, radius * 2, radius * 2)
}
/**
* Erase brush
*/
private eraseBrush(ctx: CanvasRenderingContext2D, x: number, y: number, radius: number): void {
ctx.save()
ctx.globalCompositeOperation = 'destination-out'
const gradient = ctx.createRadialGradient(x, y, 0, x, y, radius)
const opacity = this.brushSettings.opacity
const hardness = this.brushSettings.hardness
gradient.addColorStop(0, `rgba(0, 0, 0, ${opacity})`)
gradient.addColorStop(hardness, `rgba(0, 0, 0, ${opacity * 0.5})`)
gradient.addColorStop(1, `rgba(0, 0, 0, 0)`)
ctx.fillStyle = gradient
ctx.fillRect(x - radius, y - radius, radius * 2, radius * 2)
ctx.restore()
}
/**
* Smudge brush
*/
private smudgeBrush(ctx: CanvasRenderingContext2D, x: number, y: number, radius: number): void {
if (!this.lastPosition) return
const lastX = this.lastPosition.x * this.canvas.width
const lastY = (1 - this.lastPosition.y) * this.canvas.height
// Get pixel data from last position
const imageData = ctx.getImageData(lastX - radius, lastY - radius, radius * 2, radius * 2)
// Paint at new position with reduced opacity
ctx.save()
ctx.globalAlpha = this.brushSettings.opacity * 0.5
ctx.putImageData(imageData, x - radius, y - radius)
ctx.restore()
}
/**
* Blur brush
*/
private blurBrush(ctx: CanvasRenderingContext2D, x: number, y: number, radius: number): void {
const imageData = ctx.getImageData(x - radius, y - radius, radius * 2, radius * 2)
const data = imageData.data
// Simple box blur
const blurRadius = 2
const tempData = new Uint8ClampedArray(data)
for (let y = blurRadius; y < radius * 2 - blurRadius; y++) {
for (let x = blurRadius; x < radius * 2 - blurRadius; x++) {
let r = 0, g = 0, b = 0, a = 0, count = 0
for (let dy = -blurRadius; dy <= blurRadius; dy++) {
for (let dx = -blurRadius; dx <= blurRadius; dx++) {
const idx = ((y + dy) * radius * 2 + (x + dx)) * 4
r += tempData[idx]
g += tempData[idx + 1]
b += tempData[idx + 2]
a += tempData[idx + 3]
count++
}
}
const idx = (y * radius * 2 + x) * 4
data[idx] = r / count
data[idx + 1] = g / count
data[idx + 2] = b / count
data[idx + 3] = a / count
}
}
ctx.putImageData(imageData, x - radius, y - radius)
}
/**
* Clone brush (stamp)
*/
private cloneBrush(ctx: CanvasRenderingContext2D, x: number, y: number, radius: number): void {
// Clone from a source position (would need to be set by user)
// Simplified implementation
const sourceX = x + 50
const sourceY = y + 50
const imageData = ctx.getImageData(sourceX - radius, sourceY - radius, radius * 2, radius * 2)
ctx.save()
ctx.globalAlpha = this.brushSettings.opacity
ctx.putImageData(imageData, x - radius, y - radius)
ctx.restore()
}
/**
* Compose all layers into final texture
*/
private composeLayers(): void {
// Clear main canvas
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
// Composite all visible layers
for (const layer of this.layers) {
if (!layer.visible) continue
this.ctx.save()
this.ctx.globalAlpha = layer.opacity
this.ctx.globalCompositeOperation = this.getCompositeOperation(layer.blendMode)
this.ctx.drawImage(layer.texture.image as HTMLCanvasElement, 0, 0)
this.ctx.restore()
}
this.texture.needsUpdate = true
}
/**
* Get canvas composite operation from blend mode
*/
private getCompositeOperation(blendMode: PaintLayer['blendMode']): GlobalCompositeOperation {
switch (blendMode) {
case 'multiply': return 'multiply'
case 'screen': return 'screen'
case 'overlay': return 'overlay'
case 'add': return 'lighter'
default: return 'source-over'
}
}
/**
* Save to undo stack
*/
private saveToUndo(): void {
const layer = this.layers.find(l => l.id === this.activeLayerId)
if (!layer) return
const layerCanvas = layer.texture.image as HTMLCanvasElement
const layerCtx = layerCanvas.getContext('2d')!
const imageData = layerCtx.getImageData(0, 0, this.canvas.width, this.canvas.height)
this.undoStack.push(imageData)
if (this.undoStack.length > this.maxUndoSteps) {
this.undoStack.shift()
}
this.redoStack = []
}
/**
* Undo
*/
undo(): void {
if (this.undoStack.length === 0) return
const layer = this.layers.find(l => l.id === this.activeLayerId)
if (!layer) return
const layerCanvas = layer.texture.image as HTMLCanvasElement
const layerCtx = layerCanvas.getContext('2d')!
// Save current state to redo
const currentState = layerCtx.getImageData(0, 0, this.canvas.width, this.canvas.height)
this.redoStack.push(currentState)
// Restore previous state
const previousState = this.undoStack.pop()!
layerCtx.putImageData(previousState, 0, 0)
layer.texture.needsUpdate = true
this.composeLayers()
}
/**
* Redo
*/
redo(): void {
if (this.redoStack.length === 0) return
const layer = this.layers.find(l => l.id === this.activeLayerId)
if (!layer) return
const layerCanvas = layer.texture.image as HTMLCanvasElement
const layerCtx = layerCanvas.getContext('2d')!
// Save current state to undo
const currentState = layerCtx.getImageData(0, 0, this.canvas.width, this.canvas.height)
this.undoStack.push(currentState)
// Restore next state
const nextState = this.redoStack.pop()!
layerCtx.putImageData(nextState, 0, 0)
layer.texture.needsUpdate = true
this.composeLayers()
}
/**
* Fill layer with color
*/
fillLayer(color: THREE.Color): void {
const layer = this.layers.find(l => l.id === this.activeLayerId)
if (!layer || layer.locked) return
this.saveToUndo()
const layerCanvas = layer.texture.image as HTMLCanvasElement
const layerCtx = layerCanvas.getContext('2d')!
layerCtx.fillStyle = `rgb(${color.r * 255}, ${color.g * 255}, ${color.b * 255})`
layerCtx.fillRect(0, 0, this.canvas.width, this.canvas.height)
layer.texture.needsUpdate = true
this.composeLayers()
}
/**
* Clear layer
*/
clearLayer(): void {
const layer = this.layers.find(l => l.id === this.activeLayerId)
if (!layer || layer.locked) return
this.saveToUndo()
const layerCanvas = layer.texture.image as HTMLCanvasElement
const layerCtx = layerCanvas.getContext('2d')!
layerCtx.clearRect(0, 0, this.canvas.width, this.canvas.height)
layer.texture.needsUpdate = true
this.composeLayers()
}
/**
* Get painted texture
*/
getTexture(): THREE.Texture {
return this.texture
}
/**
* Get all layers
*/
getLayers(): PaintLayer[] {
return this.layers
}
/**
* Export as image
*/
exportImage(format: 'png' | 'jpeg' = 'png'): string {
return this.canvas.toDataURL(`image/${format}`)
}
/**
* Import image into layer
*/
async importImage(url: string, layerId?: string): Promise<void> {
const targetLayerId = layerId || this.activeLayerId
const layer = this.layers.find(l => l.id === targetLayerId)
if (!layer) return
return new Promise((resolve, reject) => {
const img = new Image()
img.crossOrigin = 'anonymous'
img.onload = () => {
const layerCanvas = layer.texture.image as HTMLCanvasElement
const layerCtx = layerCanvas.getContext('2d')!
this.saveToUndo()
layerCtx.drawImage(img, 0, 0, this.canvas.width, this.canvas.height)
layer.texture.needsUpdate = true
this.composeLayers()
resolve()
}
img.onerror = reject
img.src = url
})
}
/**
* Dispose
*/
dispose(): void {
this.texture.dispose()
this.layers.forEach(layer => layer.texture.dispose())
this.layers = []
this.undoStack = []
this.redoStack = []
}
}

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/**
* Progressive Texture Streaming System
* Load textures progressively from low to high resolution
*/
import * as THREE from 'three'
export interface TextureLevel {
url: string
resolution: number
size: number // File size in bytes
}
export interface StreamingTextureConfig {
levels: TextureLevel[]
loadStrategy: 'progressive' | 'adaptive' | 'manual'
targetBandwidth?: number // KB/s
priorityDistance?: number // Distance from camera for priority loading
}
/**
* Streaming Texture
* Manages multiple resolution levels of a texture
*/
export class StreamingTexture {
private levels: TextureLevel[]
private loadedLevels: Map<number, THREE.Texture> = new Map()
private currentLevel: number = 0
private targetLevel: number
private isLoading: boolean = false
private loadStrategy: 'progressive' | 'adaptive' | 'manual'
private textureLoader: THREE.TextureLoader = new THREE.TextureLoader()
constructor(config: StreamingTextureConfig) {
this.levels = config.levels.sort((a, b) => a.resolution - b.resolution)
this.targetLevel = this.levels.length - 1
this.loadStrategy = config.loadStrategy
}
/**
* Start loading textures
*/
async load(startLevel: number = 0): Promise<THREE.Texture> {
this.currentLevel = startLevel
// Load initial level
const texture = await this.loadLevel(startLevel)
// Continue loading higher levels in background
if (this.loadStrategy === 'progressive') {
this.loadProgressively(startLevel + 1)
}
return texture
}
/**
* Load specific level
*/
private async loadLevel(level: number): Promise<THREE.Texture> {
if (this.loadedLevels.has(level)) {
return this.loadedLevels.get(level)!
}
this.isLoading = true
const levelConfig = this.levels[level]
return new Promise((resolve, reject) => {
this.textureLoader.load(
levelConfig.url,
(texture) => {
this.loadedLevels.set(level, texture)
this.isLoading = false
resolve(texture)
},
undefined,
(error) => {
this.isLoading = false
reject(error)
}
)
})
}
/**
* Load progressively (low to high)
*/
private async loadProgressively(startLevel: number): Promise<void> {
for (let level = startLevel; level <= this.targetLevel; level++) {
try {
await this.loadLevel(level)
this.currentLevel = level
} catch (error) {
console.error(`Failed to load texture level ${level}:`, error)
}
}
}
/**
* Get current texture
*/
getCurrentTexture(): THREE.Texture | null {
return this.loadedLevels.get(this.currentLevel) || null
}
/**
* Get highest loaded texture
*/
getHighestTexture(): THREE.Texture | null {
const highestLevel = Math.max(...Array.from(this.loadedLevels.keys()))
return this.loadedLevels.get(highestLevel) || null
}
/**
* Set target level
*/
setTargetLevel(level: number): void {
this.targetLevel = Math.min(level, this.levels.length - 1)
if (level > this.currentLevel && !this.isLoading) {
this.loadProgressively(this.currentLevel + 1)
}
}
/**
* Get loading progress
*/
getProgress(): number {
return this.currentLevel / this.targetLevel
}
/**
* Is loading
*/
getIsLoading(): boolean {
return this.isLoading
}
/**
* Dispose all levels
*/
dispose(): void {
this.loadedLevels.forEach((texture) => texture.dispose())
this.loadedLevels.clear()
}
}
/**
* Texture Streaming Manager
* Manages all streaming textures in the scene
*/
export class TextureStreamingManager {
private streamingTextures: Map<string, StreamingTexture> = new Map()
private camera: THREE.Camera
private totalBandwidth: number = 0
private bandwidthLimit: number = 5000 // 5 MB/s
private updateInterval: number = 1000
private lastUpdateTime: number = 0
constructor(camera: THREE.Camera, bandwidthLimit: number = 5000) {
this.camera = camera
this.bandwidthLimit = bandwidthLimit
}
/**
* Register streaming texture
*/
register(
id: string,
config: StreamingTextureConfig
): StreamingTexture {
const streamingTexture = new StreamingTexture(config)
this.streamingTextures.set(id, streamingTexture)
return streamingTexture
}
/**
* Unregister streaming texture
*/
unregister(id: string): void {
const texture = this.streamingTextures.get(id)
if (texture) {
texture.dispose()
this.streamingTextures.delete(id)
}
}
/**
* Update streaming priorities based on camera
*/
update(deltaTime: number, objects: Array<{ id: string; object: THREE.Object3D }>): void {
this.lastUpdateTime += deltaTime * 1000
if (this.lastUpdateTime < this.updateInterval) {
return
}
this.lastUpdateTime = 0
// Calculate priorities based on distance to camera
const priorities = objects.map((obj) => {
const distance = obj.object.position.distanceTo(this.camera.position)
return {
id: obj.id,
distance,
priority: 1 / (distance + 1)
}
})
// Sort by priority
priorities.sort((a, b) => b.priority - a.priority)
// Update target levels based on priority and bandwidth
let remainingBandwidth = this.bandwidthLimit
priorities.forEach(({ id, distance }) => {
const streamingTexture = this.streamingTextures.get(id)
if (!streamingTexture) return
// Determine target level based on distance
let targetLevel = 0
if (distance < 10) {
targetLevel = streamingTexture['levels'].length - 1 // Highest
} else if (distance < 30) {
targetLevel = Math.floor(streamingTexture['levels'].length * 0.75)
} else if (distance < 50) {
targetLevel = Math.floor(streamingTexture['levels'].length * 0.5)
} else {
targetLevel = 0 // Lowest
}
streamingTexture.setTargetLevel(targetLevel)
})
}
/**
* Set bandwidth limit
*/
setBandwidthLimit(limit: number): void {
this.bandwidthLimit = limit
}
/**
* Get streaming statistics
*/
getStats(): {
totalTextures: number
loadingTextures: number
totalBandwidth: number
averageProgress: number
} {
let loadingCount = 0
let totalProgress = 0
this.streamingTextures.forEach((texture) => {
if (texture.getIsLoading()) {
loadingCount++
}
totalProgress += texture.getProgress()
})
return {
totalTextures: this.streamingTextures.size,
loadingTextures: loadingCount,
totalBandwidth: this.totalBandwidth,
averageProgress: totalProgress / this.streamingTextures.size
}
}
/**
* Dispose all textures
*/
dispose(): void {
this.streamingTextures.forEach((texture) => texture.dispose())
this.streamingTextures.clear()
}
}
/**
* Texture Compressor
* Compress textures for faster loading
*/
export class TextureCompressor {
/**
* Create multiple resolution levels from base texture
*/
static async createMipmapLevels(
baseUrl: string,
levels: number = 4
): Promise<TextureLevel[]> {
// This would use a backend service to generate mipmaps
// Simplified client-side version
const baseResolution = 2048
const textureLevels: TextureLevel[] = []
for (let i = 0; i < levels; i++) {
const resolution = baseResolution / Math.pow(2, i)
textureLevels.push({
url: `${baseUrl}_${resolution}.jpg`,
resolution,
size: resolution * resolution * 3 // Rough estimate
})
}
return textureLevels
}
/**
* Estimate texture file size
*/
static estimateSize(width: number, height: number, format: 'jpg' | 'png' | 'ktx2'): number {
switch (format) {
case 'jpg':
return width * height * 0.1 // ~10% of raw size
case 'png':
return width * height * 0.5 // ~50% of raw size
case 'ktx2':
return width * height * 0.05 // ~5% with compression
default:
return width * height * 3
}
}
}

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/**
* Volumetric Lighting (Simplified)
*/
import * as THREE from 'three'
export class VolumetricLightManager {
constructor(
private scene: THREE.Scene,
private camera: THREE.Camera,
private renderer: THREE.WebGLRenderer
) {}
addGodRays(light: THREE.Light, settings?: any): void {
// Simplified implementation
console.log('God rays added to light')
}
addVolumetricFog(settings?: any): void {
if (settings?.color && settings?.density) {
this.scene.fog = new THREE.FogExp2(settings.color, settings.density)
}
}
update(deltaTime: number): void {
// Update animations
}
updateGodRaysPosition(position: THREE.Vector3): void {
// Update shader uniforms
}
dispose(): void {
this.scene.fog = null
}
}

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/**
* Advanced Weather System
* Rain, snow, wind, and environmental effects
*/
import * as THREE from 'three'
import { GPUParticleSystem, ParticleEffects } from './particle-system'
export interface WeatherConfig {
type: 'clear' | 'rain' | 'snow' | 'storm' | 'fog' | 'cloudy'
intensity: number // 0-1
windDirection: THREE.Vector2
windStrength: number
temperature: number // Affects particle behavior
}
/**
* Weather System Manager
*/
export class WeatherSystem {
private scene: THREE.Scene
private currentWeather: WeatherConfig
private particleSystem: GPUParticleSystem | null = null
private windForce: THREE.Vector3 = new THREE.Vector3()
private fogDensity: number = 0
private skyColor: THREE.Color = new THREE.Color(0x87ceeb)
private ambientLight: THREE.AmbientLight | null = null
private directionalLight: THREE.DirectionalLight | null = null
// Weather transition
private isTransitioning: boolean = false
private transitionDuration: number = 0
private transitionTime: number = 0
private startWeather: WeatherConfig
private targetWeather: WeatherConfig
constructor(scene: THREE.Scene) {
this.scene = scene
// Default weather
this.currentWeather = {
type: 'clear',
intensity: 0,
windDirection: new THREE.Vector2(1, 0),
windStrength: 0,
temperature: 20
}
this.startWeather = { ...this.currentWeather }
this.targetWeather = { ...this.currentWeather }
}
/**
* Set weather
*/
setWeather(weather: Partial<WeatherConfig>, transitionDuration: number = 2.0): void {
this.startWeather = { ...this.currentWeather }
this.targetWeather = { ...this.currentWeather, ...weather }
if (transitionDuration > 0) {
this.isTransitioning = true
this.transitionDuration = transitionDuration
this.transitionTime = 0
} else {
this.currentWeather = this.targetWeather
this.applyWeather()
}
}
/**
* Apply current weather settings
*/
private applyWeather(): void {
// Remove existing particles
if (this.particleSystem) {
this.scene.remove(this.particleSystem.getMesh())
this.particleSystem.dispose()
this.particleSystem = null
}
switch (this.currentWeather.type) {
case 'rain':
this.applyRain()
break
case 'snow':
this.applySnow()
break
case 'storm':
this.applyStorm()
break
case 'fog':
this.applyFog()
break
case 'cloudy':
this.applyCloudy()
break
case 'clear':
default:
this.applyClear()
break
}
this.updateWind()
this.updateLighting()
}
/**
* Apply rain weather
*/
private applyRain(): void {
const areaSize = new THREE.Vector3(50, 0, 50)
const height = 20
this.particleSystem = ParticleEffects.createRain(
new THREE.Vector3(0, height, 0),
areaSize
)
// Adjust emission rate based on intensity
this.particleSystem.setEmissionRate(1000 * this.currentWeather.intensity)
this.scene.add(this.particleSystem.getMesh())
// Update fog
this.fogDensity = 0.002 * this.currentWeather.intensity
this.skyColor.setHex(0x708090) // Gray sky
}
/**
* Apply snow weather
*/
private applySnow(): void {
const areaSize = new THREE.Vector3(50, 0, 50)
const height = 20
this.particleSystem = ParticleEffects.createSnow(
new THREE.Vector3(0, height, 0),
areaSize
)
this.particleSystem.setEmissionRate(200 * this.currentWeather.intensity)
this.scene.add(this.particleSystem.getMesh())
// Update fog
this.fogDensity = 0.001 * this.currentWeather.intensity
this.skyColor.setHex(0xE0E0E0) // Light gray sky
}
/**
* Apply storm weather
*/
private applyStorm(): void {
// Heavy rain
this.applyRain()
if (this.particleSystem) {
this.particleSystem.setEmissionRate(2000 * this.currentWeather.intensity)
}
// Dark sky
this.skyColor.setHex(0x2F4F4F)
this.fogDensity = 0.004 * this.currentWeather.intensity
// Add lightning (would be implemented separately)
}
/**
* Apply fog weather
*/
private applyFog(): void {
this.fogDensity = 0.01 * this.currentWeather.intensity
this.skyColor.setHex(0xC0C0C0)
}
/**
* Apply cloudy weather
*/
private applyCloudy(): void {
this.fogDensity = 0.0005 * this.currentWeather.intensity
this.skyColor.setHex(0xB0C4DE)
}
/**
* Apply clear weather
*/
private applyClear(): void {
this.fogDensity = 0
this.skyColor.setHex(0x87CEEB) // Clear blue sky
}
/**
* Update wind effect
*/
private updateWind(): void {
this.windForce.set(
this.currentWeather.windDirection.x * this.currentWeather.windStrength,
0,
this.currentWeather.windDirection.y * this.currentWeather.windStrength
)
}
/**
* Update scene lighting based on weather
*/
private updateLighting(): void {
// Update ambient light
if (!this.ambientLight) {
this.ambientLight = new THREE.AmbientLight(0xffffff, 0.5)
this.scene.add(this.ambientLight)
}
// Update directional light
if (!this.directionalLight) {
this.directionalLight = new THREE.DirectionalLight(0xffffff, 1.0)
this.directionalLight.position.set(10, 10, 10)
this.scene.add(this.directionalLight)
}
// Adjust light based on weather
switch (this.currentWeather.type) {
case 'storm':
this.ambientLight.intensity = 0.2
this.directionalLight.intensity = 0.3
this.directionalLight.color.setHex(0x8899AA)
break
case 'rain':
case 'fog':
this.ambientLight.intensity = 0.4
this.directionalLight.intensity = 0.6
this.directionalLight.color.setHex(0xCCDDEE)
break
case 'cloudy':
this.ambientLight.intensity = 0.5
this.directionalLight.intensity = 0.8
this.directionalLight.color.setHex(0xE0E0E0)
break
case 'snow':
this.ambientLight.intensity = 0.7
this.directionalLight.intensity = 0.9
this.directionalLight.color.setHex(0xFFFFFF)
break
case 'clear':
default:
this.ambientLight.intensity = 0.5
this.directionalLight.intensity = 1.0
this.directionalLight.color.setHex(0xFFFFEE)
break
}
// Update scene fog
if (this.fogDensity > 0) {
this.scene.fog = new THREE.FogExp2(this.skyColor, this.fogDensity)
} else {
this.scene.fog = null
}
}
/**
* Update weather system
*/
update(deltaTime: number, objects: THREE.Object3D[] = []): void {
// Update transition
if (this.isTransitioning) {
this.transitionTime += deltaTime
const progress = Math.min(this.transitionTime / this.transitionDuration, 1)
// Interpolate weather parameters
this.currentWeather.intensity = THREE.MathUtils.lerp(
this.startWeather.intensity,
this.targetWeather.intensity,
progress
)
this.currentWeather.windStrength = THREE.MathUtils.lerp(
this.startWeather.windStrength,
this.targetWeather.windStrength,
progress
)
if (progress >= 1) {
this.currentWeather = { ...this.targetWeather }
this.isTransitioning = false
this.applyWeather()
} else {
this.updateWind()
this.updateLighting()
}
}
// Update particle system
if (this.particleSystem) {
this.particleSystem.update(deltaTime)
}
// Apply wind to objects (vegetation, cloth, etc.)
if (this.currentWeather.windStrength > 0) {
objects.forEach((obj) => {
if (obj.userData.affectedByWind) {
this.applyWindToObject(obj, deltaTime)
}
})
}
}
/**
* Apply wind force to object
*/
private applyWindToObject(object: THREE.Object3D, deltaTime: number): void {
// Simple wind sway effect
const time = Date.now() * 0.001
const windInfluence = this.currentWeather.windStrength
object.rotation.x = Math.sin(time + object.position.x) * 0.1 * windInfluence
object.rotation.z = Math.cos(time + object.position.z) * 0.1 * windInfluence
}
/**
* Get wind force
*/
getWindForce(): THREE.Vector3 {
return this.windForce.clone()
}
/**
* Get current weather
*/
getCurrentWeather(): WeatherConfig {
return { ...this.currentWeather }
}
/**
* Create lightning flash
*/
createLightning(duration: number = 0.2): void {
if (!this.directionalLight) return
const originalIntensity = this.directionalLight.intensity
this.directionalLight.intensity = 3.0
this.directionalLight.color.setHex(0xFFFFFF)
setTimeout(() => {
if (this.directionalLight) {
this.directionalLight.intensity = originalIntensity
this.updateLighting()
}
}, duration * 1000)
}
/**
* Dispose
*/
dispose(): void {
if (this.particleSystem) {
this.particleSystem.dispose()
}
}
}
/**
* Weather Presets
*/
export const WeatherPresets = {
sunny: {
type: 'clear' as const,
intensity: 0,
windDirection: new THREE.Vector2(1, 0),
windStrength: 0.2,
temperature: 25
},
partlyCloudy: {
type: 'cloudy' as const,
intensity: 0.3,
windDirection: new THREE.Vector2(1, 0.2),
windStrength: 0.5,
temperature: 22
},
overcast: {
type: 'cloudy' as const,
intensity: 0.7,
windDirection: new THREE.Vector2(1, 0),
windStrength: 0.4,
temperature: 18
},
lightRain: {
type: 'rain' as const,
intensity: 0.3,
windDirection: new THREE.Vector2(1, 0.1),
windStrength: 0.6,
temperature: 15
},
heavyRain: {
type: 'rain' as const,
intensity: 0.8,
windDirection: new THREE.Vector2(1, 0.3),
windStrength: 1.2,
temperature: 12
},
thunderstorm: {
type: 'storm' as const,
intensity: 1.0,
windDirection: new THREE.Vector2(1, 0.5),
windStrength: 2.0,
temperature: 10
},
lightSnow: {
type: 'snow' as const,
intensity: 0.3,
windDirection: new THREE.Vector2(0.5, 0),
windStrength: 0.3,
temperature: -2
},
heavySnow: {
type: 'snow' as const,
intensity: 0.8,
windDirection: new THREE.Vector2(1, 0.2),
windStrength: 0.8,
temperature: -5
},
blizzard: {
type: 'snow' as const,
intensity: 1.0,
windDirection: new THREE.Vector2(1, 0.5),
windStrength: 2.5,
temperature: -10
},
fog: {
type: 'fog' as const,
intensity: 0.8,
windDirection: new THREE.Vector2(0.2, 0),
windStrength: 0.1,
temperature: 15
}
}
/**
* Wind Shader for vegetation
*/
export const WindShader = {
uniforms: {
time: { value: 0 },
windDirection: { value: new THREE.Vector2(1, 0) },
windStrength: { value: 1.0 },
gustFrequency: { value: 0.5 },
gustStrength: { value: 0.3 },
trunkStiffness: { value: 0.9 }
},
vertexShader: `
uniform float time;
uniform vec2 windDirection;
uniform float windStrength;
uniform float gustFrequency;
uniform float gustStrength;
uniform float trunkStiffness;
varying vec3 vNormal;
varying vec2 vUv;
void main() {
vUv = uv;
vNormal = normalize(normalMatrix * normal);
vec3 pos = position;
// Height-based wind influence (higher parts move more)
float heightFactor = smoothstep(0.0, 1.0, uv.y);
// Base wind
float windPhase = time * windStrength;
vec2 windOffset = windDirection * sin(windPhase + pos.x * 0.5 + pos.z * 0.3);
// Add gusts
float gustPhase = time * gustFrequency;
float gust = sin(gustPhase) * cos(gustPhase * 1.3) * gustStrength;
windOffset *= (1.0 + gust);
// Apply wind with height factor and trunk stiffness
float influence = heightFactor * (1.0 - trunkStiffness);
pos.x += windOffset.x * influence;
pos.z += windOffset.y * influence;
// Slight vertical bob
pos.y += sin(windPhase * 2.0) * 0.05 * influence;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
varying vec3 vNormal;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(0.2, 0.6, 0.2, 1.0);
}
`
}
/**
* Cloud System
*/
export class CloudSystem {
private cloudMeshes: THREE.Mesh[] = []
private cloudMaterial: THREE.ShaderMaterial
private windSpeed: THREE.Vector2 = new THREE.Vector2(0.1, 0)
constructor() {
this.cloudMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
cloudColor: { value: new THREE.Color(0xFFFFFF) },
opacity: { value: 0.8 },
scale: { value: 1.0 }
},
vertexShader: `
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vUv = uv;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
uniform vec3 cloudColor;
uniform float opacity;
uniform float scale;
varying vec2 vUv;
varying vec3 vPosition;
// Simple noise function
float noise(vec3 p) {
return fract(sin(dot(p, vec3(12.9898, 78.233, 45.164))) * 43758.5453);
}
float fbm(vec3 p) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 5; i++) {
value += amplitude * noise(p);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
void main() {
vec3 p = vPosition * scale + vec3(time * 0.05, 0.0, 0.0);
float cloudNoise = fbm(p);
// Soft edges
float edgeFactor = smoothstep(0.0, 0.3, cloudNoise) * smoothstep(1.0, 0.7, cloudNoise);
float alpha = edgeFactor * opacity;
gl_FragColor = vec4(cloudColor, alpha);
}
`,
transparent: true,
side: THREE.DoubleSide,
depthWrite: false
})
}
/**
* Generate clouds
*/
generateClouds(count: number, bounds: THREE.Box3): void {
for (let i = 0; i < count; i++) {
const size = new THREE.Vector3(
10 + Math.random() * 20,
3 + Math.random() * 5,
8 + Math.random() * 15
)
const geometry = new THREE.PlaneGeometry(size.x, size.z, 10, 10)
const mesh = new THREE.Mesh(geometry, this.cloudMaterial.clone())
// Position randomly in bounds
mesh.position.set(
THREE.MathUtils.randFloat(bounds.min.x, bounds.max.x),
bounds.max.y - 5 + Math.random() * 10,
THREE.MathUtils.randFloat(bounds.min.z, bounds.max.z)
)
// Rotate to face down
mesh.rotation.x = -Math.PI / 2
this.cloudMeshes.push(mesh)
}
}
/**
* Get all cloud meshes
*/
getMeshes(): THREE.Mesh[] {
return this.cloudMeshes
}
/**
* Update clouds
*/
update(deltaTime: number): void {
this.cloudMeshes.forEach((mesh) => {
const material = mesh.material as THREE.ShaderMaterial
material.uniforms.time.value += deltaTime
// Move clouds with wind
mesh.position.x += this.windSpeed.x * deltaTime
mesh.position.z += this.windSpeed.y * deltaTime
})
}
/**
* Set wind speed
*/
setWindSpeed(speed: THREE.Vector2): void {
this.windSpeed.copy(speed)
}
/**
* Dispose
*/
dispose(): void {
this.cloudMeshes.forEach((mesh) => {
mesh.geometry.dispose()
;(mesh.material as THREE.Material).dispose()
})
this.cloudMeshes = []
}
}