windows are back
This commit is contained in:
+11
-11
@@ -60,18 +60,18 @@ export default {
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reject(src)
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}
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})
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},
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createGradientCanvas (c1, c2) {
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var ctx = document.createElement('canvas').getContext('2d')
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ctx.canvas.width = 1024
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ctx.canvas.height = 1024
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var lingrad = ctx.createLinearGradient(0, 0, 0, 1024)
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lingrad.addColorStop(0, c1)
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lingrad.addColorStop(1, c2)
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ctx.fillStyle = lingrad
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ctx.fillRect(0, 0, 1024, 1024)
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return ctx.canvas
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}
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// createGradientCanvas (c1, c2) {
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// var ctx = document.createElement('canvas').getContext('2d')
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// ctx.canvas.width = 1024
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// ctx.canvas.height = 1024
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// var lingrad = ctx.createLinearGradient(0, 0, 0, 1024)
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// lingrad.addColorStop(0, c1)
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// lingrad.addColorStop(1, c2)
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// ctx.fillStyle = lingrad
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// ctx.fillRect(0, 0, 1024, 1024)
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// return ctx.canvas
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// }
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// ,
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// /**
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// * Converts an HSL color value to RGB. Conversion formula
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@@ -1,9 +1,9 @@
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<template>
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<div>
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<object3d ref="block3d" name="Project" :obj="walls3dObj" :position="wallsPos" />
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<!-- <object3d ref="top" :obj="top_mesh" :position="top_position" />
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<object3d ref="floor" :obj="floor_mesh" :position="floor_position" />
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<object3d ref="level" :obj="level_mesh" :position="level_position" /> -->
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<object3d ref="top" :obj="top3dObj" :position="topPos" />
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<object3d ref="floor" :obj="floor3dObj" :position="floorPos" />
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<!-- <object3d ref="level" :obj="level_mesh" :position="level_position" /> -->
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<!-- <light :obj="light" :position="building_position" /> -->
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<!-- <mesh ref="label3d" name="Label" :position="label_position">
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<geometry type="Plane" :args="[label_size.x, label_size.y]" />
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@@ -118,7 +118,11 @@ export default {
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// size: state => state.size,
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// position: state => state.position,
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walls3dObj: state => state.walls3dObj,
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wallsPos: state => state.wallsPos
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wallsPos: state => state.wallsPos,
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top3dObj: state => state.top3dObj,
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topPos: state => state.topPos,
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floor3dObj: state => state.floor3dObj,
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floorPos: state => state.floorPos
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})
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// label_texture_opts () {
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// return {
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+106
-114
@@ -17,6 +17,10 @@ export default {
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position: { x: 0, y: 0, z: 0 },
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walls3dObj: null,
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wallsPos: null,
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top3dObj: null,
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topPos: null,
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floor3dObj: null,
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floorPos: null,
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wall: {
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wallW: 0.001,
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// dig windows on face and back
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@@ -40,6 +44,17 @@ export default {
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},
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size: (state) => {
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return state.size
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},
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createGradientCanvas: (state) => (c1, c2) => {
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var ctx = document.createElement('canvas').getContext('2d')
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ctx.canvas.width = 1024
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ctx.canvas.height = 1024
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var lingrad = ctx.createLinearGradient(0, 0, 0, 1024)
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lingrad.addColorStop(0, c1)
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lingrad.addColorStop(1, c2)
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ctx.fillStyle = lingrad
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ctx.fillRect(0, 0, 1024, 1024)
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return ctx.canvas
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}
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},
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@@ -51,12 +66,12 @@ export default {
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setPosition: (state, pos) => {
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state.position = pos
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},
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setWalls3dObj: (state, obj) => {
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state.walls3dObj = obj
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},
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setWallsPos: (state, pos) => {
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state.wallsPos = pos
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}
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setWalls3dObj: (state, obj) => { state.walls3dObj = obj },
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setWallsPos: (state, pos) => { state.wallsPos = pos },
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setTop3dObj: (state, obj) => { state.top3dObj = obj },
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setTopPos: (state, pos) => { state.topPos = pos },
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setFloor3dObj: (state, obj) => { state.floor3dObj = obj },
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setFloorPos: (state, pos) => { state.floorPos = pos }
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},
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// actions
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@@ -67,11 +82,11 @@ export default {
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dispatch('build3dObjs')
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},
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sizingBuilding ({ dispatch, commit, state, rootGetters }) {
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console.log('sizingBuilding', state.index)
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console.log('sizingBuilding')
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let totalW = rootGetters['Projects/totalW']
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console.log('totalW', totalW)
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// console.log('totalW', totalW)
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let margin = rootGetters['Projects/marginBetweenBuildings']
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console.log('margin', margin)
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// console.log('margin', margin)
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// positioning buildings on x regarding the widths
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// & setting up the window sizing
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@@ -83,43 +98,43 @@ export default {
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let x
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if (state.index === 0) {
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// if it's the first
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x = -1 * totalW / 2
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x = -1 * totalW / 2 + state.size.x / 2
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} else {
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// else get the precedent pos
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let prevProjID = rootGetters['Projects/projectID'](state.index - 1)
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console.log('prevProjID', prevProjID)
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// console.log('prevProjID', prevProjID)
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let prevProjPos = rootGetters[`project:${prevProjID}/position`]
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console.log(`project:${prevProjID}/position.x`, prevProjPos.x)
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// console.log(`project:${prevProjID}/position.x`, prevProjPos.x)
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let prevProjSize = rootGetters[`project:${prevProjID}/size`]
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console.log(`project:${prevProjID}/size.x`, prevProjSize.x)
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console.log('state.size.x', state.size.x)
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// console.log(`project:${prevProjID}/size.x`, prevProjSize.x)
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// console.log('state.size.x', state.size.x)
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// prev X + alf of prev size x + margin + half of current size x
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x = prevProjPos.x + prevProjSize.x / 2 + margin + state.size.x / 2
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}
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console.log('x', x)
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// console.log('x', x)
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commit('setPosition', {
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x: x,
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y: -1 * state.size.y / 2 + 10 + Math.random() * 30, // -10 + Math.random() * this.size.y / 2
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z: -10 + Math.random() * 10
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})
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// // WINDOWS
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// // removing windows on X until padding is enough
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// a = 0
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// state.wall.nbrWinX = Math.floor((state.size.x - 2 * state.wall.margin) / state.wall.winW)
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// while (state.wall.paddingX < 0.4) {
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// state.wall.nbrWinX -= a
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// state.wall.paddingX = (state.size.x - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinX) / (state.wall.nbrWinX - 1)
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// a++
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// }
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// // removing windows on Y until padding is enough
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// a = 0
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// state.wall.nbrWinY = Math.floor((state.size.y - 2 * state.wall.margin) / state.wall.winH)
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// while (state.wall.paddingY < 0.4) {
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// state.wall.nbrWinY -= a
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// state.wall.paddingY = (state.size.y - 2 * state.wall.margin - state.wall.winH * state.wall.nbrWinY) / (state.wall.nbrWinY - 1)
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// a++
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// }
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// WINDOWS
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let a = 0
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state.wall.nbrWinX = Math.floor((state.size.x - 2 * state.wall.margin) / state.wall.winW)
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// removing windows on X until padding is enough
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while (state.wall.paddingX < 0.4) {
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state.wall.nbrWinX -= a
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state.wall.paddingX = (state.size.x - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinX) / (state.wall.nbrWinX - 1)
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a++
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}
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a = 0
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state.wall.nbrWinY = Math.floor((state.size.y - 2 * state.wall.margin) / state.wall.winH)
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// removing windows on Y until padding is enough
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while (state.wall.paddingY < 0.4) {
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state.wall.nbrWinY -= a
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state.wall.paddingY = (state.size.y - 2 * state.wall.margin - state.wall.winH * state.wall.nbrWinY) / (state.wall.nbrWinY - 1)
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a++
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}
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// state.wall = { ...wall }
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//
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// // CONTENTS GRID
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@@ -149,7 +164,8 @@ export default {
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// }
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// state.grid = [ ...grid ]
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},
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build3dObjs ({ dispatch, commit, state, rootGetters }) {
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build3dObjs ({ dispatch, commit, state, getters, rootGetters }) {
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console.log('build3dObjs')
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// http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
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let backGeom = new THREE.BoxGeometry(state.size.x, state.size.y, state.wall.wallW)
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@@ -157,11 +173,23 @@ export default {
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backMesh.position.z = -0.5 * state.size.z
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let backBSP = new ThreeBSP(backMesh)
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// TODO: use web workers
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// https://medium.com/techtrument/multithreading-javascript-46156179cf9a
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let winGeom = new THREE.BoxGeometry(state.wall.winW, state.wall.winH, state.wall.wallW)
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let winMesh = new THREE.Mesh(winGeom)
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let windowsGeom = new THREE.Geometry()
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for (var i = 0; i < state.wall.nbrWinX; i++) {
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for (var j = 0; j < state.wall.nbrWinY; j++) {
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winMesh.position.z = -0.5 * state.size.z
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winMesh.position.x = -0.5 * state.size.x + state.wall.margin + state.wall.winW * 0.5 + i * (state.wall.winW + state.wall.paddingX)
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winMesh.position.y = 0.5 * state.size.y - state.wall.margin - state.wall.winH * 0.5 - j * (state.wall.winH + state.wall.paddingY)
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// winMesh.updateMatrix()
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windowsGeom.mergeMesh(winMesh)
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}
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}
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let windowsBSP = new ThreeBSP(windowsGeom)
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backBSP = backBSP.subtract(windowsBSP)
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// let winGeom = new THREE.BoxGeometry(state.wall.winW, state.wall.winH, state.wall.wallW)
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// let winMesh = new THREE.Mesh(winGeom)
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// let winBSP
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// for (var i = 0; i < state.wall.nbrWinX; i++) {
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// for (var j = 0; j < state.wall.nbrWinY; j++) {
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@@ -172,19 +200,6 @@ export default {
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// backBSP = backBSP.subtract(winBSP)
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// }
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// }
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//
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// // let abovewWaterH = position.y + state.size.y / 2
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// // let underWaterHThd = (-1 * position.y - state.size.y / 2) / 3
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// // let levelH = 4
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// // let levelGeom = new THREE.BoxGeometry(state.size.x, levelH, wallW)
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// // let levelMesh, levelBSP
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// // for (var l = 0; l < 2; l++) {
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// // levelMesh = new THREE.Mesh(levelGeom)
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// // levelMesh.position.z = -0.5 * state.size.z
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// // levelMesh.position.y = 0.5 * state.size.y - abovewWaterH - underWaterHThd - underWaterHThd * l + levelH * 0.5
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// // levelBSP = new ThreeBSP(levelMesh)
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// // backBSP = backBSP.union(levelBSP)
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// // }
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backMesh = backBSP.toMesh()
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let faceMesh = backMesh.clone()
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@@ -197,39 +212,11 @@ export default {
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// rightMesh.position.z = 0.5 * state.size.z
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let rightBSP = new ThreeBSP(rightMesh)
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// // WE MAY NO NEED TO DIG WINDOWS ON SIDE WALLS
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// // // dig windows on right
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// // let nbrWinZ = Math.floor((state.size.z - 2 * margin) / winW)
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// // let paddingZ = (state.size.z - 2 * margin - winW * nbrWinZ) / (nbrWinX - 1)
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// // winGeom = new THREE.BoxGeometry(wallW, winH, winW)
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// // for (i = 0; i < nbrWinZ; i++) {
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// // for (j = 0; j < nbrWinY; j++) {
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// // // right
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// // winMesh = new THREE.Mesh(winGeom)
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// // winMesh.position.x = 0.5 * state.size.x
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// // winMesh.position.z = -0.5 * state.size.z + margin + winW * 0.5 + i * (winW + paddingZ)
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// // winMesh.position.y = 0.5 * state.size.y - margin - winH * 0.5 - j * (winH + paddingY)
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// // winBSP = new ThreeBSP(winMesh)
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// // rightBSP = rightBSP.subtract(winBSP)
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// // }
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// // }
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// // rightMesh = rightBSP.toMesh()
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let leftMesh = rightMesh.clone()
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leftMesh.position.x = -0.5 * state.size.x
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// leftMesh.position.z = 0.5 * state.size.z
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let leftBSP = new ThreeBSP(leftMesh)
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// // let topGeom = new THREE.BoxGeometry(state.size.x, wallW, state.size.z)
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// // let topMesh = new THREE.Mesh(topGeom)
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// // // topMesh.position.y = -0.5 * state.size.y
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// // // let topBSP = new ThreeBSP(topMesh)
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// //
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// // let floorGeom = new THREE.BoxGeometry(state.size.x, wallW, state.size.z)
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// // let floorMesh = new THREE.Mesh(floorGeom)
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// // // floorMesh.position.y = 0.5 * state.size.y
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// // // let floorBSP = new ThreeBSP(floorMesh)
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let buildingBSP = backBSP.union(rightBSP)
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buildingBSP = buildingBSP.union(faceBSP)
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buildingBSP = buildingBSP.union(leftBSP)
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@@ -261,24 +248,24 @@ export default {
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// // })
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// // building.material = buildingMat
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// // create a classical material for building
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// // let topColor = `hsla(201, 100%, 95%, 1)`
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// let hTop = Math.round(195 + Math.random() * 10)
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// let sTop = Math.round(100)
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// let lTop = Math.round(95)
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// let hFloor = Math.round(205 + Math.random() * 10)
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// let sFloor = Math.round(40 + Math.random() * 20)
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// let lFloor = Math.round(5 + Math.random() * 15)
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// let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
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// let bottomColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
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//
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// let gradientTexture = new THREE.CanvasTexture(this.createGradientCanvas(topColor, bottomColor))
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// create a classical material for building
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// let topColor = `hsla(201, 100%, 95%, 1)`
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let hTop = Math.round(195 + Math.random() * 10)
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let sTop = Math.round(100)
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let lTop = Math.round(95)
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let hFloor = Math.round(205 + Math.random() * 10)
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let sFloor = Math.round(40 + Math.random() * 20)
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let lFloor = Math.round(5 + Math.random() * 15)
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let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
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let bottomColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
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let gradientTexture = new THREE.CanvasTexture(getters.createGradientCanvas(topColor, bottomColor))
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let materialOpts = {
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color: 0xffffff,
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side: THREE.DoubleSide,
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shininess: 30
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// map: gradientTexture
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shininess: 30,
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map: gradientTexture
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// wireframe: true,
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// transparent: true,
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// opacity: 0.6
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@@ -288,31 +275,36 @@ export default {
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commit('setWalls3dObj', building)
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let buildingPos = { ...state.position, ...{ z: 0.5 * state.size.z } }
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let buildingPos = { ...state.position, ...{ z: state.position.z - 0.5 * state.size.z } }
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commit('setWallsPos', buildingPos)
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// // TOP & FLOOR
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// let topGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
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// let topOpts = {
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// color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
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// // side: THREE.DoubleSide,
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// shininess: 30
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// }
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// let topMat = new THREE.MeshPhongMaterial(topOpts)
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// let topMesh = new THREE.Mesh(topGeom, topMat)
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// let topPosition = { ...position }
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// topPosition.y += 0.5 * state.size.y
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//
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// // let floorGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
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// let floorOpts = {
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// color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
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// // side: THREE.DoubleSide,
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// shininess: 10
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// }
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// let floorMat = new THREE.MeshPhongMaterial(floorOpts)
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// let floorMesh = new THREE.Mesh(topGeom, floorMat)
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// let floorPosition = { ...position }
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// floorPosition.y -= 0.5 * state.size.y
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// TOP & FLOOR
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let topGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
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let topOpts = {
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color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
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// side: THREE.DoubleSide,
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shininess: 30
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}
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let topMat = new THREE.MeshPhongMaterial(topOpts)
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let topMesh = new THREE.Mesh(topGeom, topMat)
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commit('setTop3dObj', topMesh)
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let topPosition = { ...state.position }
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topPosition.y += 0.5 * state.size.y
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commit('setTopPos', topPosition)
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||||
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||||
// let floorGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
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let floorOpts = {
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color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
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// side: THREE.DoubleSide,
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shininess: 10
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}
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let floorMat = new THREE.MeshPhongMaterial(floorOpts)
|
||||
let floorMesh = new THREE.Mesh(topGeom, floorMat)
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commit('setFloor3dObj', floorMesh)
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let floorPosition = { ...state.position }
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floorPosition.y -= 0.5 * state.size.y
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commit('setFloorPos', floorPosition)
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//
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||||
// // LEVELS
|
||||
// let levelGeom = new THREE.BoxGeometry(state.size.x, 1, state.size.z)
|
||||
|
||||
@@ -22,12 +22,12 @@ export default {
|
||||
return state.marginBetweenBuildings
|
||||
},
|
||||
projectID: (state) => (index) => {
|
||||
console.log('getter projectID index', index)
|
||||
// console.log('getter projectID index', index)
|
||||
return state.projects[index].id
|
||||
},
|
||||
getGridPos: (state) => (index) => {
|
||||
let popped = state.projects[index].grid.pop()
|
||||
console.log('getGridPos: popped', popped)
|
||||
// console.log('getGridPos: popped', popped)
|
||||
return popped
|
||||
}
|
||||
},
|
||||
@@ -86,7 +86,7 @@ export default {
|
||||
// console.log('state.marginBetweenBuildings', state.marginBetweenBuildings)
|
||||
// console.log('state.count', state.count)
|
||||
commit('increaseTotalW', state.marginBetweenBuildings * (projects.length - 1))
|
||||
console.log('PROJECTS state.totalW', state.totalW)
|
||||
// console.log('PROJECTS state.totalW', state.totalW)
|
||||
projects.forEach((project, i) => {
|
||||
name = `project:${project.id}`
|
||||
// convert to number the project id
|
||||
@@ -94,11 +94,11 @@ export default {
|
||||
if (!(this.state && this.state[name])) {
|
||||
// Randomly Define the size and position of each building as here we need to know the totalW (not so clean)
|
||||
w = Math.round(21 + Math.random() * 15)
|
||||
console.log('w', w)
|
||||
// console.log('w', w)
|
||||
commit('increaseTotalW', w)
|
||||
size = {
|
||||
x: w,
|
||||
y: Math.round(100 + Math.random() * 250),
|
||||
y: Math.round(150 + Math.random() * 50),
|
||||
z: Math.round(10 + Math.random() * 30)
|
||||
}
|
||||
// convert to number the project id
|
||||
|
||||
Reference in New Issue
Block a user