building are now for faces unioned with tow windows

This commit is contained in:
2020-09-09 15:22:57 +02:00
parent 3501af46eb
commit 2c673bef63
2 changed files with 36 additions and 10 deletions
+2 -1
View File
@@ -326,7 +326,6 @@ export default {
toPos = { ...object.position }
if (object.name === 'Content') {
// toPos.z += 1
switch (vnode.face) {
case 'left':
toPos.x += 4
@@ -345,6 +344,8 @@ export default {
// new TWEEN.Tween(this.controls.cam_target)
// .to(object.position, 2000)
// .start()
} else if (object.name === 'Project') {
toPos.z *= 0.5
}
// toPos.y = 5
new TWEEN.Tween(camPos)
+34 -9
View File
@@ -1,6 +1,6 @@
<template>
<div>
<object3d ref="block3d" name="Project" :obj="building" :position="position"/>
<object3d ref="block3d" name="Project" :obj="building" :position="building_position"/>
<mesh ref="label3d" name="Label" :position="label_position">
<geometry type="Plane" :args="[label_size.x, label_size.y]" />
<material type="MeshLambert" :options="label_opts">
@@ -71,18 +71,40 @@ export default {
// http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
console.log('ThreeBSP', ThreeBSP)
let boxGeom = new THREE.BoxGeometry(size.x, size.y, size.z)
let boxMesh = new THREE.Mesh(boxGeom)
let boxBSP = new ThreeBSP(boxMesh)
console.log('boxBSP', boxBSP)
let wallW = 0.001
let backGeom = new THREE.BoxGeometry(size.x, size.y, wallW)
let backMesh = new THREE.Mesh(backGeom)
backMesh.position.z = -0.5 * size.z
let backBSP = new ThreeBSP(backMesh)
let rightGeom = new THREE.BoxGeometry(wallW, size.y, size.z)
let rightMesh = new THREE.Mesh(rightGeom)
rightMesh.position.x = 0.5 * size.x
// rightMesh.position.z = 0.5 * size.z
let rightBSP = new ThreeBSP(rightMesh)
let faceGeom = new THREE.BoxGeometry(size.x, size.y, wallW)
let faceMesh = new THREE.Mesh(faceGeom)
faceMesh.position.z = 0.5 * size.z
let faceBSP = new ThreeBSP(faceMesh)
let leftGeom = new THREE.BoxGeometry(wallW, size.y, size.z)
let leftMesh = new THREE.Mesh(leftGeom)
leftMesh.position.x = -0.5 * size.x
// leftMesh.position.z = 0.5 * size.z
let leftBSP = new ThreeBSP(leftMesh)
let buildingBSP = backBSP.union(rightBSP)
buildingBSP = buildingBSP.union(faceBSP)
buildingBSP = buildingBSP.union(leftBSP)
let holeGeom = new THREE.BoxGeometry(1000, 5, 5)
let holeMesh = new THREE.Mesh(holeGeom)
holeMesh.position.y = 50
let holeBSP = new ThreeBSP(holeMesh)
let buildingBSP = boxBSP.subtract(holeBSP)
console.log('buildingBSP', buildingBSP)
buildingBSP = buildingBSP.subtract(holeBSP)
let building = buildingBSP.toMesh()
building.material = material
@@ -95,7 +117,8 @@ export default {
// let subtractCSG = boxMeshCSG.subtract(holeMeshCSG)
// let building = fromCSG(boxMeshCSG) // converting CSG back into ThreeJS object
//
// building.positon = position
let buildingPos = { ...position }
buildingPos.z -= 0.5 * size.z
// building.castShadow = true
// building.receiveShadow = true
@@ -113,8 +136,10 @@ export default {
// size and positions are defined in store project
size: size,
position: position,
// geometry: geometry,
building: building,
building_position: buildingPos,
label_position: { x: 0, y: 0, z: 0 },
color: 0xffffff,
label_canvas: null,
@@ -138,7 +163,7 @@ export default {
this.label_canvas = this.createLabelCanvas(this.data.Titre.replace(/ /g, '\n').toUpperCase(), 48, 21, '#000000')
this.label_position.x = this.position.x - this.size.x / 2 + this.label_size.x / 2 + 1
this.label_position.y = this.position.y + this.size.y / 2 - this.label_size.y / 2 - 1
this.label_position.z = this.position.z + this.size.z / 2 + 0.1
this.label_position.z = this.position.z + this.size.z / 2 + 0.5
// console.log('this.label_canvas', this.label_canvas)
},
mounted () {