added a 3D level object, remain to place 3 levels @ correct height
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@@ -169,7 +169,7 @@ export default {
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// }
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// this.position.y = y
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// let face = Math.random()
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let face = Math.random()
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// // USES 4 FACES
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// if (face < 0.25) {
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// // gauche
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@@ -197,28 +197,28 @@ export default {
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// }
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// // USES 2 FACES
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// if (face < 0.5) {
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// // gauche
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// this.face = 'left'
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// this.position.x = this.prtPosition.x - this.prtSize.x / 2 + 0.1
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// this.position.z = this.prtPosition.z - this.prtSize.z / 2 + this.size.x / 2 + Math.random() * (this.prtSize.z - this.size.x / 2)
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// this.rotation.y = 90
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// } else {
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// // droite
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// this.face = 'right'
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// this.position.x = this.prtPosition.x + this.prtSize.x / 2 - 0.1
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// this.position.z = this.prtPosition.z - this.prtSize.z / 2 + this.size.x / 2 + Math.random() * (this.prtSize.z - this.size.x / 2)
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// this.rotation.y = -90
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// }
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if (face < 0.5) {
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// gauche
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this.face = 'left'
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this.position.x = this.prtPosition.x - this.prtSize.x / 2 + 0.1
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// this.position.z = this.prtPosition.z - this.prtSize.z / 2 + this.size.x / 2 + Math.random() * (this.prtSize.z - this.size.x / 2)
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this.rotation.y = 90
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} else {
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// droite
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this.face = 'right'
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this.position.x = this.prtPosition.x + this.prtSize.x / 2 - 0.1
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// this.position.z = this.prtPosition.z - this.prtSize.z / 2 + this.size.x / 2 + Math.random() * (this.prtSize.z - this.size.x / 2)
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this.rotation.y = -90
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}
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// With GRID
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this.face = 'left'
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this.position.x = this.prtPosition.x - this.prtSize.x / 2 + 0.1
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// this.face = 'left'
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// this.position.x = this.prtPosition.x - this.prtSize.x / 2 + 0.1
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// this.rotation.y = 90
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let pos = this.getGridPos(this.prtIndex)
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console.log('pos', pos)
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this.position.z = this.prtPosition.z - this.prtSize.z / 2 + pos.z
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this.position.y = this.prtPosition.y - this.prtSize.y / 2 + pos.y
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this.rotation.y = 90
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// this.label_position.x = this.position.x - this.size.x / 2 + this.label_size.x / 2 + 0.1
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// this.label_position.y = this.position.y + this.size.y / 2 - this.label_size.y / 2 - 0.1
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@@ -3,6 +3,7 @@
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<object3d ref="block3d" name="Project" :obj="building" :position="building_position"/>
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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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<!-- <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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@@ -224,10 +225,7 @@ export default {
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let buildingPos = { ...position }
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buildingPos.z -= 0.5 * size.z
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// let light = new THREE.PointLight(0xfcfcf9, 1)
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// var sun = new THREE.DirectionalLight(0xfcfcf9, 2)
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// sun.position.set(-150, 200, 110)
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// TOP & FLOOR
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let topGeom = new THREE.BoxGeometry(size.x, wall.wallW, size.z)
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let topOpts = {
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color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
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@@ -239,17 +237,33 @@ export default {
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let topPosition = { ...position }
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topPosition.y += 0.5 * size.y
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let floorGeom = new THREE.BoxGeometry(size.x, wall.wallW, size.z)
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// let floorGeom = new THREE.BoxGeometry(size.x, wall.wallW, size.z)
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let floorOpts = {
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color: new THREE.Color(`hsl(${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(floorGeom, floorMat)
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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 * size.y
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// LEVELS
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let levelGeom = new THREE.BoxGeometry(size.x, 1, size.z)
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let levelMesh = new THREE.Mesh(levelGeom)
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let levelBSP = new ThreeBSP(levelMesh)
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let levelHoleGeom = new THREE.BoxGeometry(size.x - 3, 1, size.z - 3)
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let levelHoleMesh = new THREE.Mesh(levelHoleGeom)
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let levelHoleBSP = new ThreeBSP(levelHoleMesh)
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levelBSP = levelBSP.subtract(levelHoleBSP)
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levelMesh = levelBSP.toMesh()
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let levelOpts = {
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color: 0xff0000,
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shininess: 10
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}
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let levelMat = new THREE.MeshPhongMaterial(levelOpts)
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levelMesh.material = levelMat
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return {
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block3d: null,
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// block_opts: materialOpts,
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@@ -273,6 +287,8 @@ export default {
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top_position: topPosition,
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floor_mesh: floorMesh,
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floor_position: floorPosition,
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level_mesh: levelMesh,
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level_position: { ...position },
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label_position: { x: 0, y: 0, z: 0 },
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color: 0xffffff,
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label_canvas: null,
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