first draft of contents grid placing
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@@ -16,6 +16,7 @@
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:key="item.id"
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:prtPosition="position"
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:prtSize="size"
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:prtIndex="index"
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type="visible"
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:data="item"
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/>
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@@ -24,6 +25,7 @@
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:key="item.id"
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:prtPosition="position"
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:prtSize="size"
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:prtIndex="index"
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type="context"
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:data="item"
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/>
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@@ -32,6 +34,7 @@
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:key="item.id"
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:prtPosition="position"
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:prtSize="size"
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:prtIndex="index"
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type="process"
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:data="item"
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/>
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@@ -40,6 +43,7 @@
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:key="item.id"
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:prtPosition="position"
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:prtSize="size"
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:prtIndex="index"
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type="concept"
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:data="item"
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/>
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@@ -71,49 +75,23 @@ export default {
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// get size and positions from project store
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let size = { ...this.data.size }
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let position = { ...this.data.position }
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let wall = { ...this.data.wall }
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// http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
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// console.log('ThreeBSP', ThreeBSP)
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let wallW = 0.001
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let backGeom = new THREE.BoxGeometry(size.x, size.y, wallW)
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let backGeom = new THREE.BoxGeometry(size.x, size.y, wall.wallW)
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let backMesh = new THREE.Mesh(backGeom)
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backMesh.position.z = -0.5 * size.z
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let backBSP = new ThreeBSP(backMesh)
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// dig windows on face and back
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let winW = 2 + Math.random() * 2
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let winH = 4 + Math.random() * 4
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let margin = 2
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let nbrWinX = 0
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let paddingX = 0
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let a = 0
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// removing windows until padding is enough
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while (paddingX < 0.4) {
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nbrWinX = Math.floor((size.x - 2 * margin) / winW) - a
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paddingX = (size.x - 2 * margin - winW * nbrWinX) / (nbrWinX - 1)
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a++
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}
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// console.log('paddingX', paddingX)
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let nbrWinY = 0
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let paddingY = 0
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a = 0
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// removing windows until padding is enough
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while (paddingY < 0.4) {
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nbrWinY = Math.floor((size.y - 2 * margin) / winH) - a
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paddingY = (size.y - 2 * margin - winH * nbrWinY) / (nbrWinY - 1)
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a++
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}
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let winGeom = new THREE.BoxGeometry(winW, winH, wallW)
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let winMesh, winBSP
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for (var i = 0; i < nbrWinX; i++) {
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for (var j = 0; j < nbrWinY; j++) {
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// back
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winMesh = new THREE.Mesh(winGeom)
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let winGeom = new THREE.BoxGeometry(wall.winW, wall.winH, 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 < wall.nbrWinX; i++) {
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for (var j = 0; j < wall.nbrWinY; j++) {
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winMesh.position.z = -0.5 * size.z
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winMesh.position.x = -0.5 * size.x + margin + winW * 0.5 + i * (winW + paddingX)
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winMesh.position.y = 0.5 * size.y - margin - winH * 0.5 - j * (winH + paddingY)
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winMesh.position.x = -0.5 * size.x + wall.margin + wall.winW * 0.5 + i * (wall.winW + wall.paddingX)
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winMesh.position.y = 0.5 * size.y - wall.margin - wall.winH * 0.5 - j * (wall.winH + wall.paddingY)
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winBSP = new ThreeBSP(winMesh)
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backBSP = backBSP.subtract(winBSP)
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}
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@@ -137,7 +115,7 @@ export default {
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faceMesh.position.z = 0.5 * size.z
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let faceBSP = new ThreeBSP(faceMesh)
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let rightGeom = new THREE.BoxGeometry(wallW, size.y, size.z)
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let rightGeom = new THREE.BoxGeometry(wall.wallW, size.y, size.z)
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let rightMesh = new THREE.Mesh(rightGeom)
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rightMesh.position.x = 0.5 * size.x
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// rightMesh.position.z = 0.5 * size.z
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@@ -216,10 +194,11 @@ export default {
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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}%, ${lFloor}%, 1)`
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let gradientTexture = new THREE.CanvasTexture(this.createGradientCanvas(topColor, bottomColor))
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let materialOpts = {
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color: 0xffffff,
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side: THREE.DoubleSide,
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@@ -249,7 +228,7 @@ export default {
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// var sun = new THREE.DirectionalLight(0xfcfcf9, 2)
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// sun.position.set(-150, 200, 110)
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let topGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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let topGeom = new THREE.BoxGeometry(size.x, wall.wallW, size.z)
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let topOpts = {
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color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
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// side: THREE.DoubleSide,
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@@ -260,7 +239,7 @@ export default {
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let topPosition = { ...position }
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topPosition.y += 0.5 * size.y
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let floorGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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let floorGeom = new THREE.BoxGeometry(size.x, wall.wallW, size.z)
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let floorOpts = {
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color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
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// side: THREE.DoubleSide,
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