first draft of contents grid placing
This commit is contained in:
@@ -1,6 +1,6 @@
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<template>
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<template>
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<div>
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<div>
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<!-- <object3d ref="block3d" name="Content" :position="position"> -->
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<!-- <object3d ref="block3d" name="Content" :position="position"> -->
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<!-- <mesh ref="block3d" name="ContentBlock" :position="position">
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<!-- <mesh ref="block3d" name="ContentBlock" :position="position">
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<geometry type="Box" :args="[size.x, size.y, size.z]" />
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<geometry type="Box" :args="[size.x, size.y, size.z]" />
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<material type="MeshLambert" :color="color" :options="opts" />
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<material type="MeshLambert" :color="color" :options="opts" />
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@@ -43,14 +43,16 @@
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<script>
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<script>
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import * as THREE from 'three'
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import * as THREE from 'three'
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import mixins from 'components/mixins'
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import mixins from 'components/mixins'
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import { mapState, mapGetters } from 'vuex'
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export default {
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export default {
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name: 'ContentBlock',
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name: 'ContentBlock',
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mixins: [mixins],
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mixins: [mixins],
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props: { prtPosition: Object, prtSize: Object, type: String, data: Object },
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props: { prtPosition: Object, prtSize: Object, prtIndex: Number, type: String, data: Object },
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data: () => ({
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data: () => ({
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// block3d: null,
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// block3d: null,
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size: { x: 4, y: 8 },
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project: null,
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size: { x: 0, y: 0 },
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position: { x: 0, y: 0, z: 0 },
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position: { x: 0, y: 0, z: 0 },
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rotation: { x: 0, y: 0, z: 0 },
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rotation: { x: 0, y: 0, z: 0 },
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// opts: {
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// opts: {
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@@ -84,6 +86,12 @@ export default {
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face: null
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face: null
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}),
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}),
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computed: {
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computed: {
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...mapState({
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projects: state => state.Projects.projects
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}),
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...mapGetters({
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getGridPos: 'Projects/getGridPos'
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}),
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color () {
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color () {
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let color = 0x000000
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let color = 0x000000
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switch (this.type) {
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switch (this.type) {
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@@ -119,6 +127,9 @@ export default {
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}
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}
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},
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},
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created () {
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created () {
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this.project = this.projects[this.prtIndex]
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this.size.x = this.project.wall.winW / 2
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this.size.y = this.project.wall.winY / 2
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// console.log('ContentBlock created', this.data)
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// console.log('ContentBlock created', this.data)
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// let txtcolor = '#000000'
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// let txtcolor = '#000000'
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// switch (this.type) {
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// switch (this.type) {
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@@ -139,26 +150,27 @@ export default {
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// this.size.x = this.label_size.x + 0.2
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// this.size.x = this.label_size.x + 0.2
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// this.size.y = this.label_size.y + 0.2
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// this.size.y = this.label_size.y + 0.2
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let y = 0
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// let y = 0
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let top = this.prtPosition.y + this.prtSize.y / 2
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// let top = this.prtPosition.y + this.prtSize.y / 2
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let floor = this.prtPosition.y - this.prtSize.y / 2
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// let floor = this.prtPosition.y - this.prtSize.y / 2
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switch (this.type) {
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// switch (this.type) {
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case 'visible':
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// case 'visible':
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y = top * Math.random()
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// y = top * Math.random()
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break
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// break
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case 'context':
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// case 'context':
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y = floor / 3 * Math.random()
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// y = floor / 3 * Math.random()
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break
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// break
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case 'process':
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// case 'process':
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y = floor / 3 + floor / 3 * Math.random()
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// y = floor / 3 + floor / 3 * Math.random()
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break
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// break
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case 'concept':
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// case 'concept':
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y = (floor / 3) * 2 + floor / 3 * Math.random()
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// y = (floor / 3) * 2 + floor / 3 * Math.random()
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break
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// break
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}
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// }
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this.position.y = y
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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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// if (face < 0.25) {
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// // gauche
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// // gauche
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// this.face = 'left'
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// this.face = 'left'
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@@ -183,19 +195,31 @@ export default {
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// this.position.x = this.prtPosition.x - this.prtSize.x / 2 + this.size.x / 2 + Math.random() * (this.prtSize.x - this.size.x / 2)
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// this.position.x = this.prtPosition.x - this.prtSize.x / 2 + this.size.x / 2 + Math.random() * (this.prtSize.x - this.size.x / 2)
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// this.rotation.y = 180
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// this.rotation.y = 180
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// }
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// }
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if (face < 0.5) {
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// gauche
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// // USES 2 FACES
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this.face = 'left'
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// if (face < 0.5) {
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this.position.x = this.prtPosition.x - this.prtSize.x / 2 + 0.1
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// // gauche
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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.face = 'left'
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this.rotation.y = 90
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// this.position.x = this.prtPosition.x - this.prtSize.x / 2 + 0.1
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} else {
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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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// droite
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// this.rotation.y = 90
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this.face = 'right'
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// } else {
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this.position.x = this.prtPosition.x + this.prtSize.x / 2 - 0.1
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// // droite
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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.face = 'right'
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this.rotation.y = -90
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// this.position.x = this.prtPosition.x + this.prtSize.x / 2 - 0.1
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}
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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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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.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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// this.label_position.y = this.position.y + this.size.y / 2 - this.label_size.y / 2 - 0.1
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// this.label_position.z = this.position.z + this.size.z / 2 + 0.01
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// this.label_position.z = this.position.z + this.size.z / 2 + 0.01
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@@ -16,6 +16,7 @@
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:key="item.id"
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:key="item.id"
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:prtPosition="position"
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:prtPosition="position"
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:prtSize="size"
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:prtSize="size"
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:prtIndex="index"
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type="visible"
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type="visible"
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:data="item"
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:data="item"
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/>
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/>
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@@ -24,6 +25,7 @@
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:key="item.id"
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:key="item.id"
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:prtPosition="position"
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:prtPosition="position"
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:prtSize="size"
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:prtSize="size"
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:prtIndex="index"
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type="context"
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type="context"
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:data="item"
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:data="item"
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/>
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/>
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@@ -32,6 +34,7 @@
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:key="item.id"
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:key="item.id"
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:prtPosition="position"
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:prtPosition="position"
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:prtSize="size"
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:prtSize="size"
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:prtIndex="index"
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type="process"
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type="process"
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:data="item"
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:data="item"
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/>
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/>
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@@ -40,6 +43,7 @@
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:key="item.id"
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:key="item.id"
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:prtPosition="position"
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:prtPosition="position"
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:prtSize="size"
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:prtSize="size"
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:prtIndex="index"
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type="concept"
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type="concept"
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:data="item"
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:data="item"
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/>
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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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// get size and positions from project store
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let size = { ...this.data.size }
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let size = { ...this.data.size }
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let position = { ...this.data.position }
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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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// 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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// 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, wall.wallW)
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let backGeom = new THREE.BoxGeometry(size.x, size.y, wallW)
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let backMesh = new THREE.Mesh(backGeom)
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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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backMesh.position.z = -0.5 * size.z
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let backBSP = new ThreeBSP(backMesh)
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let backBSP = new ThreeBSP(backMesh)
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// dig windows on face and back
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let winGeom = new THREE.BoxGeometry(wall.winW, wall.winH, wall.wallW)
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let winW = 2 + Math.random() * 2
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let winMesh = new THREE.Mesh(winGeom)
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let winH = 4 + Math.random() * 4
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let winBSP
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let margin = 2
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for (var i = 0; i < wall.nbrWinX; i++) {
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let nbrWinX = 0
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for (var j = 0; j < wall.nbrWinY; j++) {
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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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winMesh.position.z = -0.5 * size.z
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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.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 - margin - winH * 0.5 - j * (winH + paddingY)
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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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winBSP = new ThreeBSP(winMesh)
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backBSP = backBSP.subtract(winBSP)
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backBSP = backBSP.subtract(winBSP)
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}
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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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faceMesh.position.z = 0.5 * size.z
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let faceBSP = new ThreeBSP(faceMesh)
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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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let rightMesh = new THREE.Mesh(rightGeom)
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rightMesh.position.x = 0.5 * size.x
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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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// 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 hFloor = Math.round(205 + Math.random() * 10)
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let sFloor = Math.round(40 + Math.random() * 20)
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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 lFloor = Math.round(5 + Math.random() * 15)
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let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
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let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
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let bottomColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
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let bottomColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
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let gradientTexture = new THREE.CanvasTexture(this.createGradientCanvas(topColor, bottomColor))
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let gradientTexture = new THREE.CanvasTexture(this.createGradientCanvas(topColor, bottomColor))
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let materialOpts = {
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let materialOpts = {
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color: 0xffffff,
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color: 0xffffff,
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side: THREE.DoubleSide,
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side: THREE.DoubleSide,
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@@ -249,7 +228,7 @@ export default {
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// var sun = new THREE.DirectionalLight(0xfcfcf9, 2)
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// var sun = new THREE.DirectionalLight(0xfcfcf9, 2)
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// sun.position.set(-150, 200, 110)
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// sun.position.set(-150, 200, 110)
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let topGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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let topGeom = new THREE.BoxGeometry(size.x, wall.wallW, size.z)
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let topOpts = {
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let topOpts = {
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color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
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color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
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// side: THREE.DoubleSide,
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// side: THREE.DoubleSide,
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@@ -260,7 +239,7 @@ export default {
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let topPosition = { ...position }
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let topPosition = { ...position }
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topPosition.y += 0.5 * size.y
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topPosition.y += 0.5 * size.y
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|
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let floorGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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let floorGeom = new THREE.BoxGeometry(size.x, wall.wallW, size.z)
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let floorOpts = {
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let floorOpts = {
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color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
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color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
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// side: THREE.DoubleSide,
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// side: THREE.DoubleSide,
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|||||||
@@ -9,7 +9,13 @@ export default {
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|||||||
},
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},
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|
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// getters
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// getters
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getters: {},
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getters: {
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getGridPos: (state) => (index) => {
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let popped = state.projects[index].grid.pop()
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console.log('getGridPos: popped', popped)
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return popped
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}
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},
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|
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// mutations
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// mutations
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mutations: {
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mutations: {
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||||||
@@ -30,9 +36,15 @@ export default {
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|||||||
}
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}
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|
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||||||
// positioning buildings on x regarding the widths
|
// positioning buildings on x regarding the widths
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||||||
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// & setting up the window sizing
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||||||
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// & setting up the content grid
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let margin = 5
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let margin = 5
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totalW += margin * (state.projects.length - 1)
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totalW += margin * (state.projects.length - 1)
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||||||
|
let wall, a
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let grid
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||||||
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// fro each PROJECTS
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for (var j = 0; j < state.projects.length; j++) {
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for (var j = 0; j < state.projects.length; j++) {
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||||||
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// X POS
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||||||
let x = -1 * totalW / 2// + state.projects[0].size.x / 2
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let x = -1 * totalW / 2// + state.projects[0].size.x / 2
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||||||
for (var k = 0; k < j; k++) {
|
for (var k = 0; k < j; k++) {
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||||||
x += state.projects[k].size.x
|
x += state.projects[k].size.x
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||||||
@@ -44,6 +56,65 @@ export default {
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|||||||
y: -1 * state.projects[j].size.y / 2 + 10 + Math.random() * 30, // -10 + Math.random() * this.size.y / 2
|
y: -1 * state.projects[j].size.y / 2 + 10 + Math.random() * 30, // -10 + Math.random() * this.size.y / 2
|
||||||
z: -10 + Math.random() * 10
|
z: -10 + Math.random() * 10
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// WINDOWS
|
||||||
|
wall = {
|
||||||
|
wallW: 0.001,
|
||||||
|
// dig windows on face and back
|
||||||
|
winW: 2 + Math.random() * 2,
|
||||||
|
winH: 4 + Math.random() * 4,
|
||||||
|
margin: 2,
|
||||||
|
nbrWinX: 0,
|
||||||
|
paddingX: 0,
|
||||||
|
nbrWinY: 0,
|
||||||
|
paddingY: 0,
|
||||||
|
nbrWinZ: 0,
|
||||||
|
paddingZ: 0
|
||||||
|
}
|
||||||
|
// removing windows on X until padding is enough
|
||||||
|
a = 0
|
||||||
|
wall.nbrWinX = Math.floor((state.projects[j].size.x - 2 * wall.margin) / wall.winW)
|
||||||
|
while (wall.paddingX < 0.4) {
|
||||||
|
wall.nbrWinX -= a
|
||||||
|
wall.paddingX = (state.projects[j].size.x - 2 * wall.margin - wall.winW * wall.nbrWinX) / (wall.nbrWinX - 1)
|
||||||
|
a++
|
||||||
|
}
|
||||||
|
// removing windows on Y until padding is enough
|
||||||
|
a = 0
|
||||||
|
wall.nbrWinY = Math.floor((state.projects[j].size.y - 2 * wall.margin) / wall.winH)
|
||||||
|
while (wall.paddingY < 0.4) {
|
||||||
|
wall.nbrWinY -= a
|
||||||
|
wall.paddingY = (state.projects[j].size.y - 2 * wall.margin - wall.winH * wall.nbrWinY) / (wall.nbrWinY - 1)
|
||||||
|
a++
|
||||||
|
}
|
||||||
|
state.projects[j].wall = { ...wall }
|
||||||
|
|
||||||
|
// CONTENTS GRID
|
||||||
|
a = 0
|
||||||
|
wall.nbrWinZ = Math.floor((state.projects[j].size.z - 2 * wall.margin) / wall.winW)
|
||||||
|
while (wall.paddingZ < 0.4) {
|
||||||
|
wall.nbrWinZ -= a
|
||||||
|
wall.paddingZ = (state.projects[j].size.z - 2 * wall.margin - wall.winW * wall.nbrWinZ) / (wall.nbrWinZ - 1)
|
||||||
|
a++
|
||||||
|
}
|
||||||
|
|
||||||
|
grid = []
|
||||||
|
for (var l = 0; l < wall.nbrWinZ * 2; l++) { // cols
|
||||||
|
for (var m = 0; m < wall.nbrWinY * 2; m++) { // rows
|
||||||
|
grid.push({
|
||||||
|
z: margin + wall.winW / 2 * l,
|
||||||
|
y: margin + wall.winH / 2 * m
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// shuffle the grid
|
||||||
|
for (let n = grid.length - 1; n > 0; n--) {
|
||||||
|
const o = Math.floor(Math.random() * n)
|
||||||
|
const temp = grid[n]
|
||||||
|
grid[n] = grid[o]
|
||||||
|
grid[o] = temp
|
||||||
|
}
|
||||||
|
state.projects[j].grid = [ ...grid ]
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|||||||
Reference in New Issue
Block a user