refactored grid placement, now up to 4 faces available

This commit is contained in:
2020-10-14 11:24:46 +02:00
parent 83c9c24ba5
commit 87d66a76a7
3 changed files with 147 additions and 71 deletions
+53 -27
View File
@@ -101,7 +101,7 @@ export default {
projSize: state => state.size,
projPos: state => state.position,
projWall: state => state.wall,
gridContentPlaced: state => state.gridContentPlaced,
gridsContentPlaced: state => state.gridsContentPlaced,
contents_size_factor: state => state.contents_size_factor
}),
color () {
@@ -214,39 +214,65 @@ export default {
// this.rotation.y = 180
// }
// // USES 2 FACES
// RANDOMLY USE 2 FACES
if (face < 0.5) {
// gauche
this.face = 'left'
this.position.x = this.projPos.x - this.projSize.x / 2 + 0.1
// this.position.z = this.projPos.z - this.projSize.z / 2 + this.size.x / 2 + Math.random() * (this.projSize.z - this.size.x / 2)
this.rotation.y = 90
} else {
// droite
this.face = 'right'
this.position.x = this.projPos.x + this.projSize.x / 2 - 0.1
// this.position.z = this.projPos.z - this.projSize.z / 2 + this.size.x / 2 + Math.random() * (this.projSize.z - this.size.x / 2)
this.rotation.y = -90
}
// With GRID
// this.face = 'left'
// this.position.x = this.projPos.x - this.projSize.x / 2 + 0.1
// this.rotation.y = 90
if (typeof this.gridContentPlaced[this.type] === 'undefined' ||
typeof this.gridContentPlaced[this.type][this.id] === 'undefined') {
// define side
let side
switch (this.face) {
case 'back':
case 'front':
side = 'x'
break
case 'left':
case 'right':
side = 'z'
break
}
// Get GRID's CEL
if (typeof this.gridsContentPlaced[side] === 'undefined' ||
typeof this.gridsContentPlaced[side][this.face] === 'undefined' ||
typeof this.gridsContentPlaced[side][this.face][this.type] === 'undefined' ||
typeof this.gridsContentPlaced[side][this.face][this.type][this.id] === 'undefined') {
// First shift grid place (will transfer it from free places to occupied places)
this.shiftGrid({ type: this.type, id: this.id })
this.shiftGrid({ face: this.face, type: this.type, id: this.id })
}
// rotation and position
let gridPos = this.gridsContentPlaced[side][this.face][this.type][this.id]
console.log('gridPos', gridPos)
switch (side) {
case 'x':
this.position.x = this.projPos.x - this.projSize.x / 2 + gridPos.x
this.position.y = this.projPos.y - this.projSize.y / 2 + gridPos.y
switch (this.face) {
case 'face':
this.position.z = this.projPos.z + this.projSize.z / 2 - 0.1
this.rotation.y = 180
break
case 'back':
this.position.z = this.projPos.z - this.projSize.z / 2 + 0.1
this.rotation.y = 0
break
}
break
case 'z':
this.position.z = this.projPos.z - this.projSize.z / 2 + gridPos.z
this.position.y = this.projPos.y - this.projSize.y / 2 + gridPos.y
switch (this.face) {
case 'left':
this.position.x = this.projPos.x - this.projSize.x / 2 + 0.1
this.rotation.y = 90
break
case 'right':
this.position.x = this.projPos.x + this.projSize.x / 2 - 0.1
this.rotation.y = -90
break
}
break
}
// Then get the right place for the current content
let pos = this.gridContentPlaced[this.type][this.id]
console.log('pos', pos)
this.position.z = this.projPos.z - this.projSize.z / 2 + pos.z
this.position.y = this.projPos.y - this.projSize.y / 2 + pos.y
// this.label_position.x = this.position.x - this.size.x / 2 + this.label_size.x / 2 + 0.1
// this.label_position.y = this.position.y + this.size.y / 2 - this.label_size.y / 2 - 0.1
// this.label_position.z = this.position.z + this.size.z / 2 + 0.01
// console.log(this.data.Media[0].url)
// create image object with a promise (async img loading)
+92 -42
View File
@@ -45,8 +45,8 @@ export default {
contents: {},
contents_size_factor: 1, // factor to get the contents (grid) size proportional to windows
contentTypes: ['visible', 'context', 'process', 'concept'],
grid: { visible: [], context: [], process: [], concept: [] },
gridContentPlaced: {},
grids: null,
gridsContentPlaced: {},
activeLevel: 'visibles'
},
@@ -90,13 +90,31 @@ export default {
setLevels3dObj: (state, obj) => { state.levels3dObj = obj },
setLevelsPos: (state, pos) => { state.levelsPos = pos },
setContents: (state, contents) => { state.contents = contents },
setGrid: (state, grid) => { state.grid = grid },
setGrids: (state, grids) => { state.grids = grids },
shiftGrid: (state, c) => {
let p = state.grid[c.type].shift()
if (!state.gridContentPlaced[c.type]) {
state.gridContentPlaced[c.type] = {}
console.log('shiftGrid c:', c)
let side
switch (c.face) {
case 'back':
case 'front':
side = 'x'
break
case 'left':
case 'right':
side = 'z'
break
}
state.gridContentPlaced[c.type][c.id] = p
let p = state.grids[side][c.face][c.type].shift()
if (!state.gridsContentPlaced[side]) {
state.gridsContentPlaced[side] = {}
}
if (!state.gridsContentPlaced[side][c.face]) {
state.gridsContentPlaced[side][c.face] = {}
}
if (!state.gridsContentPlaced[side][c.face][c.type]) {
state.gridsContentPlaced[side][c.face][c.type] = {}
}
state.gridsContentPlaced[side][c.face][c.type][c.id] = p
},
setActiveLevel: (state, l) => {
state.activeLevel = l
@@ -175,43 +193,75 @@ export default {
a++
}
let grid = {}
let rows = state.wall.nbrWinY / state.contents_size_factor
let cols = state.wall.nbrWinZ / state.contents_size_factor
let t
for (var m = 0; m < rows; m++) { // rows
if (m > rows / 4 * 3 + 1) {
t = state.contentTypes[0]
} else if (m > rows / 4 * 2 + 1) {
t = state.contentTypes[1]
} else if (m > rows / 4 + 1) {
t = state.contentTypes[2]
} else {
t = state.contentTypes[3]
}
if (!grid[t]) {
grid[t] = []
}
for (var l = 0; l < cols; l++) { // cols
grid[t].push({
z: margin + state.wall.winW * state.contents_size_factor * l,
y: margin + state.wall.winH * state.contents_size_factor * m
})
}
// create grids for right/left & face/back
let grids = {
x: { front: {}, back: {} },
z: { left: {}, right: {} }
}
console.log('grid', grid)
// shuffle the grids
for (var i = 0; i < state.contentTypes.length; i++) {
for (let n = grid[state.contentTypes[i]].length - 1; n > 0; n--) {
const o = Math.floor(Math.random() * n)
const temp = grid[state.contentTypes[i]][n]
grid[state.contentTypes[i]][n] = grid[state.contentTypes[i]][o]
grid[state.contentTypes[i]][o] = temp
// console.log('grids', grids)
let grid, rows, cols, t, cel
// console.log('Object.keys(grids)', Object.keys(grids))
Object.keys(grids).map(function (side) {
// console.log('GRID side:', side)
grid = {}
// calculate cols nbr regarding the face orientation
switch (side) {
case 'z':
cols = state.wall.nbrWinZ / state.contents_size_factor
break
case 'x':
cols = state.wall.nbrWinX / state.contents_size_factor
break
}
}
console.log('shuffeld grid', grid)
commit('setGrid', grid)
console.log('state.grid', state.grid)
// calculate rows
rows = state.wall.nbrWinY / state.contents_size_factor
// dispatch grid rows on to 4 levels (t)
for (var m = 0; m < rows; m++) { // rows
if (m > rows / 4 * 3 + 1) {
t = state.contentTypes[0]
} else if (m > rows / 4 * 2 + 1) {
t = state.contentTypes[1]
} else if (m > rows / 4 + 1) {
t = state.contentTypes[2]
} else {
t = state.contentTypes[3]
}
// create level if not exists
if (!grid[t]) {
grid[t] = []
}
// create cols for each rows
for (var l = 0; l < cols; l++) { // cols
cel = { y: margin + state.wall.winH * state.contents_size_factor * m }
switch (side) {
case 'z':
cel.z = margin + state.wall.winW * state.contents_size_factor * l
break
case 'x':
cel.x = margin + state.wall.winW * state.contents_size_factor * l
break
}
grid[t].push(cel)
}
}
// console.log('grid', grid)
// clown and shuffle the grids (one by face)
// console.log('Object.keys(grids[side])', Object.keys(grids[side]))
Object.keys(grids[side]).map(function (face) {
for (var i = 0; i < state.contentTypes.length; i++) {
for (let n = grid[state.contentTypes[i]].length - 1; n > 0; n--) {
const o = Math.floor(Math.random() * n)
const temp = grid[state.contentTypes[i]][n]
grid[state.contentTypes[i]][n] = grid[state.contentTypes[i]][o]
grid[state.contentTypes[i]][o] = temp
}
}
// console.log('shuffeld grid', grid)
grids[side][face] = { ...grid }
})
})
commit('setGrids', grids)
console.log('state.grids', state.grids)
},
build3dObjs ({ dispatch, commit, state, getters, rootGetters }) {
console.log('build3dObjs')
+2 -2
View File
@@ -40,7 +40,7 @@ export default {
// actions
actions: {
// async get authors
// async load projects
loadProjects ({ dispatch, commit, state }) {
// GRAPHQL
GRAPHQL.post('', { query: `query {
@@ -56,7 +56,7 @@ export default {
dispatch('computeProjects', projects)
})
.catch((error) => {
console.warn('Issue with getProjects', error)
console.warn('Issue with loadProjects', error)
Promise.reject(error)
})