Files
muntadas-app/src/store/modules/project.js
T

361 lines
12 KiB
JavaScript

// https://codeburst.io/dynamic-modules-with-vuex-and-vue-b9c481ca792
// https://www.brophy.org/post/instance-aware-vuex-modules-1/
// import qs from 'querystring'
// import { REST } from 'api/rest-axios'
import { GRAPHQL } from 'api/graphql-axios'
import * as THREE from 'three'
import { ThreeBSP } from 'three-js-csg-es6'
export default {
namespaced: true,
// initial state
state: {
obj3d: null,
size: { x: 0, y: 0, z: 0 },
position: { x: 0, y: 0, z: 0 },
walls3dObj: null,
wallsPos: null,
top3dObj: null,
topPos: null,
topColor: null,
floor3dObj: null,
floorPos: null,
florrColor: null,
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
},
contents: {},
grid: []
},
// getters
getters: {
position: (state) => {
return state.position
},
size: (state) => {
return state.size
},
createGradientCanvas: (state) => (c1, c2) => {
var ctx = document.createElement('canvas').getContext('2d')
ctx.canvas.width = 1024
ctx.canvas.height = 1024
var lingrad = ctx.createLinearGradient(0, 0, 0, 1024)
lingrad.addColorStop(0, c1)
lingrad.addColorStop(1, c2)
ctx.fillStyle = lingrad
ctx.fillRect(0, 0, 1024, 1024)
return ctx.canvas
}
},
// mutations
mutations: {
setSize: (state, size) => {
state.size = size
},
setPosition: (state, pos) => {
state.position = pos
},
setWalls3dObj: (state, obj) => { state.walls3dObj = obj },
setWallsPos: (state, pos) => { state.wallsPos = pos },
setTop3dObj: (state, obj) => { state.top3dObj = obj },
setTopPos: (state, pos) => { state.topPos = pos },
setFloor3dObj: (state, obj) => { state.floor3dObj = obj },
setFloorPos: (state, pos) => { state.floorPos = pos },
setTopColor: (state, col) => { state.topColor = col },
setFloorColor: (state, col) => { state.floorColor = col }
},
// actions
actions: {
init ({ dispatch, commit, state, rootGetters }) {
console.log('Init Project module', state.id)
dispatch('sizingBuilding')
dispatch('build3dObjs')
},
sizingBuilding ({ dispatch, commit, state, rootGetters }) {
console.log('sizingBuilding')
let totalW = rootGetters['Projects/totalW']
// console.log('totalW', totalW)
let margin = rootGetters['Projects/marginBetweenBuildings']
// console.log('margin', margin)
// positioning buildings on x regarding the widths
// & setting up the window sizing
// & setting up the content grid
// let wall, a
// let grid
// X POS
let x
if (state.index === 0) {
// if it's the first
x = -1 * totalW / 2 + state.size.x / 2
} else {
// else get the precedent pos
let prevProjID = rootGetters['Projects/projectID'](state.index - 1)
// console.log('prevProjID', prevProjID)
let prevProjPos = rootGetters[`project:${prevProjID}/position`]
// console.log(`project:${prevProjID}/position.x`, prevProjPos.x)
let prevProjSize = rootGetters[`project:${prevProjID}/size`]
// console.log(`project:${prevProjID}/size.x`, prevProjSize.x)
// console.log('state.size.x', state.size.x)
// prev X + alf of prev size x + margin + half of current size x
x = prevProjPos.x + prevProjSize.x / 2 + margin + state.size.x / 2
}
// console.log('x', x)
commit('setPosition', {
x: x,
// y: -1 * state.size.y / 2 + 10 + Math.random() * 30, // -10 + Math.random() * this.size.y / 2
y: -state.size.y / 4,
z: -10 + Math.random() * 10
})
// WINDOWS
let a = 0
state.wall.nbrWinX = Math.floor((state.size.x - 2 * state.wall.margin) / state.wall.winW)
// removing windows on X until padding is enough
while (state.wall.paddingX < 0.4) {
state.wall.nbrWinX -= a
state.wall.paddingX = (state.size.x - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinX) / (state.wall.nbrWinX - 1)
a++
}
a = 0
state.wall.nbrWinY = Math.floor((state.size.y - 2 * state.wall.margin) / state.wall.winH)
// removing windows on Y until padding is enough
while (state.wall.paddingY < 0.4) {
state.wall.nbrWinY -= a
state.wall.paddingY = (state.size.y - 2 * state.wall.margin - state.wall.winH * state.wall.nbrWinY) / (state.wall.nbrWinY - 1)
a++
}
// state.wall = { ...wall }
//
// // CONTENTS GRID
// a = 0
// state.wall.nbrWinZ = Math.floor((state.size.z - 2 * state.wall.margin) / state.wall.winW)
// while (state.wall.paddingZ < 0.4) {
// state.wall.nbrWinZ -= a
// state.wall.paddingZ = (state.size.z - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinZ) / (state.wall.nbrWinZ - 1)
// a++
// }
//
// grid = []
// for (var l = 0; l < state.wall.nbrWinZ * 2; l++) { // cols
// for (var m = 0; m < state.wall.nbrWinY * 2; m++) { // rows
// grid.push({
// z: margin + state.wall.winW / 2 * l,
// y: margin + state.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.grid = [ ...grid ]
},
build3dObjs ({ dispatch, commit, state, getters, rootGetters }) {
console.log('build3dObjs')
// http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
let backGeom = new THREE.BoxGeometry(state.size.x, state.size.y, state.wall.wallW)
let backMesh = new THREE.Mesh(backGeom)
backMesh.position.z = -0.5 * state.size.z
let backBSP = new ThreeBSP(backMesh)
// https://medium.com/techtrument/multithreading-javascript-46156179cf9a
let winGeom = new THREE.BoxGeometry(state.wall.winW, state.wall.winH, state.wall.wallW)
let winMesh = new THREE.Mesh(winGeom)
let windowsGeom = new THREE.Geometry()
for (var i = 0; i < state.wall.nbrWinX; i++) {
for (var j = 0; j < state.wall.nbrWinY; j++) {
winMesh.position.z = -0.5 * state.size.z
winMesh.position.x = -0.5 * state.size.x + state.wall.margin + state.wall.winW * 0.5 + i * (state.wall.winW + state.wall.paddingX)
winMesh.position.y = 0.5 * state.size.y - state.wall.margin - state.wall.winH * 0.5 - j * (state.wall.winH + state.wall.paddingY)
// winMesh.updateMatrix()
windowsGeom.mergeMesh(winMesh)
}
}
let windowsBSP = new ThreeBSP(windowsGeom)
backBSP = backBSP.subtract(windowsBSP)
// let winBSP
// for (var i = 0; i < state.wall.nbrWinX; i++) {
// for (var j = 0; j < state.wall.nbrWinY; j++) {
// winMesh.position.z = -0.5 * state.size.z
// winMesh.position.x = -0.5 * state.size.x + state.wall.margin + state.wall.winW * 0.5 + i * (state.wall.winW + state.wall.paddingX)
// winMesh.position.y = 0.5 * state.size.y - state.wall.margin - state.wall.winH * 0.5 - j * (state.wall.winH + state.wall.paddingY)
// winBSP = new ThreeBSP(winMesh)
// backBSP = backBSP.subtract(winBSP)
// }
// }
backMesh = backBSP.toMesh()
let faceMesh = backMesh.clone()
faceMesh.position.z = 0.5 * state.size.z
let faceBSP = new ThreeBSP(faceMesh)
let rightGeom = new THREE.BoxGeometry(state.wall.wallW, state.size.y, state.size.z)
let rightMesh = new THREE.Mesh(rightGeom)
rightMesh.position.x = 0.5 * state.size.x
// rightMesh.position.z = 0.5 * state.size.z
let rightBSP = new ThreeBSP(rightMesh)
let leftMesh = rightMesh.clone()
leftMesh.position.x = -0.5 * state.size.x
// leftMesh.position.z = 0.5 * state.size.z
let leftBSP = new ThreeBSP(leftMesh)
let buildingBSP = backBSP.union(rightBSP)
buildingBSP = buildingBSP.union(faceBSP)
buildingBSP = buildingBSP.union(leftBSP)
// buildingBSP = buildingBSP.union(topBSP)
// buildingBSP = buildingBSP.union(floorBSP)
// convert back to three.js mesh
let building = buildingBSP.toMesh()
// create a classical material for building
// let topColor = `hsla(201, 100%, 95%, 1)`
let hTop = Math.round(195 + Math.random() * 10)
let sTop = Math.round(100)
let lTop = Math.round(95)
let hFloor = Math.round(205 + Math.random() * 10)
let sFloor = Math.round(40 + Math.random() * 20)
let lFloor = Math.round(5 + Math.random() * 15)
let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
commit('setTopColor', topColor)
let floorColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
commit('setFloorColor', floorColor)
let gradientTexture = new THREE.CanvasTexture(getters.createGradientCanvas(topColor, floorColor))
let materialOpts = {
color: 0xffffff,
side: THREE.DoubleSide,
shininess: 30,
map: gradientTexture
}
building.material = new THREE.MeshPhongMaterial(materialOpts)
// commiting walls
commit('setWalls3dObj', building)
let buildingPos = { ...state.position, ...{ z: state.position.z - 0.5 * state.size.z } }
commit('setWallsPos', buildingPos)
// TOP & FLOOR
let topGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
let topOpts = {
color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
shininess: 30
}
let topMat = new THREE.MeshPhongMaterial(topOpts)
let topMesh = new THREE.Mesh(topGeom, topMat)
commit('setTop3dObj', topMesh)
let topPosition = { ...state.position, ...{ y: state.position.y + 0.5 * state.size.y } }
commit('setTopPos', topPosition)
let floorOpts = {
color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
shininess: 10
}
let floorMat = new THREE.MeshPhongMaterial(floorOpts)
let floorMesh = new THREE.Mesh(topGeom, floorMat)
commit('setFloor3dObj', floorMesh)
let floorPosition = { ...state.position, ...{ y: state.position.y - 0.5 * state.size.y } }
commit('setFloorPos', floorPosition)
//
// // LEVELS
// let levelGeom = new THREE.BoxGeometry(state.size.x, 1, state.size.z)
// let levelMesh = new THREE.Mesh(levelGeom)
// let levelBSP = new ThreeBSP(levelMesh)
// let levelHoleGeom = new THREE.BoxGeometry(state.size.x - 3, 1, state.size.z - 3)
// let levelHoleMesh = new THREE.Mesh(levelHoleGeom)
// let levelHoleBSP = new ThreeBSP(levelHoleMesh)
// levelBSP = levelBSP.subtract(levelHoleBSP)
// levelMesh = levelBSP.toMesh()
// let levelOpts = {
// color: 0xff0000,
// shininess: 10
// }
// let levelMat = new THREE.MeshPhongMaterial(levelOpts)
// levelMesh.material = levelMat
},
loadContents ({ dispatch, commit, state }) {
console.log('loadContents')
GRAPHQL.post('', { query: `query {
project(id: "${state.id}") {
visibles(where: { Published: "true" }){
id
Name
Media {
url
size
}
Text2
Vimeo
Url
categories
}
contexts(where: { Published: "true" }){
id
Name
Images {
url
size
}
Text2
Vimeo
Url
}
processes(where: { Published: "true" }){
id
Name
Media {
url
size
}
Text2
Vimeo
Url
}
concepts(where: { Published: "true" }){
id
Name
Images {
url
size
}
Text2
Vimeo
}
}
}` })
.then(({ data: { data: { project } = null } }) => {
console.log('graphql visibles', project)
// dispatch('computeProjects', projects)
})
.catch((error) => {
console.warn('Issue with getProjects', error)
Promise.reject(error)
})
}
}
}