342 lines
11 KiB
Vue
342 lines
11 KiB
Vue
<template>
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<div>
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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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<material type="MeshLambert" :options="label_opts">
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<texture :options="label_texture_opts" />
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</material>
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</mesh>
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<div v-if="isOpened">
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<ContentBlock
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v-for="item in data.visibles"
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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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<ContentBlock
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v-for="item in data.contexts"
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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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<ContentBlock
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v-for="item in data.processes"
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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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<ContentBlock
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v-for="item in data.concepts"
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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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</div>
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</div>
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</template>
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<script>
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import * as THREE from 'three'
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// import { toCSG, fromCSG } from 'three-csg'
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import { ThreeBSP } from 'three-js-csg-es6'
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import mixins from 'components/mixins'
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import ContentBlock from 'components/objects/ContentBlock'
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// import BgVertex from 'assets/glsl/BgVertex'
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// import BuildingFragment from 'assets/glsl/BuildingFragment'
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export default {
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name: 'Project',
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components: {
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ContentBlock
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},
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mixins: [mixins],
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// props: { size: Object, texture: String, position: Object, color: Number },
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props: { data: Object, len: Number, index: Number },
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data () {
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console.log('Project data() : data', this.data)
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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 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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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 + 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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}
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// let abovewWaterH = position.y + size.y / 2
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// let underWaterHThd = (-1 * position.y - size.y / 2) / 3
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// let levelH = 4
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// let levelGeom = new THREE.BoxGeometry(size.x, levelH, wallW)
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// let levelMesh, levelBSP
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// for (var l = 0; l < 2; l++) {
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// levelMesh = new THREE.Mesh(levelGeom)
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// levelMesh.position.z = -0.5 * size.z
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// levelMesh.position.y = 0.5 * size.y - abovewWaterH - underWaterHThd - underWaterHThd * l + levelH * 0.5
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// levelBSP = new ThreeBSP(levelMesh)
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// backBSP = backBSP.union(levelBSP)
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// }
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backMesh = backBSP.toMesh()
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let faceMesh = backMesh.clone()
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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(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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let rightBSP = new ThreeBSP(rightMesh)
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// WE MAY NO NEED TO DIG WINDOWS ON SIDE WALLS
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// // dig windows on right
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// let nbrWinZ = Math.floor((size.z - 2 * margin) / winW)
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// let paddingZ = (size.z - 2 * margin - winW * nbrWinZ) / (nbrWinX - 1)
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// winGeom = new THREE.BoxGeometry(wallW, winH, winW)
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// for (i = 0; i < nbrWinZ; i++) {
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// for (j = 0; j < nbrWinY; j++) {
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// // right
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// winMesh = new THREE.Mesh(winGeom)
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// winMesh.position.x = 0.5 * size.x
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// winMesh.position.z = -0.5 * size.z + margin + winW * 0.5 + i * (winW + paddingZ)
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// winMesh.position.y = 0.5 * size.y - margin - winH * 0.5 - j * (winH + paddingY)
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// winBSP = new ThreeBSP(winMesh)
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// rightBSP = rightBSP.subtract(winBSP)
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// }
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// }
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// rightMesh = rightBSP.toMesh()
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let leftMesh = rightMesh.clone()
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leftMesh.position.x = -0.5 * size.x
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// leftMesh.position.z = 0.5 * size.z
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let leftBSP = new ThreeBSP(leftMesh)
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//
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// let topGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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// let topMesh = new THREE.Mesh(topGeom)
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// // topMesh.position.y = -0.5 * size.y
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// // let topBSP = new ThreeBSP(topMesh)
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//
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// let floorGeom = new THREE.BoxGeometry(size.x, wallW, size.z)
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// let floorMesh = new THREE.Mesh(floorGeom)
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// // floorMesh.position.y = 0.5 * size.y
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// // let floorBSP = new ThreeBSP(floorMesh)
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let buildingBSP = backBSP.union(rightBSP)
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buildingBSP = buildingBSP.union(faceBSP)
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buildingBSP = buildingBSP.union(leftBSP)
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// buildingBSP = buildingBSP.union(topBSP)
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// buildingBSP = buildingBSP.union(floorBSP)
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// convert back to three.js mesh
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let building = buildingBSP.toMesh()
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console.log('building.faces', building)
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// create a custom shaderMaterial to had gradian colors
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// var uniforms = THREE.UniformsUtils.merge([
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// THREE.UniformsLib['lights'],
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// {
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// 'topColor': { value: new THREE.Color(0xffffff) },
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// 'groundColor': { value: new THREE.Color(0xbcd6e4) },
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// 'bottomColor': { value: new THREE.Color(0x07223b) },
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// // 'bottomColor': { value: new THREE.Color(0x000000) },
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// // 'groundColor': { value: new THREE.Color(0xff0000) },
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// // 'bottomColor': { value: new THREE.Color(0x00ff00) },
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// lightIntensity: { type: 'f', value: 1.0 }
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// }
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// ])
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// var buildingMat = new THREE.ShaderMaterial({
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// uniforms: uniforms,
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// vertexShader: BgVertex,
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// fragmentShader: BuildingFragment,
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// side: THREE.DoubleSide,
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// lights: true
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// })
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// building.material = buildingMat
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// create a classical material for building
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// let topColor = `hsla(201, 100%, 95%, 1)`
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let hTop = Math.round(195 + Math.random() * 10)
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let sTop = Math.round(100)
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let lTop = Math.round(95)
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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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shininess: 30,
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map: gradientTexture
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// wireframe: true,
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// transparent: true,
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// opacity: 0.6
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// renderOrder: 0
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}
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building.material = new THREE.MeshPhongMaterial(materialOpts)
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// building.castShadow = true
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// building.receiveShadow = true
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// let buildingGeom = fromCSG(boxCSG)
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// buildingGeom.computeVertexNormals()
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// result
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// let subtractCSG = boxMeshCSG.subtract(holeMeshCSG)
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// let building = fromCSG(boxMeshCSG) // converting CSG back into ThreeJS object
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//
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let buildingPos = { ...position }
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buildingPos.z -= 0.5 * size.z
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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}%, ${lTop}%)`),
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// side: THREE.DoubleSide,
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shininess: 30
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}
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let topMat = new THREE.MeshPhongMaterial(topOpts)
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let topMesh = new THREE.Mesh(topGeom, topMat)
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let topPosition = { ...position }
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topPosition.y += 0.5 * size.y
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// let floorGeom = new THREE.BoxGeometry(size.x, wall.wallW, size.z)
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let floorOpts = {
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color: new THREE.Color(`hsl(${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(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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label3d: null,
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label_opts: {
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side: THREE.DoubleSide,
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// wireframe: false,
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transparent: true
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// opacity: 0.6
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// renderOrder: 0
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},
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// size and positions are defined in store project
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size: size,
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position: position,
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// geometry: geometry,
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// light: light,
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building: building,
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building_position: buildingPos,
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top_mesh: topMesh,
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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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label_size: null,
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isOpened: false
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}
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},
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computed: {
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label_texture_opts () {
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return {
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canvas: this.label_canvas,
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minFilter: THREE.LinearFilter,
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wrapS: THREE.ClampToEdgeWrapping,
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wrapT: THREE.ClampToEdgeWrapping
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}
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}
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},
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created () {
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console.log('Project created: data', this, this.data)
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this.label_canvas = this.createLabelCanvas(this.data.Titre.replace(/ /g, '\n').toUpperCase(), 48, 21, '#000000', '#ffffff')
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this.label_position.x = this.position.x - this.size.x / 2 + this.label_size.x / 2 + 1
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this.label_position.y = this.position.y + this.size.y / 2 - this.label_size.y / 2 - 1
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this.label_position.z = this.position.z + this.size.z / 2 + 0.5
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// console.log('this.label_canvas', this.label_canvas)
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},
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mounted () {
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console.log('project mounted', this)
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// record self references
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this.block3d = this.$refs.block3d.curObj
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// this.block3d.castShadow = true
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// this.block3d.receiveShadow = true
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this.block3d.userData = {
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vnode: this
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}
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this.label3d = this.$refs.label3d.curObj
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// light
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// console.log('project mounted', this.$env3d)
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// var light = new THREE.AmbientLight(0xbf1a1a) // soft white light
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// this.$env3d.scene.add(light)
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}
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// ,
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// methods: {
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//
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// }
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}
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</script>
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