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@@ -16,6 +16,7 @@ export default {
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// initial state
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// initial state
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state: {
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state: {
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+ debug: true,
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obj3d: null,
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obj3d: null,
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size: { x: 0, y: 0, z: 0 },
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size: { x: 0, y: 0, z: 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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@@ -33,7 +34,8 @@ export default {
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wallW: 0.001,
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wallW: 0.001,
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// dig windows on face and back
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// dig windows on face and back
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winW: 2 + Math.random() * 2,
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winW: 2 + Math.random() * 2,
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- winH: 4 + Math.random() * 4,
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+ // winH: 4 + Math.random() * 4,
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+ winH: 0,
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margin: 2,
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margin: 2,
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nbrWinX: 0,
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nbrWinX: 0,
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paddingX: 0,
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paddingX: 0,
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@@ -46,7 +48,12 @@ export default {
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contents_size_factor: 1, // factor to get the contents (grid) size proportional to windows
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contents_size_factor: 1, // factor to get the contents (grid) size proportional to windows
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contentTypes: ['visible', 'context', 'process', 'concept'],
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contentTypes: ['visible', 'context', 'process', 'concept'],
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grids: null,
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grids: null,
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+ gridCel: {
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+ width: 6,
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+ height: 4.5
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+ },
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gridsContentPlaced: {},
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gridsContentPlaced: {},
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+ // gridBebug3dObj: null,
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activeLevel: 'visibles'
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activeLevel: 'visibles'
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},
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},
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@@ -91,8 +98,9 @@ export default {
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setLevelsPos: (state, pos) => { state.levelsPos = pos },
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setLevelsPos: (state, pos) => { state.levelsPos = pos },
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setContents: (state, contents) => { state.contents = contents },
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setContents: (state, contents) => { state.contents = contents },
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setGrids: (state, grids) => { state.grids = grids },
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setGrids: (state, grids) => { state.grids = grids },
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+ // setDebugGrids3dObj: (state, obj) => { state.gridBebug3dObj = obj },
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shiftGrid: (state, c) => {
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shiftGrid: (state, c) => {
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- console.log('shiftGrid c:', c)
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+ // console.log('shiftGrid c:', c)
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let side
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let side
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switch (c.face) {
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switch (c.face) {
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case 'back':
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case 'back':
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@@ -104,7 +112,7 @@ export default {
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side = 'z'
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side = 'z'
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break
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break
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}
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}
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- let p = state.grids[side][c.face][c.type].shift()
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+ let p = state.grids[side][c.face][c.type].pop()
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if (!state.gridsContentPlaced[side]) {
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if (!state.gridsContentPlaced[side]) {
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state.gridsContentPlaced[side] = {}
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state.gridsContentPlaced[side] = {}
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}
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}
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@@ -176,15 +184,15 @@ export default {
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a++
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a++
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}
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}
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a = 0
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a = 0
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- state.wall.nbrWinY = Math.floor((state.size.y - 2 * state.wall.margin) / state.wall.winH)
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+ // state.wall.nbrWinY = Math.floor((state.size.y - 2 * state.wall.margin) / state.wall.winH)
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+ state.wall.nbrWinY = 4 * 10
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+ state.wall.winH = (state.size.y - 2 * state.wall.margin) / state.wall.nbrWinY
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// removing windows on Y until padding is enough
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// removing windows on Y until padding is enough
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while (state.wall.paddingY < 0.4) {
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while (state.wall.paddingY < 0.4) {
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state.wall.nbrWinY -= a
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state.wall.nbrWinY -= a
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state.wall.paddingY = (state.size.y - 2 * state.wall.margin - state.wall.winH * state.wall.nbrWinY) / (state.wall.nbrWinY - 1)
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state.wall.paddingY = (state.size.y - 2 * state.wall.margin - state.wall.winH * state.wall.nbrWinY) / (state.wall.nbrWinY - 1)
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- a++
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+ a += 4
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}
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}
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-
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- // CONTENTS GRID
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a = 0
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a = 0
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state.wall.nbrWinZ = Math.floor((state.size.z - 2 * state.wall.margin) / state.wall.winW)
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state.wall.nbrWinZ = Math.floor((state.size.z - 2 * state.wall.margin) / state.wall.winW)
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while (state.wall.paddingZ < 0.4) {
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while (state.wall.paddingZ < 0.4) {
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@@ -193,30 +201,42 @@ export default {
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a++
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a++
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}
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}
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+ // CONTENTS GRID
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// create grids for right/left & face/back
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// create grids for right/left & face/back
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let grids = {
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let grids = {
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x: { front: {}, back: {} },
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x: { front: {}, back: {} },
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z: { left: {}, right: {} }
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z: { left: {}, right: {} }
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}
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}
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// console.log('grids', grids)
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// console.log('grids', grids)
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- let grid, rows, cols, t, cel
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+ let grid, rows, cols, t, cel, paddingH
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// console.log('Object.keys(grids)', Object.keys(grids))
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// console.log('Object.keys(grids)', Object.keys(grids))
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- Object.keys(grids).map(function (side) {
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- // console.log('GRID side:', side)
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+ // Object.keys(grids).map(function (side) {
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+ Object.keys(grids).forEach(side => {
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+ // console.log('# GRID side:', side)
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+ // create one grid for each face x & z
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+ // will then clone both for each face front/back or left/right)
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grid = {}
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grid = {}
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// calculate cols nbr regarding the face orientation
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// calculate cols nbr regarding the face orientation
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switch (side) {
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switch (side) {
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case 'z':
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case 'z':
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- cols = state.wall.nbrWinZ / state.contents_size_factor
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+ // cols = state.wall.nbrWinZ / state.contents_size_factor
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+ cols = Math.floor(state.size.z / state.gridCel.width)
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+ // compute padding to centering the grid horizontaly
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+ paddingH = (state.size.z - cols * state.gridCel.width) / 2
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break
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break
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case 'x':
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case 'x':
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- cols = state.wall.nbrWinX / state.contents_size_factor
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+ // cols = state.wall.nbrWinX / state.contents_size_factor
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+ cols = Math.floor(state.size.x / state.gridCel.width)
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+ // compute padding to centering the grid horizontaly
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+ paddingH = (state.size.x - cols * state.gridCel.width) / 2
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break
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break
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}
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}
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// calculate rows
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// calculate rows
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- rows = state.wall.nbrWinY / state.contents_size_factor
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+ // rows = state.wall.nbrWinY / state.contents_size_factor
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+ rows = Math.floor(state.size.y / state.gridCel.height)
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+
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// dispatch grid rows on to 4 levels (t)
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// dispatch grid rows on to 4 levels (t)
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- for (var m = 0; m < rows; m++) { // rows
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+ for (var m = rows - 1; m > 0; m--) { // rows
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if (m > rows / 4 * 3 + 1) {
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if (m > rows / 4 * 3 + 1) {
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t = state.contentTypes[0]
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t = state.contentTypes[0]
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} else if (m > rows / 4 * 2 + 1) {
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} else if (m > rows / 4 * 2 + 1) {
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@@ -229,35 +249,86 @@ export default {
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// create level if not exists
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// create level if not exists
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if (!grid[t]) {
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if (!grid[t]) {
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grid[t] = []
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grid[t] = []
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+ // skip the first level's row as we will display wall title
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+ continue
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}
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}
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// create cols for each rows
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// create cols for each rows
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- for (var l = 0; l < cols; l++) { // cols
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- cel = { y: margin + state.wall.winH * state.contents_size_factor * m }
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+ for (var l = cols - 1; l >= 0; l--) { // cols
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+ // cel = { y: margin + state.wall.winH * state.contents_size_factor * m }
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+ cel = { y: state.position.y - state.size.y / 2 + state.gridCel.height * m }
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switch (side) {
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switch (side) {
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case 'z':
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case 'z':
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- cel.z = margin + state.wall.winW * state.contents_size_factor * l
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+ // cel.z = margin + state.wall.winW * state.contents_size_factor * l
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+ cel.z = state.position.z - state.size.z / 2 + paddingH + state.gridCel.width * l
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break
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break
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case 'x':
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case 'x':
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- cel.x = margin + state.wall.winW * state.contents_size_factor * l
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+ // cel.x = margin + state.wall.winW * state.contents_size_factor * l
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+ cel.x = state.position.x - state.size.x / 2 + paddingH + state.gridCel.width * l
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break
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break
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}
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}
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grid[t].push(cel)
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grid[t].push(cel)
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}
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}
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}
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}
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// console.log('grid', grid)
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// console.log('grid', grid)
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- // clown and shuffle the grids (one by face)
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- // console.log('Object.keys(grids[side])', Object.keys(grids[side]))
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- Object.keys(grids[side]).map(function (face) {
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- for (var i = 0; i < state.contentTypes.length; i++) {
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- for (let n = grid[state.contentTypes[i]].length - 1; n > 0; n--) {
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- const o = Math.floor(Math.random() * n)
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- const temp = grid[state.contentTypes[i]][n]
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- grid[state.contentTypes[i]][n] = grid[state.contentTypes[i]][o]
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- grid[state.contentTypes[i]][o] = temp
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- }
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+
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+ // apply grid for each face of each side
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+ // Object.keys(grids[side]).map(function (face) {
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+ Object.keys(grids[side]).forEach(face => {
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+ // console.log('## GRID face:', face)
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+ // // shuffling the grid
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+ // for (var i = 0; i < state.contentTypes.length; i++) {
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+ // for (let n = grid[state.contentTypes[i]].length - 1; n > 0; n--) {
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+ // const o = Math.floor(Math.random() * n)
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+ // const temp = grid[state.contentTypes[i]][n]
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+ // grid[state.contentTypes[i]][n] = grid[state.contentTypes[i]][o]
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+ // grid[state.contentTypes[i]][o] = temp
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+ // }
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+ // }
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+ // // console.log('shuffeld grid', grid)
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+
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+ // cloning the grid for each face
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+ // grids[side][face] = { ...grid } this is not working as it is not deep copy
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+ grids[side][face] = JSON.parse(JSON.stringify(grid))
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+
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+ // comput common values
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+ let x, z, ry
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+ switch (face) {
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+ case 'front': // side x
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+ z = state.position.z + state.size.z / 2 - 0.1
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+ ry = 180
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+ break
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+ case 'back': // side x
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+ z = state.position.z - state.size.z / 2 + 0.1
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+ ry = 0
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+ break
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+ case 'left': // side z
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+ x = state.position.x - state.size.x / 2 + 0.1
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+ ry = 90
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+ break
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+ case 'right': // side z
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+ x = state.position.x + state.size.x / 2 - 0.1
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+ ry = -90
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+ break
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}
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}
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- // console.log('shuffeld grid', grid)
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- grids[side][face] = { ...grid }
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+
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+ // loop through levels
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+ // apply common values
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+ // Object.keys(grids[side][face]).map(function (level) {
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+ Object.keys(grids[side][face]).forEach(level => {
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+ // console.log(`${side} ${face} ${level} x: ${x}, z: ${z}, ry: ${ry}`)
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+ // loop through all cels of the level
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+ for (var i = 0; i < grids[side][face][level].length; i++) {
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+ grids[side][face][level][i].ry = ry
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+ switch (side) {
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+ case 'z':
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+ grids[side][face][level][i].x = x
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+ break
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+ case 'x':
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+ grids[side][face][level][i].z = z
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+ break
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+ }
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+ }
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+ })
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})
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})
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})
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})
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commit('setGrids', grids)
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commit('setGrids', grids)
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@@ -392,16 +463,32 @@ export default {
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let levelsPos = { ...state.position }
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let levelsPos = { ...state.position }
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commit('setLevelsPos', levelsPos)
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commit('setLevelsPos', levelsPos)
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- // // repère
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- // let repGeom = new THREE.BoxGeometry(1, 1, 1)
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- // let repMesh = new THREE.Mesh(repGeom)
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- // let repOpts = {
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- // color: 0x0000ff,
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- // shininess: 30
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+ // // DEBUG GRID
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+ // if (state.debug) {
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+ // let celDebugGeom = new THREE.BoxGeometry(1, 1, 0.01)
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+ // let celDebugMesh = new THREE.Mesh(celDebugGeom)
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+ // let gridsDebugGeom = new THREE.Geometry()
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+ // Object.keys(state.grids).map(function (side) {
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+ // Object.keys(state.grids[side]).map(function (face) {
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+ // Object.keys(state.grids[side][face]).map(function (level) {
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+ // state.grids[side][face][level].forEach((item, i) => {
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+ // // console.log(`grid ${side} ${face} ${level} ${i}`, item)
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+ // celDebugMesh.position.y = state.grids[side][face][level][i].y
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+ // celDebugMesh.position.x = state.grids[side][face][level][i].x
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+ // celDebugMesh.position.z = state.grids[side][face][level][i].z
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+ // celDebugMesh.rotation.y = state.grids[side][face][level][i].ry
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+ // gridsDebugGeom.mergeMesh(celDebugMesh)
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+ // })
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+ // })
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+ // })
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+ // })
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+ // let gridsDebugOpts = {
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+ // color: 0xff0000
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+ // }
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+ // let gridsDebugMat = new THREE.MeshPhongMaterial(gridsDebugOpts)
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+ // let gridsDebugMesh = new THREE.Mesh(gridsDebugGeom, gridsDebugMat)
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+ // commit('setDebugGrids3dObj', gridsDebugMesh)
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// }
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// }
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- // repMesh.material = new THREE.MeshPhongMaterial(repOpts)
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- // repMesh.position = { ...state.position, ...{ y: 0 } }
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- // commit('setRep3dObj', levelsMesh)
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},
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},
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getContents ({ dispatch, commit, state }) {
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getContents ({ dispatch, commit, state }) {
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return new Promise((resolve, reject) => {
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return new Promise((resolve, reject) => {
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@@ -496,7 +583,7 @@ export default {
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return Promise.all(Object.keys(contents).map(function (key) {
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return Promise.all(Object.keys(contents).map(function (key) {
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return Promise.all(contents[key].map(function (content) {
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return Promise.all(contents[key].map(function (content) {
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if (content.Vimeo) {
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if (content.Vimeo) {
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- console.log('Vimeo', content.Vimeo)
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+ // console.log('Vimeo', content.Vimeo)
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// GET https://vimeo.com/api/oembed.json?url=https%3A//vimeo.com/286898202&width=480&height=360
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// GET https://vimeo.com/api/oembed.json?url=https%3A//vimeo.com/286898202&width=480&height=360
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let params = {
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let params = {
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url: content.Vimeo,
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url: content.Vimeo,
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@@ -507,7 +594,7 @@ export default {
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let q = qs.stringify(params)
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let q = qs.stringify(params)
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return VIMEO.get('?' + q, {})
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return VIMEO.get('?' + q, {})
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.then(({ data }) => {
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.then(({ data }) => {
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- console.log('Vimeo data', data)
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+ // console.log('Vimeo data', data)
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content.Vimeo = data// thumbnail_url_with_play_button
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content.Vimeo = data// thumbnail_url_with_play_button
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return content
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return content
|
|
})
|
|
})
|
|
@@ -519,7 +606,7 @@ export default {
|
|
}
|
|
}
|
|
})).then((cts) => {
|
|
})).then((cts) => {
|
|
// return an object with the right key (visible, etc, ...)
|
|
// return an object with the right key (visible, etc, ...)
|
|
- console.log(`${key} cts`, cts)
|
|
|
|
|
|
+ // console.log(`${key} cts`, cts)
|
|
let o = {}
|
|
let o = {}
|
|
o[key] = cts
|
|
o[key] = cts
|
|
return o
|
|
return o
|