// 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 Query from 'graphql-query-builder' 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, levels3dObj: null, levelsPos: 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: {}, contents_size_factor: 2, // factor to get the contents (grid) size proportional to windows contentTypes: ['visible', 'context', 'process', 'concept'], grid: { visible: [], context: [], process: [], concept: [] }, gridContentPlaced: {} }, // 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 }, setLevels3dObj: (state, obj) => { state.levels3dObj = obj }, setLevelsPos: (state, pos) => { state.levelsPos = pos }, setContents: (state, contents) => { state.contents = contents }, setGrid: (state, grid) => { state.grid = grid }, shiftGrid: (state, c) => { let p = state.grid[c.type].shift() if (!state.gridContentPlaced[c.type]) { state.gridContentPlaced[c.type] = {} } state.gridContentPlaced[c.type][c.id] = p } }, // 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++ } // 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++ } 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) { t = state.contentTypes[0] } else if (m > rows / 4 * 2) { t = state.contentTypes[1] } else if (m > rows / 4) { 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 }) } } 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('shuffeld grid', grid) commit('setGrid', grid) console.log('state.grid', state.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}%, ${lFloor}%)`), shininess: 10 } let floorMat = new THREE.MeshPhongMaterial(floorOpts) let floorMesh = new THREE.Mesh(topGeom, floorMat) commit('setFloor3dObj', floorMesh) let floorPosition = { ...state.position, ...{ y: state.position.y - 0.5 * state.size.y } } commit('setFloorPos', floorPosition) // LEVELS let levelGeom = new THREE.BoxGeometry(state.size.x - state.wall.wallW * 2, 0.1, state.size.z - state.wall.wallW * 2) let levelMesh = new THREE.Mesh(levelGeom) let levelBSP = new ThreeBSP(levelMesh) let levelHoleGeom = new THREE.BoxGeometry(state.size.x - state.wall.wallW * 2 - 3, 0.1, state.size.z - state.wall.wallW * 2 - 3) let levelHoleMesh = new THREE.Mesh(levelHoleGeom) let levelHoleBSP = new ThreeBSP(levelHoleMesh) levelBSP = levelBSP.subtract(levelHoleBSP) levelMesh = levelBSP.toMesh() let levelsGeom = new THREE.Geometry() for (var k = -1; k < 2; k++) { levelMesh.position.y = k * state.size.y * 0.25 levelsGeom.mergeMesh(levelMesh) } let levelsOpts = { color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`), shininess: 10 } let levelsMat = new THREE.MeshPhongMaterial(levelsOpts) let levelsMesh = new THREE.Mesh(levelsGeom, levelsMat) commit('setLevels3dObj', levelsMesh) let levelsPos = { ...state.position } commit('setLevelsPos', levelsPos) }, loadContents ({ dispatch, commit, state }) { console.log('loadContents') let contentsQuery = new Query('project', { id: state.id }) let visiblesQuery = new Query('visibles') visiblesQuery.filter({ Published: true }) visiblesQuery.find(['id', 'Name', 'Text2', 'Vimeo', 'Url', 'categories']) contentsQuery.find([visiblesQuery]) console.log('contentsQuery', `${contentsQuery}`) 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 contents', project) commit('setContents', project) // dispatch('computeProjects', projects) }) .catch((error) => { console.warn('Issue with getProjects', error) Promise.reject(error) }) } // getGridPos ({ state, commit }) { // let p = state.grid[0] // commit('shiftGrid') // Promise.resolve(p) // } } }