project.js 12 KB

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  1. // https://codeburst.io/dynamic-modules-with-vuex-and-vue-b9c481ca792
  2. // https://www.brophy.org/post/instance-aware-vuex-modules-1/
  3. // import qs from 'querystring'
  4. // import { REST } from 'api/rest-axios'
  5. import * as THREE from 'three'
  6. import { ThreeBSP } from 'three-js-csg-es6'
  7. export default {
  8. namespaced: true,
  9. // initial state
  10. state: {
  11. obj3d: null,
  12. size: { x: 0, y: 0, z: 0 },
  13. position: { x: 0, y: 0, z: 0 },
  14. walls3dObj: null,
  15. wallsPos: null,
  16. top3dObj: null,
  17. topPos: null,
  18. floor3dObj: null,
  19. floorPos: null,
  20. wall: {
  21. wallW: 0.001,
  22. // dig windows on face and back
  23. winW: 2 + Math.random() * 2,
  24. winH: 4 + Math.random() * 4,
  25. margin: 2,
  26. nbrWinX: 0,
  27. paddingX: 0,
  28. nbrWinY: 0,
  29. paddingY: 0,
  30. nbrWinZ: 0,
  31. paddingZ: 0
  32. },
  33. grid: []
  34. },
  35. // getters
  36. getters: {
  37. position: (state) => {
  38. return state.position
  39. },
  40. size: (state) => {
  41. return state.size
  42. },
  43. createGradientCanvas: (state) => (c1, c2) => {
  44. var ctx = document.createElement('canvas').getContext('2d')
  45. ctx.canvas.width = 1024
  46. ctx.canvas.height = 1024
  47. var lingrad = ctx.createLinearGradient(0, 0, 0, 1024)
  48. lingrad.addColorStop(0, c1)
  49. lingrad.addColorStop(1, c2)
  50. ctx.fillStyle = lingrad
  51. ctx.fillRect(0, 0, 1024, 1024)
  52. return ctx.canvas
  53. }
  54. },
  55. // mutations
  56. mutations: {
  57. setSize: (state, size) => {
  58. state.size = size
  59. },
  60. setPosition: (state, pos) => {
  61. state.position = pos
  62. },
  63. setWalls3dObj: (state, obj) => { state.walls3dObj = obj },
  64. setWallsPos: (state, pos) => { state.wallsPos = pos },
  65. setTop3dObj: (state, obj) => { state.top3dObj = obj },
  66. setTopPos: (state, pos) => { state.topPos = pos },
  67. setFloor3dObj: (state, obj) => { state.floor3dObj = obj },
  68. setFloorPos: (state, pos) => { state.floorPos = pos }
  69. },
  70. // actions
  71. actions: {
  72. init ({ dispatch, commit, state, rootGetters }) {
  73. console.log('Init Project module', state.id)
  74. dispatch('sizingBuilding')
  75. dispatch('build3dObjs')
  76. },
  77. sizingBuilding ({ dispatch, commit, state, rootGetters }) {
  78. console.log('sizingBuilding')
  79. let totalW = rootGetters['Projects/totalW']
  80. // console.log('totalW', totalW)
  81. let margin = rootGetters['Projects/marginBetweenBuildings']
  82. // console.log('margin', margin)
  83. // positioning buildings on x regarding the widths
  84. // & setting up the window sizing
  85. // & setting up the content grid
  86. // let wall, a
  87. // let grid
  88. // X POS
  89. let x
  90. if (state.index === 0) {
  91. // if it's the first
  92. x = -1 * totalW / 2 + state.size.x / 2
  93. } else {
  94. // else get the precedent pos
  95. let prevProjID = rootGetters['Projects/projectID'](state.index - 1)
  96. // console.log('prevProjID', prevProjID)
  97. let prevProjPos = rootGetters[`project:${prevProjID}/position`]
  98. // console.log(`project:${prevProjID}/position.x`, prevProjPos.x)
  99. let prevProjSize = rootGetters[`project:${prevProjID}/size`]
  100. // console.log(`project:${prevProjID}/size.x`, prevProjSize.x)
  101. // console.log('state.size.x', state.size.x)
  102. // prev X + alf of prev size x + margin + half of current size x
  103. x = prevProjPos.x + prevProjSize.x / 2 + margin + state.size.x / 2
  104. }
  105. // console.log('x', x)
  106. commit('setPosition', {
  107. x: x,
  108. y: -1 * state.size.y / 2 + 10 + Math.random() * 30, // -10 + Math.random() * this.size.y / 2
  109. z: -10 + Math.random() * 10
  110. })
  111. // WINDOWS
  112. let a = 0
  113. state.wall.nbrWinX = Math.floor((state.size.x - 2 * state.wall.margin) / state.wall.winW)
  114. // removing windows on X until padding is enough
  115. while (state.wall.paddingX < 0.4) {
  116. state.wall.nbrWinX -= a
  117. state.wall.paddingX = (state.size.x - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinX) / (state.wall.nbrWinX - 1)
  118. a++
  119. }
  120. a = 0
  121. state.wall.nbrWinY = Math.floor((state.size.y - 2 * state.wall.margin) / state.wall.winH)
  122. // removing windows on Y until padding is enough
  123. while (state.wall.paddingY < 0.4) {
  124. state.wall.nbrWinY -= a
  125. state.wall.paddingY = (state.size.y - 2 * state.wall.margin - state.wall.winH * state.wall.nbrWinY) / (state.wall.nbrWinY - 1)
  126. a++
  127. }
  128. // state.wall = { ...wall }
  129. //
  130. // // CONTENTS GRID
  131. // a = 0
  132. // state.wall.nbrWinZ = Math.floor((state.size.z - 2 * state.wall.margin) / state.wall.winW)
  133. // while (state.wall.paddingZ < 0.4) {
  134. // state.wall.nbrWinZ -= a
  135. // state.wall.paddingZ = (state.size.z - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinZ) / (state.wall.nbrWinZ - 1)
  136. // a++
  137. // }
  138. //
  139. // grid = []
  140. // for (var l = 0; l < state.wall.nbrWinZ * 2; l++) { // cols
  141. // for (var m = 0; m < state.wall.nbrWinY * 2; m++) { // rows
  142. // grid.push({
  143. // z: margin + state.wall.winW / 2 * l,
  144. // y: margin + state.wall.winH / 2 * m
  145. // })
  146. // }
  147. // }
  148. // // shuffle the grid
  149. // for (let n = grid.length - 1; n > 0; n--) {
  150. // const o = Math.floor(Math.random() * n)
  151. // const temp = grid[n]
  152. // grid[n] = grid[o]
  153. // grid[o] = temp
  154. // }
  155. // state.grid = [ ...grid ]
  156. },
  157. build3dObjs ({ dispatch, commit, state, getters, rootGetters }) {
  158. console.log('build3dObjs')
  159. // http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
  160. let backGeom = new THREE.BoxGeometry(state.size.x, state.size.y, state.wall.wallW)
  161. let backMesh = new THREE.Mesh(backGeom)
  162. backMesh.position.z = -0.5 * state.size.z
  163. let backBSP = new ThreeBSP(backMesh)
  164. // https://medium.com/techtrument/multithreading-javascript-46156179cf9a
  165. let winGeom = new THREE.BoxGeometry(state.wall.winW, state.wall.winH, state.wall.wallW)
  166. let winMesh = new THREE.Mesh(winGeom)
  167. let windowsGeom = new THREE.Geometry()
  168. for (var i = 0; i < state.wall.nbrWinX; i++) {
  169. for (var j = 0; j < state.wall.nbrWinY; j++) {
  170. winMesh.position.z = -0.5 * state.size.z
  171. winMesh.position.x = -0.5 * state.size.x + state.wall.margin + state.wall.winW * 0.5 + i * (state.wall.winW + state.wall.paddingX)
  172. winMesh.position.y = 0.5 * state.size.y - state.wall.margin - state.wall.winH * 0.5 - j * (state.wall.winH + state.wall.paddingY)
  173. // winMesh.updateMatrix()
  174. windowsGeom.mergeMesh(winMesh)
  175. }
  176. }
  177. let windowsBSP = new ThreeBSP(windowsGeom)
  178. backBSP = backBSP.subtract(windowsBSP)
  179. // let winBSP
  180. // for (var i = 0; i < state.wall.nbrWinX; i++) {
  181. // for (var j = 0; j < state.wall.nbrWinY; j++) {
  182. // winMesh.position.z = -0.5 * state.size.z
  183. // winMesh.position.x = -0.5 * state.size.x + state.wall.margin + state.wall.winW * 0.5 + i * (state.wall.winW + state.wall.paddingX)
  184. // winMesh.position.y = 0.5 * state.size.y - state.wall.margin - state.wall.winH * 0.5 - j * (state.wall.winH + state.wall.paddingY)
  185. // winBSP = new ThreeBSP(winMesh)
  186. // backBSP = backBSP.subtract(winBSP)
  187. // }
  188. // }
  189. backMesh = backBSP.toMesh()
  190. let faceMesh = backMesh.clone()
  191. faceMesh.position.z = 0.5 * state.size.z
  192. let faceBSP = new ThreeBSP(faceMesh)
  193. let rightGeom = new THREE.BoxGeometry(state.wall.wallW, state.size.y, state.size.z)
  194. let rightMesh = new THREE.Mesh(rightGeom)
  195. rightMesh.position.x = 0.5 * state.size.x
  196. // rightMesh.position.z = 0.5 * state.size.z
  197. let rightBSP = new ThreeBSP(rightMesh)
  198. let leftMesh = rightMesh.clone()
  199. leftMesh.position.x = -0.5 * state.size.x
  200. // leftMesh.position.z = 0.5 * state.size.z
  201. let leftBSP = new ThreeBSP(leftMesh)
  202. let buildingBSP = backBSP.union(rightBSP)
  203. buildingBSP = buildingBSP.union(faceBSP)
  204. buildingBSP = buildingBSP.union(leftBSP)
  205. // buildingBSP = buildingBSP.union(topBSP)
  206. // buildingBSP = buildingBSP.union(floorBSP)
  207. // convert back to three.js mesh
  208. let building = buildingBSP.toMesh()
  209. // // create a custom shaderMaterial to had gradian colors
  210. // // var uniforms = THREE.UniformsUtils.merge([
  211. // // THREE.UniformsLib['lights'],
  212. // // {
  213. // // 'topColor': { value: new THREE.Color(0xffffff) },
  214. // // 'groundColor': { value: new THREE.Color(0xbcd6e4) },
  215. // // 'bottomColor': { value: new THREE.Color(0x07223b) },
  216. // // // 'bottomColor': { value: new THREE.Color(0x000000) },
  217. // // // 'groundColor': { value: new THREE.Color(0xff0000) },
  218. // // // 'bottomColor': { value: new THREE.Color(0x00ff00) },
  219. // // lightIntensity: { type: 'f', value: 1.0 }
  220. // // }
  221. // // ])
  222. // // var buildingMat = new THREE.ShaderMaterial({
  223. // // uniforms: uniforms,
  224. // // vertexShader: BgVertex,
  225. // // fragmentShader: BuildingFragment,
  226. // // side: THREE.DoubleSide,
  227. // // lights: true
  228. // // })
  229. // // building.material = buildingMat
  230. // create a classical material for building
  231. // let topColor = `hsla(201, 100%, 95%, 1)`
  232. let hTop = Math.round(195 + Math.random() * 10)
  233. let sTop = Math.round(100)
  234. let lTop = Math.round(95)
  235. let hFloor = Math.round(205 + Math.random() * 10)
  236. let sFloor = Math.round(40 + Math.random() * 20)
  237. let lFloor = Math.round(5 + Math.random() * 15)
  238. let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
  239. let bottomColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
  240. let gradientTexture = new THREE.CanvasTexture(getters.createGradientCanvas(topColor, bottomColor))
  241. let materialOpts = {
  242. color: 0xffffff,
  243. side: THREE.DoubleSide,
  244. shininess: 30,
  245. map: gradientTexture
  246. // wireframe: true,
  247. // transparent: true,
  248. // opacity: 0.6
  249. // renderOrder: 0
  250. }
  251. building.material = new THREE.MeshPhongMaterial(materialOpts)
  252. commit('setWalls3dObj', building)
  253. let buildingPos = { ...state.position, ...{ z: state.position.z - 0.5 * state.size.z } }
  254. commit('setWallsPos', buildingPos)
  255. // TOP & FLOOR
  256. let topGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
  257. let topOpts = {
  258. color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
  259. // side: THREE.DoubleSide,
  260. shininess: 30
  261. }
  262. let topMat = new THREE.MeshPhongMaterial(topOpts)
  263. let topMesh = new THREE.Mesh(topGeom, topMat)
  264. commit('setTop3dObj', topMesh)
  265. let topPosition = { ...state.position }
  266. topPosition.y += 0.5 * state.size.y
  267. commit('setTopPos', topPosition)
  268. // let floorGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
  269. let floorOpts = {
  270. color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
  271. // side: THREE.DoubleSide,
  272. shininess: 10
  273. }
  274. let floorMat = new THREE.MeshPhongMaterial(floorOpts)
  275. let floorMesh = new THREE.Mesh(topGeom, floorMat)
  276. commit('setFloor3dObj', floorMesh)
  277. let floorPosition = { ...state.position }
  278. floorPosition.y -= 0.5 * state.size.y
  279. commit('setFloorPos', floorPosition)
  280. //
  281. // // LEVELS
  282. // let levelGeom = new THREE.BoxGeometry(state.size.x, 1, state.size.z)
  283. // let levelMesh = new THREE.Mesh(levelGeom)
  284. // let levelBSP = new ThreeBSP(levelMesh)
  285. // let levelHoleGeom = new THREE.BoxGeometry(state.size.x - 3, 1, state.size.z - 3)
  286. // let levelHoleMesh = new THREE.Mesh(levelHoleGeom)
  287. // let levelHoleBSP = new ThreeBSP(levelHoleMesh)
  288. // levelBSP = levelBSP.subtract(levelHoleBSP)
  289. // levelMesh = levelBSP.toMesh()
  290. // let levelOpts = {
  291. // color: 0xff0000,
  292. // shininess: 10
  293. // }
  294. // let levelMat = new THREE.MeshPhongMaterial(levelOpts)
  295. // levelMesh.material = levelMat
  296. }
  297. }
  298. }