project.js 13 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 { GRAPHQL } from 'api/graphql-axios'
  6. import * as THREE from 'three'
  7. import { ThreeBSP } from 'three-js-csg-es6'
  8. export default {
  9. namespaced: true,
  10. // initial state
  11. state: {
  12. obj3d: null,
  13. size: { x: 0, y: 0, z: 0 },
  14. position: { x: 0, y: 0, z: 0 },
  15. walls3dObj: null,
  16. wallsPos: null,
  17. top3dObj: null,
  18. topPos: null,
  19. topColor: null,
  20. floor3dObj: null,
  21. floorPos: null,
  22. florrColor: null,
  23. wall: {
  24. wallW: 0.001,
  25. // dig windows on face and back
  26. winW: 2 + Math.random() * 2,
  27. winH: 4 + Math.random() * 4,
  28. margin: 2,
  29. nbrWinX: 0,
  30. paddingX: 0,
  31. nbrWinY: 0,
  32. paddingY: 0,
  33. nbrWinZ: 0,
  34. paddingZ: 0
  35. },
  36. contents: {},
  37. grid: []
  38. },
  39. // getters
  40. getters: {
  41. position: (state) => {
  42. return state.position
  43. },
  44. size: (state) => {
  45. return state.size
  46. },
  47. createGradientCanvas: (state) => (c1, c2) => {
  48. var ctx = document.createElement('canvas').getContext('2d')
  49. ctx.canvas.width = 1024
  50. ctx.canvas.height = 1024
  51. var lingrad = ctx.createLinearGradient(0, 0, 0, 1024)
  52. lingrad.addColorStop(0, c1)
  53. lingrad.addColorStop(1, c2)
  54. ctx.fillStyle = lingrad
  55. ctx.fillRect(0, 0, 1024, 1024)
  56. return ctx.canvas
  57. }
  58. },
  59. // mutations
  60. mutations: {
  61. setSize: (state, size) => {
  62. state.size = size
  63. },
  64. setPosition: (state, pos) => {
  65. state.position = pos
  66. },
  67. setWalls3dObj: (state, obj) => { state.walls3dObj = obj },
  68. setWallsPos: (state, pos) => { state.wallsPos = pos },
  69. setTop3dObj: (state, obj) => { state.top3dObj = obj },
  70. setTopPos: (state, pos) => { state.topPos = pos },
  71. setFloor3dObj: (state, obj) => { state.floor3dObj = obj },
  72. setFloorPos: (state, pos) => { state.floorPos = pos },
  73. setTopColor: (state, col) => { state.topColor = col },
  74. setFloorColor: (state, col) => { state.floorColor = col }
  75. },
  76. // actions
  77. actions: {
  78. init ({ dispatch, commit, state, rootGetters }) {
  79. console.log('Init Project module', state.id)
  80. dispatch('sizingBuilding')
  81. dispatch('build3dObjs')
  82. },
  83. sizingBuilding ({ dispatch, commit, state, rootGetters }) {
  84. console.log('sizingBuilding')
  85. let totalW = rootGetters['Projects/totalW']
  86. // console.log('totalW', totalW)
  87. let margin = rootGetters['Projects/marginBetweenBuildings']
  88. // console.log('margin', margin)
  89. // positioning buildings on x regarding the widths
  90. // & setting up the window sizing
  91. // & setting up the content grid
  92. // let wall, a
  93. // let grid
  94. // X POS
  95. let x
  96. if (state.index === 0) {
  97. // if it's the first
  98. x = -1 * totalW / 2 + state.size.x / 2
  99. } else {
  100. // else get the precedent pos
  101. let prevProjID = rootGetters['Projects/projectID'](state.index - 1)
  102. // console.log('prevProjID', prevProjID)
  103. let prevProjPos = rootGetters[`project:${prevProjID}/position`]
  104. // console.log(`project:${prevProjID}/position.x`, prevProjPos.x)
  105. let prevProjSize = rootGetters[`project:${prevProjID}/size`]
  106. // console.log(`project:${prevProjID}/size.x`, prevProjSize.x)
  107. // console.log('state.size.x', state.size.x)
  108. // prev X + alf of prev size x + margin + half of current size x
  109. x = prevProjPos.x + prevProjSize.x / 2 + margin + state.size.x / 2
  110. }
  111. // console.log('x', x)
  112. commit('setPosition', {
  113. x: x,
  114. // y: -1 * state.size.y / 2 + 10 + Math.random() * 30, // -10 + Math.random() * this.size.y / 2
  115. y: -state.size.y / 4,
  116. z: -10 + Math.random() * 10
  117. })
  118. // WINDOWS
  119. let a = 0
  120. state.wall.nbrWinX = Math.floor((state.size.x - 2 * state.wall.margin) / state.wall.winW)
  121. // removing windows on X until padding is enough
  122. while (state.wall.paddingX < 0.4) {
  123. state.wall.nbrWinX -= a
  124. state.wall.paddingX = (state.size.x - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinX) / (state.wall.nbrWinX - 1)
  125. a++
  126. }
  127. a = 0
  128. state.wall.nbrWinY = Math.floor((state.size.y - 2 * state.wall.margin) / state.wall.winH)
  129. // removing windows on Y until padding is enough
  130. while (state.wall.paddingY < 0.4) {
  131. state.wall.nbrWinY -= a
  132. state.wall.paddingY = (state.size.y - 2 * state.wall.margin - state.wall.winH * state.wall.nbrWinY) / (state.wall.nbrWinY - 1)
  133. a++
  134. }
  135. // state.wall = { ...wall }
  136. //
  137. // // CONTENTS GRID
  138. // a = 0
  139. // state.wall.nbrWinZ = Math.floor((state.size.z - 2 * state.wall.margin) / state.wall.winW)
  140. // while (state.wall.paddingZ < 0.4) {
  141. // state.wall.nbrWinZ -= a
  142. // state.wall.paddingZ = (state.size.z - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinZ) / (state.wall.nbrWinZ - 1)
  143. // a++
  144. // }
  145. //
  146. // grid = []
  147. // for (var l = 0; l < state.wall.nbrWinZ * 2; l++) { // cols
  148. // for (var m = 0; m < state.wall.nbrWinY * 2; m++) { // rows
  149. // grid.push({
  150. // z: margin + state.wall.winW / 2 * l,
  151. // y: margin + state.wall.winH / 2 * m
  152. // })
  153. // }
  154. // }
  155. // // shuffle the grid
  156. // for (let n = grid.length - 1; n > 0; n--) {
  157. // const o = Math.floor(Math.random() * n)
  158. // const temp = grid[n]
  159. // grid[n] = grid[o]
  160. // grid[o] = temp
  161. // }
  162. // state.grid = [ ...grid ]
  163. },
  164. build3dObjs ({ dispatch, commit, state, getters, rootGetters }) {
  165. console.log('build3dObjs')
  166. // http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
  167. let backGeom = new THREE.BoxGeometry(state.size.x, state.size.y, state.wall.wallW)
  168. let backMesh = new THREE.Mesh(backGeom)
  169. backMesh.position.z = -0.5 * state.size.z
  170. let backBSP = new ThreeBSP(backMesh)
  171. // https://medium.com/techtrument/multithreading-javascript-46156179cf9a
  172. let winGeom = new THREE.BoxGeometry(state.wall.winW, state.wall.winH, state.wall.wallW)
  173. let winMesh = new THREE.Mesh(winGeom)
  174. let windowsGeom = new THREE.Geometry()
  175. for (var i = 0; i < state.wall.nbrWinX; i++) {
  176. for (var j = 0; j < state.wall.nbrWinY; j++) {
  177. winMesh.position.z = -0.5 * state.size.z
  178. winMesh.position.x = -0.5 * state.size.x + state.wall.margin + state.wall.winW * 0.5 + i * (state.wall.winW + state.wall.paddingX)
  179. winMesh.position.y = 0.5 * state.size.y - state.wall.margin - state.wall.winH * 0.5 - j * (state.wall.winH + state.wall.paddingY)
  180. // winMesh.updateMatrix()
  181. windowsGeom.mergeMesh(winMesh)
  182. }
  183. }
  184. let windowsBSP = new ThreeBSP(windowsGeom)
  185. backBSP = backBSP.subtract(windowsBSP)
  186. // let winBSP
  187. // for (var i = 0; i < state.wall.nbrWinX; i++) {
  188. // for (var j = 0; j < state.wall.nbrWinY; j++) {
  189. // winMesh.position.z = -0.5 * state.size.z
  190. // winMesh.position.x = -0.5 * state.size.x + state.wall.margin + state.wall.winW * 0.5 + i * (state.wall.winW + state.wall.paddingX)
  191. // winMesh.position.y = 0.5 * state.size.y - state.wall.margin - state.wall.winH * 0.5 - j * (state.wall.winH + state.wall.paddingY)
  192. // winBSP = new ThreeBSP(winMesh)
  193. // backBSP = backBSP.subtract(winBSP)
  194. // }
  195. // }
  196. backMesh = backBSP.toMesh()
  197. let faceMesh = backMesh.clone()
  198. faceMesh.position.z = 0.5 * state.size.z
  199. let faceBSP = new ThreeBSP(faceMesh)
  200. let rightGeom = new THREE.BoxGeometry(state.wall.wallW, state.size.y, state.size.z)
  201. let rightMesh = new THREE.Mesh(rightGeom)
  202. rightMesh.position.x = 0.5 * state.size.x
  203. // rightMesh.position.z = 0.5 * state.size.z
  204. let rightBSP = new ThreeBSP(rightMesh)
  205. let leftMesh = rightMesh.clone()
  206. leftMesh.position.x = -0.5 * state.size.x
  207. // leftMesh.position.z = 0.5 * state.size.z
  208. let leftBSP = new ThreeBSP(leftMesh)
  209. let buildingBSP = backBSP.union(rightBSP)
  210. buildingBSP = buildingBSP.union(faceBSP)
  211. buildingBSP = buildingBSP.union(leftBSP)
  212. // buildingBSP = buildingBSP.union(topBSP)
  213. // buildingBSP = buildingBSP.union(floorBSP)
  214. // convert back to three.js mesh
  215. let building = buildingBSP.toMesh()
  216. // create a classical material for building
  217. // let topColor = `hsla(201, 100%, 95%, 1)`
  218. let hTop = Math.round(195 + Math.random() * 10)
  219. let sTop = Math.round(100)
  220. let lTop = Math.round(95)
  221. let hFloor = Math.round(205 + Math.random() * 10)
  222. let sFloor = Math.round(40 + Math.random() * 20)
  223. let lFloor = Math.round(5 + Math.random() * 15)
  224. let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
  225. commit('setTopColor', topColor)
  226. let floorColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
  227. commit('setFloorColor', floorColor)
  228. let gradientTexture = new THREE.CanvasTexture(getters.createGradientCanvas(topColor, floorColor))
  229. let materialOpts = {
  230. color: 0xffffff,
  231. side: THREE.DoubleSide,
  232. shininess: 30,
  233. map: gradientTexture
  234. }
  235. building.material = new THREE.MeshPhongMaterial(materialOpts)
  236. // commiting walls
  237. commit('setWalls3dObj', building)
  238. let buildingPos = { ...state.position, ...{ z: state.position.z - 0.5 * state.size.z } }
  239. commit('setWallsPos', buildingPos)
  240. // TOP & FLOOR
  241. let topGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
  242. let topOpts = {
  243. color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
  244. shininess: 30
  245. }
  246. let topMat = new THREE.MeshPhongMaterial(topOpts)
  247. let topMesh = new THREE.Mesh(topGeom, topMat)
  248. commit('setTop3dObj', topMesh)
  249. let topPosition = { ...state.position, ...{ y: state.position.y + 0.5 * state.size.y } }
  250. commit('setTopPos', topPosition)
  251. let floorOpts = {
  252. color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
  253. shininess: 10
  254. }
  255. let floorMat = new THREE.MeshPhongMaterial(floorOpts)
  256. let floorMesh = new THREE.Mesh(topGeom, floorMat)
  257. commit('setFloor3dObj', floorMesh)
  258. let floorPosition = { ...state.position, ...{ y: state.position.y - 0.5 * state.size.y } }
  259. commit('setFloorPos', floorPosition)
  260. //
  261. // // LEVELS
  262. // let levelGeom = new THREE.BoxGeometry(state.size.x, 1, state.size.z)
  263. // let levelMesh = new THREE.Mesh(levelGeom)
  264. // let levelBSP = new ThreeBSP(levelMesh)
  265. // let levelHoleGeom = new THREE.BoxGeometry(state.size.x - 3, 1, state.size.z - 3)
  266. // let levelHoleMesh = new THREE.Mesh(levelHoleGeom)
  267. // let levelHoleBSP = new ThreeBSP(levelHoleMesh)
  268. // levelBSP = levelBSP.subtract(levelHoleBSP)
  269. // levelMesh = levelBSP.toMesh()
  270. // let levelOpts = {
  271. // color: 0xff0000,
  272. // shininess: 10
  273. // }
  274. // let levelMat = new THREE.MeshPhongMaterial(levelOpts)
  275. // levelMesh.material = levelMat
  276. },
  277. loadContents ({ dispatch, commit, state }) {
  278. console.log('loadContents')
  279. GRAPHQL.post('', { query: `query {
  280. project(id: "${state.id}") {
  281. visibles(where: { Published: "true" }){
  282. id
  283. Name
  284. Media {
  285. url
  286. size
  287. }
  288. Text2
  289. Vimeo
  290. Url
  291. categories
  292. }
  293. contexts(where: { Published: "true" }){
  294. id
  295. Name
  296. Images {
  297. url
  298. size
  299. }
  300. Text2
  301. Vimeo
  302. Url
  303. }
  304. processes(where: { Published: "true" }){
  305. id
  306. Name
  307. Media {
  308. url
  309. size
  310. }
  311. Text2
  312. Vimeo
  313. Url
  314. }
  315. concepts(where: { Published: "true" }){
  316. id
  317. Name
  318. Images {
  319. url
  320. size
  321. }
  322. Text2
  323. Vimeo
  324. }
  325. }
  326. }` })
  327. .then(({ data: { data: { project } = null } }) => {
  328. console.log('graphql visibles', project)
  329. // dispatch('computeProjects', projects)
  330. })
  331. .catch((error) => {
  332. console.warn('Issue with getProjects', error)
  333. Promise.reject(error)
  334. })
  335. }
  336. }
  337. }