project.js 15 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 Query from 'graphql-query-builder'
  7. import * as THREE from 'three'
  8. import { ThreeBSP } from 'three-js-csg-es6'
  9. export default {
  10. namespaced: true,
  11. // initial state
  12. state: {
  13. obj3d: null,
  14. size: { x: 0, y: 0, z: 0 },
  15. position: { x: 0, y: 0, z: 0 },
  16. walls3dObj: null,
  17. wallsPos: null,
  18. top3dObj: null,
  19. topPos: null,
  20. topColor: null,
  21. floor3dObj: null,
  22. floorPos: null,
  23. florrColor: null,
  24. levels3dObj: null,
  25. levelsPos: null,
  26. wall: {
  27. wallW: 0.001,
  28. // dig windows on face and back
  29. winW: 2 + Math.random() * 2,
  30. winH: 4 + Math.random() * 4,
  31. margin: 2,
  32. nbrWinX: 0,
  33. paddingX: 0,
  34. nbrWinY: 0,
  35. paddingY: 0,
  36. nbrWinZ: 0,
  37. paddingZ: 0
  38. },
  39. contents: {},
  40. contents_size_factor: 2, // factor to get the contents (grid) size proportional to windows
  41. contentTypes: ['visible', 'context', 'process', 'concept'],
  42. grid: { visible: [], context: [], process: [], concept: [] },
  43. gridContentPlaced: {}
  44. },
  45. // getters
  46. getters: {
  47. position: (state) => {
  48. return state.position
  49. },
  50. size: (state) => {
  51. return state.size
  52. },
  53. createGradientCanvas: (state) => (c1, c2) => {
  54. var ctx = document.createElement('canvas').getContext('2d')
  55. ctx.canvas.width = 1024
  56. ctx.canvas.height = 1024
  57. var lingrad = ctx.createLinearGradient(0, 0, 0, 1024)
  58. lingrad.addColorStop(0, c1)
  59. lingrad.addColorStop(1, c2)
  60. ctx.fillStyle = lingrad
  61. ctx.fillRect(0, 0, 1024, 1024)
  62. return ctx.canvas
  63. }
  64. },
  65. // mutations
  66. mutations: {
  67. setSize: (state, size) => {
  68. state.size = size
  69. },
  70. setPosition: (state, pos) => {
  71. state.position = pos
  72. },
  73. setWalls3dObj: (state, obj) => { state.walls3dObj = obj },
  74. setWallsPos: (state, pos) => { state.wallsPos = pos },
  75. setTop3dObj: (state, obj) => { state.top3dObj = obj },
  76. setTopPos: (state, pos) => { state.topPos = pos },
  77. setFloor3dObj: (state, obj) => { state.floor3dObj = obj },
  78. setFloorPos: (state, pos) => { state.floorPos = pos },
  79. setTopColor: (state, col) => { state.topColor = col },
  80. setFloorColor: (state, col) => { state.floorColor = col },
  81. setLevels3dObj: (state, obj) => { state.levels3dObj = obj },
  82. setLevelsPos: (state, pos) => { state.levelsPos = pos },
  83. setContents: (state, contents) => { state.contents = contents },
  84. setGrid: (state, grid) => { state.grid = grid },
  85. shiftGrid: (state, c) => {
  86. let p = state.grid[c.type].shift()
  87. if (!state.gridContentPlaced[c.type]) {
  88. state.gridContentPlaced[c.type] = {}
  89. }
  90. state.gridContentPlaced[c.type][c.id] = p
  91. }
  92. },
  93. // actions
  94. actions: {
  95. init ({ dispatch, commit, state, rootGetters }) {
  96. console.log(`Init Project module ${state.id}`, state)
  97. dispatch('sizingBuilding')
  98. dispatch('build3dObjs')
  99. },
  100. sizingBuilding ({ dispatch, commit, state, rootGetters }) {
  101. console.log('sizingBuilding, state', state)
  102. let totalW = rootGetters['Projects/totalW']
  103. // console.log('totalW', totalW)
  104. let margin = rootGetters['Projects/marginBetweenBuildings']
  105. // console.log('margin', margin)
  106. // positioning buildings on x regarding the widths
  107. // & setting up the window sizing
  108. // & setting up the content grid
  109. // let wall, a
  110. // let grid
  111. // X POS
  112. let x
  113. if (state.index === 0) {
  114. // if it's the first
  115. x = -1 * totalW / 2 + state.size.x / 2
  116. } else {
  117. // else get the precedent pos
  118. let prevProjID = rootGetters['Projects/projectID'](state.index - 1)
  119. // console.log('prevProjID', prevProjID)
  120. let prevProjPos = rootGetters[`project:${prevProjID}/position`]
  121. // console.log(`project:${prevProjID}/position.x`, prevProjPos.x)
  122. let prevProjSize = rootGetters[`project:${prevProjID}/size`]
  123. // console.log(`project:${prevProjID}/size.x`, prevProjSize.x)
  124. // console.log('state.size.x', state.size.x)
  125. // prev X + alf of prev size x + margin + half of current size x
  126. x = prevProjPos.x + prevProjSize.x / 2 + margin + state.size.x / 2
  127. }
  128. // console.log('x', x)
  129. commit('setPosition', {
  130. x: x,
  131. // y: -1 * state.size.y / 2 + 10 + Math.random() * 30, // -10 + Math.random() * this.size.y / 2
  132. y: -state.size.y / 4,
  133. z: 0// -10 + Math.random() * 10
  134. })
  135. // WINDOWS
  136. let a = 0
  137. state.wall.nbrWinX = Math.floor((state.size.x - 2 * state.wall.margin) / state.wall.winW)
  138. // removing windows on X until padding is enough
  139. while (state.wall.paddingX < 0.4) {
  140. state.wall.nbrWinX -= a
  141. state.wall.paddingX = (state.size.x - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinX) / (state.wall.nbrWinX - 1)
  142. a++
  143. }
  144. a = 0
  145. state.wall.nbrWinY = Math.floor((state.size.y - 2 * state.wall.margin) / state.wall.winH)
  146. // removing windows on Y until padding is enough
  147. while (state.wall.paddingY < 0.4) {
  148. state.wall.nbrWinY -= a
  149. state.wall.paddingY = (state.size.y - 2 * state.wall.margin - state.wall.winH * state.wall.nbrWinY) / (state.wall.nbrWinY - 1)
  150. a++
  151. }
  152. // CONTENTS GRID
  153. a = 0
  154. state.wall.nbrWinZ = Math.floor((state.size.z - 2 * state.wall.margin) / state.wall.winW)
  155. while (state.wall.paddingZ < 0.4) {
  156. state.wall.nbrWinZ -= a
  157. state.wall.paddingZ = (state.size.z - 2 * state.wall.margin - state.wall.winW * state.wall.nbrWinZ) / (state.wall.nbrWinZ - 1)
  158. a++
  159. }
  160. let grid = {}
  161. let rows = state.wall.nbrWinY / state.contents_size_factor
  162. let cols = state.wall.nbrWinZ / state.contents_size_factor
  163. let t
  164. for (var m = 0; m < rows; m++) { // rows
  165. if (m > rows / 4 * 3) {
  166. t = state.contentTypes[0]
  167. } else if (m > rows / 4 * 2) {
  168. t = state.contentTypes[1]
  169. } else if (m > rows / 4) {
  170. t = state.contentTypes[2]
  171. } else {
  172. t = state.contentTypes[3]
  173. }
  174. if (!grid[t]) {
  175. grid[t] = []
  176. }
  177. for (var l = 0; l < cols; l++) { // cols
  178. grid[t].push({
  179. z: margin + state.wall.winW * state.contents_size_factor * l,
  180. y: margin + state.wall.winH * state.contents_size_factor * m
  181. })
  182. }
  183. }
  184. console.log('grid', grid)
  185. // shuffle the grids
  186. for (var i = 0; i < state.contentTypes.length; i++) {
  187. for (let n = grid[state.contentTypes[i]].length - 1; n > 0; n--) {
  188. const o = Math.floor(Math.random() * n)
  189. const temp = grid[state.contentTypes[i]][n]
  190. grid[state.contentTypes[i]][n] = grid[state.contentTypes[i]][o]
  191. grid[state.contentTypes[i]][o] = temp
  192. }
  193. }
  194. console.log('shuffeld grid', grid)
  195. commit('setGrid', grid)
  196. console.log('state.grid', state.grid)
  197. },
  198. build3dObjs ({ dispatch, commit, state, getters, rootGetters }) {
  199. console.log('build3dObjs')
  200. // http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
  201. let frontGeom = new THREE.BoxGeometry(state.size.x, state.size.y, state.wall.wallW)
  202. let frontMesh = new THREE.Mesh(frontGeom)
  203. frontMesh.position.z = 0.5 * state.size.z
  204. let frontBSP = new ThreeBSP(frontMesh)
  205. // https://medium.com/techtrument/multithreading-javascript-46156179cf9a
  206. let winGeom = new THREE.BoxGeometry(state.wall.winW, state.wall.winH, state.wall.wallW)
  207. let winMesh = new THREE.Mesh(winGeom)
  208. let windowsGeom = new THREE.Geometry()
  209. for (var i = 0; i < state.wall.nbrWinX; i++) {
  210. for (var j = 0; j < state.wall.nbrWinY; j++) {
  211. winMesh.position.z = 0.5 * state.size.z
  212. winMesh.position.x = -0.5 * state.size.x + state.wall.margin + state.wall.winW * 0.5 + i * (state.wall.winW + state.wall.paddingX)
  213. winMesh.position.y = 0.5 * state.size.y - state.wall.margin - state.wall.winH * 0.5 - j * (state.wall.winH + state.wall.paddingY)
  214. // winMesh.updateMatrix()
  215. windowsGeom.mergeMesh(winMesh)
  216. }
  217. }
  218. let windowsBSP = new ThreeBSP(windowsGeom)
  219. let frontWindowedBSP = frontBSP.subtract(windowsBSP)
  220. // console.log('state.Faces_opaques', state.Faces_opaques)
  221. let backWindowedMesh
  222. if (state.Faces_opaques === 3) {
  223. backWindowedMesh = frontMesh.clone()
  224. } else {
  225. let frontWindowedMesh = frontWindowedBSP.toMesh()
  226. backWindowedMesh = frontWindowedMesh.clone()
  227. }
  228. backWindowedMesh.position.z = -0.5 * state.size.z
  229. let backWindowedBSP = new ThreeBSP(backWindowedMesh)
  230. let rightGeom = new THREE.BoxGeometry(state.wall.wallW, state.size.y, state.size.z)
  231. let rightMesh = new THREE.Mesh(rightGeom)
  232. rightMesh.position.x = 0.5 * state.size.x
  233. // rightMesh.position.z = 0.5 * state.size.z
  234. let rightBSP = new ThreeBSP(rightMesh)
  235. let leftMesh = rightMesh.clone()
  236. leftMesh.position.x = -0.5 * state.size.x
  237. // leftMesh.position.z = 0.5 * state.size.z
  238. let leftBSP = new ThreeBSP(leftMesh)
  239. let buildingBSP = frontWindowedBSP.union(rightBSP)
  240. buildingBSP = buildingBSP.union(backWindowedBSP)
  241. buildingBSP = buildingBSP.union(leftBSP)
  242. // convert back to three.js mesh
  243. let building = buildingBSP.toMesh()
  244. // create a classical material for building
  245. // let topColor = `hsla(201, 100%, 95%, 1)`
  246. let hTop = Math.round(195 + Math.random() * 10)
  247. let sTop = Math.round(100)
  248. let lTop = Math.round(95)
  249. let hFloor = Math.round(205 + Math.random() * 10)
  250. let sFloor = Math.round(40 + Math.random() * 20)
  251. let lFloor = Math.round(5 + Math.random() * 15)
  252. let topColor = `hsla(${hTop}, ${sTop}%, ${lTop}%, 1)`
  253. commit('setTopColor', topColor)
  254. let floorColor = `hsla(${hFloor}, ${sFloor}%, ${lFloor}%, 1)`
  255. commit('setFloorColor', floorColor)
  256. let gradientTexture = new THREE.CanvasTexture(getters.createGradientCanvas(topColor, floorColor))
  257. let materialOpts = {
  258. color: 0xffffff,
  259. side: THREE.DoubleSide,
  260. shininess: 30,
  261. map: gradientTexture
  262. }
  263. building.material = new THREE.MeshPhongMaterial(materialOpts)
  264. // commiting walls
  265. commit('setWalls3dObj', building)
  266. let buildingPos = { ...state.position, ...{ z: state.position.z + 0.5 * state.size.z } }
  267. commit('setWallsPos', buildingPos)
  268. // TOP & FLOOR
  269. let topGeom = new THREE.BoxGeometry(state.size.x, state.wall.wallW, state.size.z)
  270. let topOpts = {
  271. color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
  272. shininess: 30
  273. }
  274. let topMat = new THREE.MeshPhongMaterial(topOpts)
  275. let topMesh = new THREE.Mesh(topGeom, topMat)
  276. commit('setTop3dObj', topMesh)
  277. let topPosition = { ...state.position, ...{ y: state.position.y + 0.5 * state.size.y } }
  278. commit('setTopPos', topPosition)
  279. let floorOpts = {
  280. color: new THREE.Color(`hsl(${hFloor}, ${sFloor}%, ${lFloor}%)`),
  281. shininess: 10
  282. }
  283. let floorMat = new THREE.MeshPhongMaterial(floorOpts)
  284. let floorMesh = new THREE.Mesh(topGeom, floorMat)
  285. commit('setFloor3dObj', floorMesh)
  286. let floorPosition = { ...state.position, ...{ y: state.position.y - 0.5 * state.size.y } }
  287. commit('setFloorPos', floorPosition)
  288. // LEVELS
  289. let levelGeom = new THREE.BoxGeometry(state.size.x - state.wall.wallW * 2, 0.1, state.size.z - state.wall.wallW * 2)
  290. let levelMesh = new THREE.Mesh(levelGeom)
  291. let levelBSP = new ThreeBSP(levelMesh)
  292. let levelHoleGeom = new THREE.BoxGeometry(state.size.x - state.wall.wallW * 2 - 3, 0.1, state.size.z - state.wall.wallW * 2 - 3)
  293. let levelHoleMesh = new THREE.Mesh(levelHoleGeom)
  294. let levelHoleBSP = new ThreeBSP(levelHoleMesh)
  295. levelBSP = levelBSP.subtract(levelHoleBSP)
  296. levelMesh = levelBSP.toMesh()
  297. let levelsGeom = new THREE.Geometry()
  298. for (var k = -1; k < 2; k++) {
  299. levelMesh.position.y = k * state.size.y * 0.25
  300. levelsGeom.mergeMesh(levelMesh)
  301. }
  302. let levelsOpts = {
  303. color: new THREE.Color(`hsl(${hTop}, ${sTop}%, ${lTop}%)`),
  304. shininess: 10
  305. }
  306. let levelsMat = new THREE.MeshPhongMaterial(levelsOpts)
  307. let levelsMesh = new THREE.Mesh(levelsGeom, levelsMat)
  308. commit('setLevels3dObj', levelsMesh)
  309. let levelsPos = { ...state.position }
  310. commit('setLevelsPos', levelsPos)
  311. },
  312. loadContents ({ dispatch, commit, state }) {
  313. console.log('loadContents')
  314. let contentsQuery = new Query('project', { id: state.id })
  315. let visiblesQuery = new Query('visibles')
  316. visiblesQuery.filter({ Published: true })
  317. visiblesQuery.find(['id', 'Name', 'Text2', 'Vimeo', 'Url', 'categories'])
  318. contentsQuery.find([visiblesQuery])
  319. console.log('contentsQuery', `${contentsQuery}`)
  320. GRAPHQL.post('', { query: `query {
  321. project(id: "${state.id}") {
  322. visibles(where: { Published: "true" }){
  323. id
  324. Name
  325. Media {
  326. url
  327. size
  328. }
  329. Text2
  330. Vimeo
  331. Url
  332. categories
  333. }
  334. contexts(where: { Published: "true" }){
  335. id
  336. Name
  337. Images {
  338. url
  339. size
  340. }
  341. Text2
  342. Vimeo
  343. Url
  344. }
  345. processes(where: { Published: "true" }){
  346. id
  347. Name
  348. Media {
  349. url
  350. size
  351. }
  352. Text2
  353. Vimeo
  354. Url
  355. }
  356. concepts(where: { Published: "true" }){
  357. id
  358. Name
  359. Images {
  360. url
  361. size
  362. }
  363. Text2
  364. Vimeo
  365. }
  366. }
  367. }` })
  368. .then(({ data: { data: { project } = null } }) => {
  369. console.log('graphql contents', project)
  370. commit('setContents', project)
  371. // dispatch('computeProjects', projects)
  372. })
  373. .catch((error) => {
  374. console.warn('Issue with getProjects', error)
  375. Promise.reject(error)
  376. })
  377. }
  378. // getGridPos ({ state, commit }) {
  379. // let p = state.grid[0]
  380. // commit('shiftGrid')
  381. // Promise.resolve(p)
  382. // }
  383. }
  384. }